See the biomes and structures in your world from the seed alone, across the Overworld, the Nether and the End, at the surface or deep underground, without loading it. Java Edition, 1.19 and up.
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How a seed becomes a world
A world seed is a single number, and everything about the shape of your world comes out of it. The game feeds it through a chain of noise functions that produce six values for any point: how warm it is, how wet, how far from the ocean, how eroded, how deep, and how strange. Each biome owns a range of those six, and whichever biome matches is the one that generates.
None of that depends on having played the world, which is why this works from the seed alone. It is the same calculation the game runs as it loads each chunk, just run ahead of time and drawn as a map.
It also means the map is worked out on your own computer. The seed is never sent anywhere, and nothing about your world is stored.
Why the version matters more than people expect
The same seed does not give the same world across versions, and the difference is not small. Every time Mojang adds a biome it has to take space from the existing ones, so the boundaries shift for a long way around wherever the new biome fits.
Every version below is a genuinely different map for the same seed, which is checked rather than assumed. Pick the one your server runs.
Version
Biomes
Download
26.2
55
44 KB
26.1
54
43 KB
1.21.4
54
43 KB
1.20.6
53
43 KB
1.19.4
52
43 KB
What this shows, and what it does not
It shows biomes, at the surface or at either of two depths below it, and twenty four types of structure on top of them, across all three dimensions. That is enough to find the desert you want to build in, see what you will land in at spawn, work out how far the nearest stronghold is, or pick which End city to fly to for an elytra, before you commit to a world.
Structures are worked out rather than looked up. The game decides each one from your seed, the position, and whether the biome there allows it, and a few types then throw most of their candidates away on a further roll, which is why buried treasure is rare when every chunk is eligible for it. Others are decided by the ground itself: an End city refuses to generate unless all four corners of its base are high enough, so the map measures the terrain there rather than assuming the biome is enough.
Zoomed out, markers that would land on top of each other merge into one icon with a count, so a wide view shows where a type is thick on the ground instead of a smear of icons or an empty map. Zoom in and the clusters fall apart into the individual markers. At the very widest views a type can still be too expensive to work out in one pass, and the map says which ones it has put aside rather than leaving a switched on toggle showing nothing.
Tap anywhere and it tells you the height of the ground there as well as the coordinates, so what you copy is a full teleport rather than two numbers and a guess. That height is not read off the biome: it runs the same terrain calculation the game does, one block at a time down the column, which is why it is asked for a single spot on request rather than worked out for every marker on screen. Markers the game gives a fixed depth to, such as an ancient city or a trial chamber, report that depth instead, and the readout says which of the two it is showing.
What it still does not show is terrain relief. The colours are by biome, so a mountain and a valley in the same biome are drawn the same, and the shape of the land is something you read a spot at a time rather than see at a glance.
Frequently asked questions
It does not need your world, only your seed. Minecraft decides where every biome goes by running the seed through a chain of noise functions, and that calculation is the same everywhere, so given the seed the answer can be worked out from scratch. This runs the real world generation rules in your browser, using the data extracted from the official Minecraft server. Your seed never leaves your computer.
Because world generation changes between versions, and the same seed genuinely gives a different world in 1.19 than in 26.2. New biomes get added and the ranges of the existing ones shift to make room. Picking the wrong version gives you a map of a world that is close to yours and not the same as it, which is worse than no map. If you are not sure, the version on your server is the one to choose.
Biomes have been three dimensional since 1.18. Before that a column of the world was one biome from bedrock to sky; now the surface, the caves and the deep dark are worked out separately. So the same coordinates can be plains at the top and dripstone caves a long way below. The three heights offered are the ones worth looking at: the surface, cave level, and deep enough for the deep dark. Only the Overworld gets the choice, because only the Overworld's biomes change with height. In the Nether and the End every height gives exactly the same map, so there is nothing there to choose between.
Every point on the map is a real calculation rather than a lookup, so drawing one for every pixel of a wide view would take several seconds. Instead it works out a fixed number of points and stretches them, which is why a wide view looks coarser. Zoom in and it fills back in. Biome regions are hundreds of blocks across, so a coarse view is still an accurate one.
On the map. Turn them on in the Features panel above it, along with slime chunks and the rest of the twenty four structure types. Where a structure generates is decided by your seed, the position, and whether the biome there allows it, and this works out all three the way the game does rather than approximating them.
Yes, both. Switch dimension above the map. The Nether has fortresses, bastions, ruined portals and fossils, and a fossil marker tells you whether it has a dried ghast under it. The End has cities, the twenty gateways around the main island and the return gateways scattered across the outer islands. Each dimension is a genuinely separate calculation rather than the overworld with different colours: the Nether seeds its noise from a different random generator entirely, and the End picks its biomes from one island value rather than from the six climate values everything else uses.
The map says, at a glance. A city only carries an elytra if the layout happens to grow a ship, which is about half of them, and those cities are marked with a pair of wings instead of the usual purpur block. Zoom in and the ship gets its own marker on its own block, since it sits a fair way from the city, typically about seventy blocks and sometimes over a hundred and fifty. This is worked out by laying the city out piece by piece the way the game does, following the same recursive rules and the same collision checks, because whether a ship appears is decided part way through building the tower rather than by anything you can read off the position.
Twenty four types across the three dimensions. Overworld: villages, strongholds, ancient cities, woodland mansions, ocean monuments, pillager outposts, trial chambers, desert temples, jungle temples, witch huts, igloos, trail ruins, ruined portals, shipwrecks, ocean ruins, buried treasure and mineshafts. Nether: fortresses, bastions, fossils and ruined portals. End: cities, main island gateways and return gateways. Click a marker for its coordinates, its height and the exact variant, which is the part the locate command needs. Some give the exact block rather than the chunk, because unlike a sprawling village they are a single object: buried treasure names the block the chest is buried in, and a gateway names the block you stand in.
Yes, including zombie villages. The find button beside the map searches for one exact thing rather than a category, so you can ask for the nearest desert village rather than the nearest village, and get the same for savanna, snowy, taiga and plains. The same goes for the treasure room bastion rather than any bastion, the beached shipwreck rather than any shipwreck, warm or cold ocean ruins, a badlands mineshaft, a fossil that has a dried ghast under it, and an End city that actually carries an elytra ship. The list opens as one row per structure, and anything with sub types opens out in place, so it is never long. You can also just type, and typing searches what a structure holds as well as what it is called: type elytra and you get the End ship, type warden and you get the ancient city, type netherite and you get the bastion. It searches outwards from the middle of the map until it can prove nothing closer is left, which for something rare can be tens of thousands of blocks, and it tells you how far it looked if there is nothing out there.
Yes, and they are marked on the map with a zombie head rather than the usual emerald, so you can spot one without clicking. A zombie village is not a sixth type of village and it has nothing to do with the biome. Every village draws its town centre from a list, and a small number of the entries on that list are the abandoned ones, so any of the five village types can come out as a zombie village. It works out to two in every hundred, which is why they are worth searching for rather than looking for. Our own count across four seeds and sixty six thousand villages came out at 1.998 per cent, which is the figure the game's own files give.
Yes. Open the find button and the list has a Biomes section under the structures, or just type the name. It searches outwards from the middle of the map and gives you the nearest few, with the direction and distance to each, so finding a mushroom island or a jungle to build in is the same two clicks as finding a village. It searches at whatever height the map is set to, which matters underground: looking for a lush cave while the map is showing the surface would search the surface. One thing worth knowing is that it samples every 32 blocks rather than every block, so a patch smaller than that can be missed. That is a deliberate trade for an answer that comes back straight away, and nobody picks a world for a jungle four chunks across.
Yes. Click any biome in the list under the map and everything else fades back, so you can see every patch of it at once rather than hunting for them. Click it again to undo, and you can pick out more than one at a time. This is a different question from searching for a biome: the search walks you to the nearest one, while this shows you all of them, which is what you want when you are deciding whether a seed has enough forest to be worth playing. Searching for a biome switches the highlight on for you.
Yes. Right click anywhere on the map and choose Add a pin here, give it a name and a colour, and it stays put. You can rename or delete it later by clicking it. You can also tick structures off as you visit them, which fades the marker and puts a tick on it, so working through a seed does not send you back somewhere you have already emptied. Both are saved in your browser for that seed and dimension, so they survive closing the tab. They are not tied to an account, which means clearing your browser data will remove them, so there is a Save pins to a file button in the pin window and a matching Load from a file, which is how you move them to another device. Loading a file merges it with whatever that browser already has rather than replacing it.
Yes, the Image button saves what is on screen as a PNG, with the seed, the version, the dimension and the coordinates it is centred on written along the bottom, plus a small MCHosts mark in the corner. That caption matters more than it sounds: a screenshot of a seed map with no seed and no coordinates on it is a nice picture that nobody, including you, can get back to a week later.
No, it points at it, which is deliberate. An arrow appears at the edge of the view showing the direction and how far away it is in blocks or kilometres, so the answer to how far the nearest stronghold is comes back as that way, four kilometres. Jumping straight on top of it would replace that with a picture of a stronghold and no sense of where it is, and would lose the spot you were looking at. Click the arrow, or the Go there button under the map, and it takes you. The arrow sticks around afterwards too, so if you wander off to see what is nearby, it keeps pointing back.
Every type here has been checked against a running game, not just reasoned about. That is worth stating plainly because a structure marker that sends you three thousand blocks to an empty field is worse than no marker at all, and the ways of getting this subtly wrong all produce ordinary looking answers rather than obvious errors. The overworld and Nether types were checked against the locate command. The End was checked harder, against a real server that generated the chunks so the blocks could be read back one at a time: thirteen of thirteen return gateways landed on the exact block, and the order the main island gateways appear in was read out of the world's own dragon fight data on two seeds, forty of forty. That was not caution for its own sake. An earlier version of the return gateways had six of seven predictions exactly right and was still wrong, because a feature is filtered on a slightly fuzzed biome rather than the biome the map draws, and only a real world could have shown it.
Two separate walls. Everything up to 1.17 used the old biome generator, which was replaced entirely in 1.18 and is not implemented here. 1.18 itself then uses a shape function that is also not implemented, in the part of the calculation that decides how deep the terrain is, so a 1.18 map would come out subtly wrong rather than obviously missing. 1.19 is the earliest version this can be honest about.
Because they are not there yet. The twenty gateways around the main island are not part of world generation at all. One is built each time the dragon is killed, taking the next position off a list your seed shuffled when the world was created, so a world that has beaten the dragon once has exactly one and the other nineteen are positions rather than places. The map shows all twenty, numbered in the order they will appear. The return gateways out on the islands are different: those are ordinary world generation and are there from the start.
At the middle, because that is where it is. Minecraft always starts you within about ninety blocks of 0, 0, and the map is centred there when it opens, with a crosshair marking the origin. There is no separate spawn marker because it would sit on top of that crosshair on every seed and tell you nothing. The exact block you land on depends on where the game finds solid ground to stand on near the origin, which is a few blocks either way rather than something you need a map to find.
Yes. Tap anywhere on the map and it reads the ground at that spot, so you get all three coordinates rather than two, and the same for any marker you tap. Structures the game gives a fixed depth to, such as an ancient city or a trial chamber, show that depth instead, and the readout says which of the two you are looking at. Right click for a menu that copies the coordinates or a ready made teleport command with the Y already in it.
On land it is the game's own answer. The height comes from running Minecraft's terrain calculation rather than guessing from the biome, and it was checked against the game column by column: on three thousand columns of one seed, every one on dry land matched except two, which were out by a single block. Under water it can be a few blocks low, because the game adds a little stone around underground water that this does not work out, and that mostly shows up on a deep sea floor. Either way it is close enough to teleport to.
It should be, and that is checked rather than assumed. The world generation data is extracted from the official Minecraft server jar using Mojang's own data generator, so it is the game's own rules rather than somebody's copy of them. Colours are by biome, so a mountain and a valley in the same biome are drawn the same, but the height at any spot is a tap away and comes from the same terrain calculation the game uses.
Minecraft world generation data is the property of Mojang Studios. MCHosts is not an official Minecraft service and is not affiliated with, endorsed by, or sponsored by Mojang Studios or Microsoft.