Exploring the world
A field guide to the forests, shores, mountains, caves, Nether wastes, and outer End.
A familiar forest can give way to a marsh or a sweep of autumn trees, while a mountain range can turn a short map trip into a long climb. Sunday Market's landscape has changed over time, so an old route may cross terrain that looks unlike land found farther out. Land and landmarks take shape when a chunk is first explored; the world does not redraw places players have already visited.
Reading the Overworld
Across the Overworld you may meet autumnal forests, oak woodlands, rainforests, marshes, snowy cherry groves, chaparral, and tidepools alongside familiar biomes. Look at the ground as well as the trees: fallen leaves, bushes, flowers, and other small growth make even a familiar forest easier to tell from its neighbor. Mountains, valleys, and river cuts can be steep, so a straight line on a map is seldom the easiest way through.
Other regions have skylands, volcanic peaks, canyons, lavender forests, and alpine groves from earlier terrain generation. They remain where they were generated. If a friend's landmark sounds unlike anything you have seen near spawn, it may be in an older part of the world.
Caves also vary. Some older areas have stretches of andesite, granite, tuff, fungal growth, or deep jungle under the surface. Carry blocks to bridge gaps and a way to mark your route; the next cave mouth may lead to a very different descent.
The Nether
The Nether holds ash barrens, infernal dunes, volcanic deltas, toxic heaps, quartz flats, withered forests, weeping valleys, and inverted forests. These places have different sightlines and hazards. Toxic slimes can poison anyone who gets close without protective gear, while dune blazes and sentries give open ground its own risks. New forts and ruins make a portal trip worth planning as an expedition. See the Nether field guide for places to raid and gear to watch for.
The outer End
Beyond the central island, the End is built in layers of cliffs, high ground, and void. Crystal peaks and shadowlands break up the familiar End terrain, and a rift or dragon skeleton can stand out across a long gap. Bring plenty of bridge blocks and mark a route back to each gateway. The End field guide covers the landmarks and the longer trip between them.
Before setting out
- Carry food, spare blocks, and a way to find your return route. The climb around a canyon may take longer than the map suggests.
- Set a bed near an Overworld work site. Beds explode in the Nether and End.
- Treat a map or an old set of directions as a guide to the land already explored. A new biome or structure needs fresh terrain to appear.
For destinations above and below ground, use the landmarks atlas. Check the building and claiming rules before placing a permanent base.
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