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.