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Biomes and Tides

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Biomes & Tides

Home · The Sift (research) · Warden Portal · Biomes & Tides · Terrain · Soulshale · Plants · Pallid Wood · Soul Water · Mobs · Items · Advancements · Sounds · Art pipeline · Credits

The Sift (sift_unbound:the_sift) uses the Overworld's terrain shape (hills, caves, ravines), built from Soulshale, with Ichor filling everything below Y 52. Height −64 to 320. Beds and respawn anchors don't work ("the tides of the Sift keep you awake"). White ash drifts through the air (the "particles in the sky" seen in Dungeons II). Region names are the official ones.

Region (biome ID) Surface Features Creatures
Singer's Meadow (sift_meadows) Sift Grass Block over Sift Soil Sift grass, Lullaby Blooms, Teal Sprouts, a few Pallid trees, soulshale monoliths Blubs, nuzzles, slabbers, echo golems; sifters; stalkers at Endure
Sifter Canyons (sifter_canyons) Sift Grass Deep, frequent canyons; sifter nests Sifters everywhere (a Harmonizer now and then)
Pallid Grove (pallid_grove) Sift Grass Dense Pallid trees; rare monoliths and sculk formations; sculk-soul motes Blubs, wisps, a few sifters
Ichor Ponds (soul_wetlands) Sift Grass / soil Many ichor pools; rare sculk formations; floating souls Blubs bathing, slabbers, pollinators and sprouts
Humbler Huskland (husklands) Sift Sand Husk Shell boulders, dark sculk, sculk formations, humbler husk fossils (rib cages, carapaces, skulls) Carapace blubs, stalkers, scavengers, seedlings
Lullaby Hills (lullaby_hills) Sift Sculk (red) Teal Sprouts, Lullaby Blooms, soulshale monoliths Blubs, nuzzles, echo golems; sifters

Every region also has Soul Shard ore, ichor springs and rare ichor lakes. Sculker nests lie deep under Singer's Meadow, the Sifter Canyons, the Humbler Huskland and the Lullaby Hills: look for a soulshale doorway in a hillside, or /locate structure sift_unbound:sculker_nest. The Monarch waits in the cavern below, beside a chest on an obsidian plinth.

Singer's Meadow Pallid Grove Ichor Ponds
Humbler Huskland Lullaby Hills Arriving through a portal

Screenshots from the photo shoot (./gradlew runClientGameTest -Pphotoshoot, HUD hidden). Every CI run also uploads fresh ones from the client GameTest as artifacts.

Tides

The Sift has no sun or moon. Its 20-minute day is split into three tides (names from Minecraft Dungeons II):

Tide Day time Sky What changes
Flow 0 – 8000 Teal (#60d5c8, the colour of the reveal) Calm and bright.
Endure 8000 – 16000 Deep night-blue, stars ("sky particles") Wounds don't mend on their own; monsters that spawn are stronger; stalkers come out on the surface; slabbers sleep.
Thrive 16000 – 24000 Warm salmon-gold Wounds mend 50 % faster.

Run /sift tide to see the current tide. The colours fade over 1200 ticks between tides. The cycle lives in the data-driven timeline data/sift_unbound/timeline/sift_tides.json, so datapacks can retune it.

Flow Endure Thrive

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