Class ConventionalBiomeTags

java.lang.Object
net.fabricmc.fabric.api.tag.convention.v2.ConventionalBiomeTags

public final class ConventionalBiomeTags extends Object
See BiomeTags for vanilla tags. Note that addition to some vanilla tags implies having certain functionality, and as such certain biome tags exist to mirror vanilla tags, and should be preferred over vanilla unless its behavior is desired.
  • Field Details

    • NO_DEFAULT_MONSTERS

      public static final TagKey<Biome> NO_DEFAULT_MONSTERS
      For biomes that should not spawn monsters over time the normal way. In other words, their Spawners and Spawn Cost entries have the monster category empty. Example: Mushroom Biomes not having Zombies, Creepers, Skeleton, nor any other normal monsters.
    • HIDDEN_FROM_LOCATOR_SELECTION

      public static final TagKey<Biome> HIDDEN_FROM_LOCATOR_SELECTION
      Biomes that should not be locatable/selectable by modded biome-locating items or abilities.
    • IS_VOID

      public static final TagKey<Biome> IS_VOID
    • IS_OVERWORLD

      public static final TagKey<Biome> IS_OVERWORLD
      Biomes that spawn in the Overworld. (This is for people who want to tag their biomes as Overworld without getting side effects from BiomeTags.IS_OVERWORLD.

      NOTE: If you do not add to the vanilla Overworld tag, be sure to add to BiomeTags.STRONGHOLD_HAS_STRUCTURE so some Strongholds do not go missing.)

    • IS_HOT

      public static final TagKey<Biome> IS_HOT
      Biomes that are above 0.8 temperature. (Excluding 0.8)
    • IS_HOT_OVERWORLD

      public static final TagKey<Biome> IS_HOT_OVERWORLD
    • IS_HOT_NETHER

      public static final TagKey<Biome> IS_HOT_NETHER
    • IS_HOT_END

      public static final TagKey<Biome> IS_HOT_END
    • IS_TEMPERATE

      public static final TagKey<Biome> IS_TEMPERATE
      Biomes that are between 0.5 and 0.8 temperature range. (Including 0.5 and 0.8)
    • IS_TEMPERATE_OVERWORLD

      public static final TagKey<Biome> IS_TEMPERATE_OVERWORLD
    • IS_TEMPERATE_NETHER

      public static final TagKey<Biome> IS_TEMPERATE_NETHER
    • IS_TEMPERATE_END

      public static final TagKey<Biome> IS_TEMPERATE_END
    • IS_COLD

      public static final TagKey<Biome> IS_COLD
      Biomes that are below 0.5 temperature. (Excluding 0.5)
    • IS_COLD_OVERWORLD

      public static final TagKey<Biome> IS_COLD_OVERWORLD
    • IS_COLD_NETHER

      public static final TagKey<Biome> IS_COLD_NETHER
    • IS_COLD_END

      public static final TagKey<Biome> IS_COLD_END
    • IS_WET

      public static final TagKey<Biome> IS_WET
    • IS_WET_OVERWORLD

      public static final TagKey<Biome> IS_WET_OVERWORLD
    • IS_WET_NETHER

      public static final TagKey<Biome> IS_WET_NETHER
    • IS_WET_END

      public static final TagKey<Biome> IS_WET_END
    • IS_DRY

      public static final TagKey<Biome> IS_DRY
    • IS_DRY_OVERWORLD

      public static final TagKey<Biome> IS_DRY_OVERWORLD
    • IS_DRY_NETHER

      public static final TagKey<Biome> IS_DRY_NETHER
    • IS_DRY_END

      public static final TagKey<Biome> IS_DRY_END
    • IS_VEGETATION_SPARSE

      public static final TagKey<Biome> IS_VEGETATION_SPARSE
      If a biome has trees but spawn infrequently like a Savanna or Sparse Jungle, then the biome is considered having sparse vegetation. It does NOT mean no trees.
    • IS_VEGETATION_SPARSE_OVERWORLD

      public static final TagKey<Biome> IS_VEGETATION_SPARSE_OVERWORLD
    • IS_VEGETATION_SPARSE_NETHER

      public static final TagKey<Biome> IS_VEGETATION_SPARSE_NETHER
    • IS_VEGETATION_SPARSE_END

      public static final TagKey<Biome> IS_VEGETATION_SPARSE_END
    • IS_VEGETATION_DENSE

      public static final TagKey<Biome> IS_VEGETATION_DENSE
      If a biome has more vegetation than a regular Forest biome, then it is considered having dense vegetation. This is more subjective so simply do your best with classifying your biomes.
    • IS_VEGETATION_DENSE_OVERWORLD

      public static final TagKey<Biome> IS_VEGETATION_DENSE_OVERWORLD
    • IS_VEGETATION_DENSE_NETHER

      public static final TagKey<Biome> IS_VEGETATION_DENSE_NETHER
    • IS_VEGETATION_DENSE_END

      public static final TagKey<Biome> IS_VEGETATION_DENSE_END
    • IS_CONIFEROUS_TREE

      public static final TagKey<Biome> IS_CONIFEROUS_TREE
    • IS_SAVANNA_TREE

      public static final TagKey<Biome> IS_SAVANNA_TREE
    • IS_JUNGLE_TREE

      public static final TagKey<Biome> IS_JUNGLE_TREE
    • IS_DECIDUOUS_TREE

      public static final TagKey<Biome> IS_DECIDUOUS_TREE
    • IS_MOUNTAIN

      public static final TagKey<Biome> IS_MOUNTAIN
    • IS_MOUNTAIN_PEAK

      public static final TagKey<Biome> IS_MOUNTAIN_PEAK
    • IS_MOUNTAIN_SLOPE

      public static final TagKey<Biome> IS_MOUNTAIN_SLOPE
    • IS_PLAINS

      public static final TagKey<Biome> IS_PLAINS
      For temperate or warmer plains-like biomes. For snowy plains-like biomes, see IS_SNOWY_PLAINS.
    • IS_SNOWY_PLAINS

      public static final TagKey<Biome> IS_SNOWY_PLAINS
      For snowy plains-like biomes. For warmer plains-like biomes, see IS_PLAINS.
    • IS_FOREST

      public static final TagKey<Biome> IS_FOREST
      Biomes densely populated with deciduous trees. (This is for people who want to tag their biomes without getting side effects from IS_FOREST)
    • IS_BIRCH_FOREST

      public static final TagKey<Biome> IS_BIRCH_FOREST
      For biomes that are a variant of Birch Forest. (has mostly birch trees)
    • IS_DARK_FOREST

      public static final TagKey<Biome> IS_DARK_FOREST
      For biomes that are a variant of Dark Forest. (Has roofed trees that are reminiscent of Dark Forest's style) Pale Gardens is included in this tag because according to Mojang's blog post, they state it is a variation of the Dark Forest biome. ....
    • IS_FLOWER_FOREST

      public static final TagKey<Biome> IS_FLOWER_FOREST
      For biomes that are a variant of Flower Forest. (Is very dense in variety of flowers)
    • IS_TAIGA

      public static final TagKey<Biome> IS_TAIGA
      Biomes that spawn as a taiga. (This is for people who want to tag their biomes without getting side effects from IS_TAIGA)
    • IS_OLD_GROWTH

      public static final TagKey<Biome> IS_OLD_GROWTH
      For biomes that are an "old growth" variant of a regular biome. Usually this includes taller or different tree styles as if the biome is older.
    • IS_HILL

      public static final TagKey<Biome> IS_HILL
      Biomes that spawn as a hills biome. (Previously was called Extreme Hills biome in past) (This is for people who want to tag their biomes without getting side effects from IS_HILL)
    • IS_WINDSWEPT

      public static final TagKey<Biome> IS_WINDSWEPT
      For biomes that are a "windswept" variant of a regular biome. Usually these biomes includes fewer trees than normal and more exposed stone on hilly terrain.
    • IS_JUNGLE

      public static final TagKey<Biome> IS_JUNGLE
      Biomes that spawn as a jungle. (This is for people who want to tag their biomes without getting side effects from IS_JUNGLE)
    • IS_SAVANNA

      public static final TagKey<Biome> IS_SAVANNA
      Biomes that spawn as a savanna. (This is for people who want to tag their biomes without getting side effects from IS_SAVANNA)
    • IS_SWAMP

      public static final TagKey<Biome> IS_SWAMP
      For biomes that are considered a swamp such as Swamp or Mangrove Swamp.
    • IS_DESERT

      public static final TagKey<Biome> IS_DESERT
      For biomes that are considered a regular desert. Badlands have their own tag to better separate them from this tag.
    • IS_BADLANDS

      public static final TagKey<Biome> IS_BADLANDS
      Biomes that spawn as a badlands. (This is for people who want to tag their biomes without getting side effects from IS_BADLANDS)
    • IS_BEACH

      public static final TagKey<Biome> IS_BEACH
      Non-stony biomes that are dedicated to spawning on the shoreline of a body of water. (This is for people who want to tag their biomes without getting side effects from IS_BEACH)
    • IS_STONY_SHORES

      public static final TagKey<Biome> IS_STONY_SHORES
      Stony biomes that are dedicated to spawning on the shoreline of a body of water.
    • IS_MUSHROOM

      public static final TagKey<Biome> IS_MUSHROOM
      For biomes that spawn primarily mushrooms.
    • IS_RIVER

      public static final TagKey<Biome> IS_RIVER
      Biomes that spawn as a river. (This is for people who want to tag their biomes without getting side effects from IS_RIVER)
    • IS_OCEAN

      public static final TagKey<Biome> IS_OCEAN
      Biomes that spawn as part of the world's oceans. (This is for people who want to tag their biomes without getting side effects from IS_OCEAN)
    • IS_DEEP_OCEAN

      public static final TagKey<Biome> IS_DEEP_OCEAN
      Biomes that spawn as part of the world's oceans that have low depth. (This is for people who want to tag their biomes without getting side effects from IS_DEEP_OCEAN)
    • IS_SHALLOW_OCEAN

      public static final TagKey<Biome> IS_SHALLOW_OCEAN
      Biomes that spawn as part of the world's oceans that have shallow depth.
    • IS_UNDERGROUND

      public static final TagKey<Biome> IS_UNDERGROUND
      Biomes that spawn primarily underground. (Not necessarily always a cave)
    • IS_CAVE

      public static final TagKey<Biome> IS_CAVE
      Biomes dedicated to decorating caves such as Lush Caves or Dripstone Caves.
    • IS_WASTELAND

      public static final TagKey<Biome> IS_WASTELAND
      Biomes that lack any natural life or vegetation. (Example, land destroyed and sterilized by nuclear weapons)
    • IS_DEAD

      public static final TagKey<Biome> IS_DEAD
      Biomes whose flora primarily consists of dead or decaying vegetation.
    • IS_LUSH

      public static final TagKey<Biome> IS_LUSH
      Biomes whose flora primarily consists of vibrant thick vegetation and pools of water. Think of Lush Caves as an example.
    • IS_MAGICAL

      public static final TagKey<Biome> IS_MAGICAL
      Biomes whose theme revolves around magic. Like a forest full of fairies or plants of magical abilities.
    • IS_RARE

      public static final TagKey<Biome> IS_RARE
      Intended for biomes that spawns infrequently and can be difficult to find.
    • IS_PLATEAU

      public static final TagKey<Biome> IS_PLATEAU
      Biomes that spawn as a flat-topped hill often.
    • IS_SPOOKY

      public static final TagKey<Biome> IS_SPOOKY
      For biomes that are intended to be creepy or scary. For example, see Deep Dark biome or Dark Forest biome.
    • IS_FLORAL

      public static final TagKey<Biome> IS_FLORAL
      Biomes with a large amount of flowers.
    • IS_SANDY

      public static final TagKey<Biome> IS_SANDY
      Biomes that are able to spawn sand-based blocks on the surface.
    • IS_SNOWY

      public static final TagKey<Biome> IS_SNOWY
      For biomes that contains lots of naturally spawned snow. For biomes where lot of ice is present, see IS_ICY. Biome with lots of both snow and ice may be in both tags.
    • IS_ICY

      public static final TagKey<Biome> IS_ICY
      For land biomes where ice naturally spawns. For biomes where snow alone spawns, see IS_SNOWY.
    • IS_AQUATIC

      public static final TagKey<Biome> IS_AQUATIC
      Biomes consisting primarily of water.
    • IS_AQUATIC_ICY

      public static final TagKey<Biome> IS_AQUATIC_ICY
      For water biomes where ice naturally spawns. For biomes where snow alone spawns, see IS_SNOWY.
    • IS_NETHER

      public static final TagKey<Biome> IS_NETHER
      Biomes that spawn in the Nether. (This is for people who want to tag their biomes as Nether without getting side effects from BiomeTags.IS_NETHER)
    • IS_NETHER_FOREST

      public static final TagKey<Biome> IS_NETHER_FOREST
    • IS_END

      public static final TagKey<Biome> IS_END
      Biomes that spawn in the End. (This is for people who want to tag their biomes as End without getting side effects from BiomeTags.IS_END)
    • IS_OUTER_END_ISLAND

      public static final TagKey<Biome> IS_OUTER_END_ISLAND
      Biomes that spawn as part of the large islands outside the center island in The End dimension.