Superflat

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Superflat is a world type replacing the normal varied terrain of the Overworld with a thin flat layer of dirt.

On a classic superflat world, the terrain consists of one layer of bedrock, two layers of dirt, and one layer of grass; the surface of the world is completely flat and at height y = 4, with the exception of Villages and terrain features, if they are enabled. Since the height limit (256) is unchanged, there is then slightly less than one-third more vertical height available to build above-ground structures as compared to a normal world. Mobs spawn as normal, including Slimes; however, there is no "Void Fog" as would ordinarily be caused by being close to the bottom, even for areas that are completely shielded from sunlight, whether in Survival or Creative mode.

The Nether and the End both generate normally. In order to create a Superflat world in SMP, the level-type flag in server.properties must be "FLAT", instead of "DEFAULT".

Customization

Superflat is a world type that has customization options in the world creation screen. Upon selecting "Superflat" in the World Type box, a new button appears underneath labeled "Customize". The customize menu starts out with the "Classic Flat" preset of one layer of grass, two dirt layers, and then bedrock underneath. There are two buttons available to customize Superflats, which include the "Remove Layer" button, used for removing unwanted types of layers, and the "Presets" button, used for selecting any of eight currently available presets. The preset code syntax you can create presets of your own by entering the correct block IDs into the 'preset code box', where these changes can be previewed and applied. In addition, superflat worlds can have certain terrain features, such as villages, long grass, lakes, and strongholds, which can additionally be customized using the same code box for block layers.

Presets

Preset Layers Biome Structures Notes Preset code
Grid Grass.png Classic Flat 1x
2x
1x
BlockCSS.png
Grass Block

BlockCSS.png
Dirt

BlockCSS.png
Bedrock
Plains Villages Default 2;7,2x3,2;1;village
Grid Stone.png Tunnelers' Dream 1x
5x
230x
1x
BlockCSS.png
Grass Block

BlockCSS.png
Dirt

BlockCSS.png
Stone

BlockCSS.png
Bedrock
Extreme Hills Strongholds
Dungeons
Abandoned Mineshafts
2;7,230x1,5x3,2;3;stronghold,biome_1,
decoration,dungeon,mineshaft
Grid Water.png Water World 90x
5x
5x
5x
1x
BlockCSS.png
Water

BlockCSS.png
Sand

BlockCSS.png
Dirt

BlockCSS.png
Stone

BlockCSS.png
Bedrock
Plains Underwater Villages 2;7,5x1,5x3,5x12,90x9;1;biome_1,village
Grid Dead Bush.png Overworld 1x
3x
59x
1x
BlockCSS.png
Grass Block

BlockCSS.png
Dirt

BlockCSS.png
Stone

BlockCSS.png
Bedrock
Plains Strongholds
Villages
Dungeons
Abandoned Mineshafts
Mimics the height of default world generation. 2;7,59x1,3x3,2;1;stronghold,biome_1,village,
decoration,dungeon,lake,mineshaft,lava_lake
Grid Snow.png Snowy Kingdom 1x
1x
3x
59x
1x
BlockCSS.png
Snow

BlockCSS.png
Grass Block

BlockCSS.png
Dirt

BlockCSS.png
Stone

BlockCSS.png
Bedrock
Ice Plains Villages 2;7,59x1,3x3,2,78;12;biome_1,village
Grid Feather.png Bottomless Pit 1x
3x
2x
BlockCSS.png
Grass Block

BlockCSS.png
Dirt

BlockCSS.png
Cobblestone
Plains Villages 2;2x4,3x3,2;1;biome_1,village
Grid Sand.png Desert 8x
52x
3x
1x
BlockCSS.png
Sand

BlockCSS.png
Sandstone

BlockCSS.png
Stone

BlockCSS.png
Bedrock
Desert Strongholds
Desert Villages
Desert Temples
Dungeons
Abandoned Mineshafts
2;7,3x1,52x24,8x12;2;stronghold,biome_1,
village,decoration,dungeon,mineshaft
Grid Redstone.png Redstone Ready 52x
3x
1x
BlockCSS.png
Sandstone

BlockCSS.png
Stone

BlockCSS.png
Bedrock
Desert Desert villages 2;7,3x1,52x24;2

Presets are shareable. As a preset is selected, a box on top of the screen has a code you are able to highlight and copy. Similar to how new worlds are shared through seeds, presets can be entered into this box to recreate someone else's preset.

Preset code format

To create a custom preset, you must type in a correctly-formatted preset code.

The code is a string of numbers, semicolons, colons, commas, and lowercase "x"s. Each code has four main parts, divided by semicolons. These are:

  • a version number (used to allow preset codes to be shared even if the code format changes),
  • a list of one or more block IDs,
  • a biome ID
  • a list of structure generation options (may be completely empty)

The block list is a comma-separated list of block IDs, ordered from layer 0 up; if the entry for a given block has an "x", the number before the "x" is the number of layers to be generated, and the number after is the block ID. A block ID can be followed by a colon to specify a damage value.

Structure generation options (described below) may have additional parameters, for example "village(size=0 distance=9)".

Structure generation option Parameters Description Biome
village size
distance
Means villages may be generated, provided they exist in that biome type.
size determines the size of the village (default is 1, normal worlds have this set to 0).
distance is the maximum distance between villages (minimum is 9, default is 32).
Plains,
Desert
mineshaft chance Means mineshafts can be generated, even in midair.
chance determines how common mineshafts are (from 0.0 to 1.0, default is 0.01). Higher number, more common.
All
stronghold distance
count
spread
Means strongholds can appear.
distance determines how far strongholds are from the spawn and other strongholds (minimum is 1.0, default is 32.0).
count is the number of strongholds that exist per world (default is 3).
spread determines how concentrated strongholds are around the spawn (minimum is 1, default is 3). Lower number, lower concentration.
All
biome_1 distance Means biome-specific features can be generated. This enables desert temples, jungle temples, or witch huts.
distance for the maximum distance between features (minimum is 9, default is 32).
Desert (Hills),
Jungle (Hills),
Swampland
dungeon None Dungeons will be generated, if possible. All
decoration None Causes plants, ores, and similar features to be generated according to the biome type. Stone, dirt, grass, sand, or mycelium are required for most features. All
lake None Means water lakes can be generated, sometimes with sand and sugar cane depending on biome. All
lava_lake None Means lava lakes can be generated. All

Preset code example

Consider the following preset code: 2;48,250x0,49,78:2;3;stronghold(count=7),village(size=0 distance=9),decoration,dungeon,mineshaft

It consists of the following elements:

  • 2 — version number.
  • 48,250x0,49,78:2 — comma-separated list of block IDs.
    • 48 — one layer of Moss Stone on layer 0.
    • 250x0 — 250 layers of air, from layer 1 to layer 250.
    • 49 — one layer of obsidian, on layer 251.
    • 78:2 — one layer of thicker-than-usual snow, on layer 252.
  • 3biome ID, in this case Extreme Hills.
  • stronghold(count=7),village(size=0 distance=9),decoration,dungeon,mineshaft — a comma-separated list of structures.
    • stronghold(count=7) — this will populate the world with seven strongholds at the default distance and spread. In this preset, these will appear in mid-air.
    • village(size=0 distance=9) — since Extreme Hills is an invalid biome for villages, this will do nothing.
    • decoration — biome-specific decoration.
    • dungeon — activates dungeons.
    • mineshaft — activates mineshafts at the default placement frequency. These will appear in mid-air as the preset contains 250 layers of air.

A block can also be repeated over multiple layers simply by repeating the block's ID, e.g. 20,20,20,20 would give the same result as 4x20.

The Player will spawn on the topmost solid layer, and will spawn under water or lava if there are layers of those above the topmost solid layer.

Note that there are several criteria that must be satisfied before some features can appear:

  • The biome number must be correct. For example, at present villages can only appear in biome numbers 1 and 2, plains and desert.
  • The correct structure code ('village', 'dungeon' etc.) must be present in the superflat string.
  • Structures must be turned on in the world settings. (This does not affect 'natural' objects such as trees, flowers, mushrooms, giant mushrooms. Obsidian pillars in the End also count as 'natural'.)
  • There must be suitable terrain for the structure to appear on or in. This applies to most features except for mineshafts and strongholds. Villages are a partial exception; they will not form in mid-air, but will form provided there is at least one solid block layer.

For example, to have an 'End' superflat world with obsidian pillars, the biome number must be 9, the superflat string must contain 'decoration', and the top surface block must be End Stone. In this particular case 'Structures' does not need to be turned on in the world options.

Attempting to use an incorrectly formatted preset code causes the game to default to the Classic preset.