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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)

IDBlockIDBlock
0Air5Gravel
1Grass6Snow
2Dirt7Cobblestone
3Stone8Bedrock
4Sand

Liquids & natural formations (9–24)

IDBlockIDBlock
9Water17Redstone Ore
10Tree Trunk18Slate Rock
11Tree Leaves19Slate Coal Ore
12Coal Ore20Slate Diamond Ore
13Iron Ore21Tuff
14Gold Ore22Ember Rock
15Diamond Ore23Glow Rock
16Emerald Ore24Obsidian

Building blocks (25–44)

IDBlockIDBlock
25Stone Bricks35Packed Mud
26Andesite36Rooted Soil
27Bush37Coarse Soil
28Tall Grass38Forest Floor
29Flower39Bloom Floor
30Dead Bush40Root Lattice
31Cactus41Needle Wood
32Clay42Warm Wood
33Moss Mat43Wet Wood
34Mud44Pale Wood

Canopies (45–51)

IDBlockIDBlock
45Needle Canopy49Bloom Canopy
46Warm Canopy50Dark Wood
47Wet Canopy51Dark Canopy
48Pale Canopy

Items & tools (52–74)

IDBlockIDBlock
52Sapling64Wooden Pickaxe
53Stick65Wooden Axe
54Flint66Wooden Shovel
55Flint Pickaxe67Wooden Hoe
56Stone Pickaxe68Torch
57Iron Pickaxe69Door
58Diamond Pickaxe70Trapdoor
59Netherite Pickaxe71Ladder
60Planks72Fence
61Iron Ingot73Fence Gate
62Chest74Workbench Upgrade
63NVCrafter

Flowers — AI output class 0 (75–83)

IDBlockIDBlock
75Rose80Tulip (Orange)
76Dandelion81Cornflower
77Tulip (Red)82Allium
78Tulip (Pink)83Azalea Flower
79Tulip (White)

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

IDBlockIDBlock
84Lily Pad87Seagrass
85Fern88Tall Seagrass
86Fern Plant89Kelp

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

IDBlockIDBlock
90Small Stick94Mossy Cobble
91Pebble 195Vine
92Pebble 296Moss Carpet
93Pebble 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 }
TierPowerTierPower
Hand1Iron5
Flint2Diamond7
Stone3Netherite8

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.

BiomeTempHumidityTree densityGrass densitySurface blockVegetation tint
Ocean0.480.880.000.00Sand[0.58, 0.82, 0.74]
Coast0.620.540.020.10Sand[0.78, 0.82, 0.48]
Plains0.580.460.050.72Grass[0.72, 0.92, 0.54]
Forest0.540.620.460.46Grass[0.50, 0.86, 0.42]
Dark Forest0.500.740.740.18Forest Floor[0.38, 0.72, 0.34]
Swamp0.660.900.280.26Mud
Taiga0.240.520.580.18Grass
Desert0.920.100.000.00Sand
Mountains0.280.340.120.10Grass

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:

ChannelDrives
Continent shapeBiome placement
TemperatureClimate
HumidityClimate
ErosionRelief
Peaks / reliefMountain shapes
Height / detailSurface elevation
WarpSurface variation
CavesCave carving
OresOre placement
WaterWater-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.