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A biome entry is shown as a tree. The root is the biome, below it are the generation steps, below those the features placed in that step, and below those the blocks each feature can place. Branch lines connect a parent to its children.
Biome
├─ Base Terrain the blocks the terrain itself is made of
├─ Underground Ores one node per generation step that has features
│ ├─ ore_coal_upper one node per placed feature
│ │ ├─ [coal_ore] one slot per block the feature can place
│ │ └─ [deepslate_coal_ore]
│ └─ …
└─ Vegetation Decoration
Below the biome's name, a row of spawn eggs shows the mobs that spawn naturally in the biome — including those that spawn only inside a structure generating there. Long lists continue on further rows. A mob with no spawn egg gets a placeholder slot instead, named after the mob.
Hovering a slot lists each of the mob's spawns: its Category (Monster, Creature, Water Creature, …), its
Weight against the other mobs of that category, the Group size it spawns in and — where the biome sets one —
its Spawn cost (charge and budget). A spawn under Structure: belongs to that structure rather than to the
biome; structures in which the mob spawns the same way are listed one below another and share the spawn details
under the last of them.
Looking up the uses of a spawn egg lists every biome its mob spawns in.
Mob spawns can be hidden in the configuration with spawnInfo — for
chosen mobs or for all of them.
The first node of every biome. It lists the blocks the dimension's surface rules place for that biome, plus the generator's default block and fluid (stone and water in the overworld) — see Overview for how they are found.
From 26.3 ore veins are part of those rules rather than a separate generator setting, so a biome's base terrain also lists the blocks its veins are made of — the ore, its raw metal block and the filler (copper ore, raw copper block and granite; deepslate iron ore, raw iron block and tuff), each over the whole Y range the vein generates in.
Each block's tooltip says where it sits:
| Line | Meaning |
|---|---|
| Depth Below Surface | it is placed at that depth under the surface, wherever the surface happens to be |
| Absolute Y | it is placed in that fixed Y range |
| Layers At Y | it forms bands, listed as the Y ranges those bands occupy |
| At Y | under Depth Below Surface: the block only occurs within that Y range, not wherever the surface is |
| Layer Shift | under Layers At Y: the bands move up or down by up to that many blocks from place to place |
A condition in brackets after the range limits where the block is placed: Underwater or On Land (only below, or only above, the water level) and On Ceiling (on the underside of an overhang, not on a floor), or a combination such as Underwater, On Ceiling. A range without brackets is placed either way. A block placed in more than one way is listed once per way, separated by a line.
Below the base terrain, the features are grouped by Minecraft's own generation steps, in the order the game runs them: Raw Generation, Lakes, Local Modifications, Underground Structures, Surface Structures, Strongholds, Underground Ores, Underground Decoration, Fluid Springs, Vegetation Decoration, Top Layer Modifications. Steps a biome does not use are not shown.
A mod can give a biome more steps than Minecraft defines; the game runs them after Top Layer Modifications. They are shown after it as Extra Step 1, Extra Step 2, …, with a + icon.
Each feature node carries the numbers that answer "how much of this do I get":
| Line | Meaning |
|---|---|
| Attempts Per Chunk | how often the game tries to place the feature in a chunk — not how many blocks come out of it. A count that depends on the surrounding terrain or noise is ?, with the modifier's settings below it. |
| Chance | the probability that an attempt actually runs, in percent. Several rarity filters compound into one number. |
| Height | the vertical band the attempt is placed in, or the surface it is placed on |
Where a value is a range, its most likely value and a chart of its shape follow — see Numbers.
A missing line means "no modifier of that kind": no count is one attempt, no chance is 100%.
Below the feature are the blocks it can place, one slot each.
The full detail — the feature with everything it is configured with, and every placement modifier of the feature —
is hidden until Minecraft's own advanced tooltips option is enabled (F3 + H). In EMI and REI the change
takes effect immediately, without reopening or reloading anything.
Numbers read the same way as in Advanced Loot Info (see its Interface page) — the summary lines above as well as the values in the feature's own details (a radius, a spread, a size):
- a range is written
0 to 16, - after it, in gray, the most likely value and how often it comes up,
~2 (42%). A value that is not a whole number shows only where it peaks,~0.5. No~means every value in the range is equally likely, - a value picked from a few alternatives lists each alternative with its share,
2 (50%). From 26.3 this is how a feature whose placement picks one of several placements at random shows its attempts, chance and height, - below it a small chart of the distribution, with the most likely values highlighted.
showChartsin the configuration turns it off.
With advanced tooltips (F3 + H) a number shows its formula instead of its range, naming the distribution:
U(0; 3) for a uniform roll, trapezoid(-64; 64; 0), biased(…), very_biased(…), clamp(…).
A tooltip taller than the screen is cut to fit and gets a thin scrollbar on its right edge. Scroll it with the mouse wheel while it is shown; the more lines fit on the screen, the more lines one step moves. It starts from the top again once you hover something else.
A tooltip wider than the game window wraps its lines to fit it; a wrapped line keeps the indentation of the line it continues.
The colors of the tooltip lines — names, values, errors, the -> tree arrows and the gray most likely values —
can be changed with
tooltipColors in the configuration. It is a client-side setting, so it changes only your own
screen.
Values that come from a fixed set of choices — a direction, a cave surface, a heightmap — are shown as readable
English rather than as the internal constant. Heightmaps in particular are named after what counts as the
surface, because the vanilla names say little and OCEAN_FLOOR is plain solid ground on land:
| Shown as | Counts as surface |
|---|---|
| Highest Block, Plants Included | anything that is not air — grass, flowers, snow layers, water, leaves |
| Ground or Water Surface | solid blocks and water; plants and other pass-through blocks are skipped |
| Ground or Water Surface, Below Leaves | the same, but a tree canopy is ignored |
| Solid Ground, Ignores Water | solid blocks only — in an ocean this is the sea floor |
They go through ordinary translation keys, so a resource pack can translate them. The key is
awi.enum.<group>.<value>, all lowercase — awi.enum.direction.up,
awi.enum.heightmap_type.motion_blocking. A value with no translation falls back to the internal constant, so
nothing ever goes missing.
Values added by another mod use the same scheme, but the <group> part is derived from that mod's own class name
unless the mod chose one itself.
The spawn Category is translated through aci.enum.mob_category.<category>, shared with Advanced Loot Info.
With showInGameNames on, IDs such as biomes, dimensions and structures, and tags, are shown under their
translated names when a translation exists. The translation keys are the same as in Advanced Loot Info, see
its Interface page. The dimension and biome titles of the recipe pages use the same
keys and are translated regardless of showInGameNames; without a translation a dimension shows a name derived from its
ID and a biome its ID.
If a mod adds a placement modifier, height provider, block predicate, state provider (and so on) that AWI does not recognise, AWI does not drop it: it shows the raw data of that thing under an Auto-detected heading. The information is correct, just unformatted. A properly worded description has to come from the mod that added it (developer docs).
Up to 26.2 a feature configuration AWI does not know shows as Not implemented instead of being auto-detected; its blocks are still collected and displayed either way. From 26.3 features are auto-detected like everything else.
- A slot that stands for a block tag cycles through the tag's members and is named after the tag. Warm ocean's coral, for instance, is three tag slots rather than twenty-one block slots.
- A block with no item form is drawn as a 3D model (fire, kelp plant, tall seagrass); a block that is really a fluid is drawn as that fluid.
- If your viewer hides a block (EMI/JEI/REI item hiding), AWI reacts to it: the block disappears from the feature, a tag slot loses just that member, and a feature that has nothing visible left is removed.
Looking up a block in the viewer finds every biome that can generate it. A tag slot's members count individually,
so looking up tube_coral_block finds warm ocean even though the slot is named after the tag.
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