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Blocks & Biomes

The complete block registry and biome model, extracted from world/block.rs and world/biomes.rs.

Block registry (97 block types)

Block IDs are u8 values in a BlockType enum; a BLOCK_REGISTRY maps numeric IDs to names and textures.

Terrain & surfaces (0–8)

ID Block ID Block
0 Air 5 Gravel
1 Grass 6 Snow
2 Dirt 7 Cobblestone
3 Stone 8 Bedrock
4 Sand

Liquids & natural formations (9–24)

ID Block ID Block
9 Water 17 Redstone Ore
10 Tree Trunk 18 Slate Rock
11 Tree Leaves 19 Slate Coal Ore
12 Coal Ore 20 Slate Diamond Ore
13 Iron Ore 21 Tuff
14 Gold Ore 22 Ember Rock
15 Diamond Ore 23 Glow Rock
16 Emerald Ore 24 Obsidian

Building blocks (25–44)

ID Block ID Block
25 Stone Bricks 35 Packed Mud
26 Andesite 36 Rooted Soil
27 Bush 37 Coarse Soil
28 Tall Grass 38 Forest Floor
29 Flower 39 Bloom Floor
30 Dead Bush 40 Root Lattice
31 Cactus 41 Needle Wood
32 Clay 42 Warm Wood
33 Moss Mat 43 Wet Wood
34 Mud 44 Pale Wood

Canopies (45–51)

ID Block ID Block
45 Needle Canopy 49 Bloom Canopy
46 Warm Canopy 50 Dark Wood
47 Wet Canopy 51 Dark Canopy
48 Pale Canopy

Items & tools (52–74)

ID Block ID Block
52 Sapling 64 Wooden Pickaxe
53 Stick 65 Wooden Axe
54 Flint 66 Wooden Shovel
55 Flint Pickaxe 67 Wooden Hoe
56 Stone Pickaxe 68 Torch
57 Iron Pickaxe 69 Door
58 Diamond Pickaxe 70 Trapdoor
59 Netherite Pickaxe 71 Ladder
60 Planks 72 Fence
61 Iron Ingot 73 Fence Gate
62 Chest 74 Workbench Upgrade
63 NVCrafter

Flowers — AI output class 0 (75–83)

ID Block ID Block
75 Rose 80 Tulip (Orange)
76 Dandelion 81 Cornflower
77 Tulip (Red) 82 Allium
78 Tulip (Pink) 83 Azalea Flower
79 Tulip (White)

Ferns & water plants — AI output class 1 (84–89)

ID Block ID Block
84 Lily Pad 87 Seagrass
85 Fern 88 Tall Seagrass
86 Fern Plant 89 Kelp

Sticks, pebbles & decorations — AI output classes 2–3 (90–96)

ID Block ID Block
90 Small Stick 94 Mossy Cobble
91 Pebble 1 95 Vine
92 Pebble 2 96 Moss Carpet
93 Pebble 3

Note: the AI output classes above describe the neural network's decision categories (flowers / ferns & water plants / sticks / pebbles). The ID ranges in the tables are for reference only.

Tool tiers

pub enum ToolTier { Hand = 1, Flint = 2, Stone = 3, Iron = 4, Diamond = 5, Netherite = 6 }
Tier Power Tier Power
Hand 1 Iron 5
Flint 2 Diamond 7
Stone 3 Netherite 8

ToolStats carries tier, speed_multiplier, and max_durability.

Movement mediums

MovementMedium metadata lets the engine apply physics modifiers per medium:

MovementMedium::FOLIAGE {
    movement_speed_multiplier: 0.55,
    sprint_speed_multiplier:  0.65,
    fall_speed_multiplier:    0.35,
    sound_dampening:          0.6,
}

The camera tracks in_foliage_medium and footstep_volume at runtime for these hooks (audio consumption is a future feature).


Biomes

Nine climate-driven biomes. Sea level is 46. All values are exact from world/biomes.rs.

Biome Temp Humidity Tree density Grass density Surface block Vegetation tint
Ocean 0.48 0.88 0.00 0.00 Sand [0.58, 0.82, 0.74]
Coast 0.62 0.54 0.02 0.10 Sand [0.78, 0.82, 0.48]
Plains 0.58 0.46 0.05 0.72 Grass [0.72, 0.92, 0.54]
Forest 0.54 0.62 0.46 0.46 Grass [0.50, 0.86, 0.42]
Dark Forest 0.50 0.74 0.74 0.18 Forest Floor [0.38, 0.72, 0.34]
Swamp 0.66 0.90 0.28 0.26 Mud —
Taiga 0.24 0.52 0.58 0.18 Grass —
Desert 0.92 0.10 0.00 0.00 Sand —
Mountains 0.28 0.34 0.12 0.10 Grass —

Biome observations

  • Desert is the hottest (0.92) and driest (0.10) biome — no trees, no grass.
  • Swamp is the most humid (0.90) with a Mud surface.
  • Taiga and Mountains are the coldest (0.24 / 0.28); taiga has the highest tree density after dark forest (0.58).
  • Dark Forest has the highest tree density overall (0.74) on a Forest Floor surface.

Tree kinds

pub enum TreeKind { Oak, Birch, Pine, DarkOak, DeadTree }

Biomes select tree types from constants (e.g. PLAINS_TREES, FOREST_TREES, DARK_FOREST_TREES, NO_TREES).

Generation channels

Terrain combines multiple OpenSimplex2 channels, each with a dedicated seed:

Channel Drives
Continent shape Biome placement
Temperature Climate
Humidity Climate
Erosion Relief
Peaks / relief Mountain shapes
Height / detail Surface elevation
Warp Surface variation
Caves Cave carving
Ores Ore placement
Water Water-aware column sampling

The generator exposes climate data to the renderer: ambient color, fog color, fog density, scene grade, vegetation tint, warmth, moisture, and lushness.