Biomes
A biome lock does not stop a player walking in. It makes the place unsurvivable — effects, damage, a warning, and interactions refused — until the stage opens.
{
"biomes": {
"biomes": [
"minecraft:desert",
"#minecraft:is_forest"
]
}
}
Entries are biome ids, or biome tags with a # prefix. Everything else about the behaviour is
server-wide rather than per entry.
In the editor
The Biomes tab on a stage, with a searchable picker over every biome and biome tag the pack has loaded.
The behaviour itself is not on this tab — it is server-wide, and lives in the Common tab of the
Config Editor under biome_lock.
What happens while a player stands there
All of it is configured once, in
[biome_lock], and applies to every locked
biome in the pack:
| Setting | Default | |
|---|---|---|
effectsEnabled / effects | on / blindness 30s | Potion effects applied while inside. Written as "effect_id, seconds, amplifier". |
clearEffectsOnLeave | false | Clear them the moment the player leaves rather than letting them run out. |
messageEnabled / messageFormat / showInChat | on | A periodic warning. {stage} and {biome} are replaced. |
damageEnabled / damageAmount / damageInterval | on / 1.0 / 20 | Periodic damage. |
blockRightClick / blockLeftClick / blockProjectiles | all on | Interactions refused inside. |
checkInterval | 10 | Ticks between position checks. Range 1–200. |
Note that damage is on by default for biomes and off by default for structures — a structure is something you are kept out of, a biome is something you cannot live in.
The catch: biomes are large and irregular
A structure has walls. A biome does not — its edge wanders, it interlocks with its neighbours, and
in 1.21 it varies with height as well as position. A player standing near a border can cross it
without meaning to, and the check runs every checkInterval ticks rather than continuously.
In practice this means a biome lock reads as "this whole region is hostile", not as a precise boundary. If you need a precise boundary — a walled city, a crater, one side of a river — draw a zone instead. A zone has exact edges, can carry a hard barrier that cannot be crossed at all, and can have rules of its own rather than the pack-wide ones above.
Global or individual
Both. A player is always standing in the biome when the question is asked, so there is someone to check against.
See also
- Dimensions & Structures — the same toolkit around a structure.
- Zones — precise areas with their own rules.
- gameplay.toml — the full settings block.
- Complete Examples