Biome data reference
Biome data in this project is descriptive. Where biomes actually generate is answered by the generation engine, never by this registry.
How biome sampling works
The engine exposes two calls: a single-position lookup and a rectangular region sample at a given scale. Biome identifiers are resolved back to names by the engine itself (mg_biome_name), so numeric biome IDs are never hard-coded in JavaScript — the engine is the source of truth for numbering.
The worker converts a sampled region to RGBA pixels using the palette below, turns it into an ImageBitmap, and transfers it to the main thread for blitting. When the engine is absent, the worker replies with REGION_UNAVAILABLE and the map renders the grid without biome shading.
Palette
Colours are chosen for contrast on a dark background and to keep neighbouring biome families distinguishable. They are not taken from Minecraft assets.
Coverage
The registry covers the biomes the map renders and the pages describe. Biomes added by future Minecraft releases, or by datapacks, are not included; unknown identifiers returned by the engine fall back to a neutral colour rather than being guessed.