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Light and biomes

This page covers two features.

  • Light/spawn check: Shows the light level (0 – 15) of each cell as a color and marks cells where monsters can spawn. It also suggests light source positions that light up all spawn cells.
  • Biome paint: Paints a biome map in 16×16-cell units onto the world. Grass, leaf and water colors follow the painted biomes, and Foliage chooses trees and grass that match each biome.
FeatureWhere to open
Light/spawn check modeShift+L, or main toolbar mode row › Light/spawn check (if not visible, the More modes button at the right of the mode row)
Turn on light/spawn display onlyViewport bar › View mode › Light/spawn display
Light/spawn reportTools › Light/spawn report
Auto light placementTools › Suggest auto light placement
Spawn cell list fileTools › Export spawn cell list (json)
Biome paint modeMain toolbar mode row › Biome paint (if not visible, More modes)
View biome colors onlyViewport bar › View mode › Biome color preview
Biome color rendererTools › Toggle biome tint (grass·leaves·water) renderer
  1. Enter Light/spawn check mode with Shift+L.
  2. Press Midnight. Calculation uses the darkest time.
  3. The viewport shows light-level colors and red Xs (spawnable cells).
  4. Click a row in the panel’s warning list to go to that cell.
  5. Select a region and press Suggest in the Auto light placement section. Yellow ghosts show the light source positions.
  6. Press Apply. The light sources are placed. It can be cancelled at once as one undo step.
  1. Enter Biome paint mode.
  2. Choose a biome from the biome list. Type a Korean or English name in the search field to find it.
  3. Drag across the ground in the viewport. The 16×16 cells touched by the radius become that biome.
  4. Grass, leaf and water colors change to match the painted biome.

Brightness is the larger of block light and (sky light − time darkness). It is the same calculation as the in-game F3 screen.

DisplayMeaning
Color0 red → 7 orange → 15 yellow
NumbersWrites light numbers on cells near the camera (when Numbers is on).
Red XA cell where monsters can spawn. A dark X is a cell that is always dark regardless of time.

Conditions for a spawnable cell (rules since 1.18): block light 0 · brightness ≤ 7 · a solid top surface below · 2 empty cells above. Changing the mob type recounts according to its body size.

MobEmpty space needed
Common monsters (zombie·skeleton·creeper)1 block wide × 2 blocks tall
Spider (3×3 space)3×3 wide × 1 block tall
Enderman (3 blocks tall)1 block wide × 3 blocks tall
Slime (slime chunk·y<40)Independent of light. Slime chunks are calculated from World seed.

Slimes cannot be blocked with light, so only a hint is shown instead of light source suggestions.

If you have drawn Regions with markers, spawn cells are counted per region. Spawn cells inside safe-zone or town regions appear in the warning list. For markers, see Markers, load budget and snapshots.

The block light, sky light, brightness and spawnability of the cell under the mouse are shown in one line at the bottom of the panel.

Suggest finds the fewest light source positions that light up all spawnable cells for the current time and mob. They are shown as yellow ghosts and placed only when you press Apply.

FieldDescription
LightsTorch (14) · Soul torch (10) · Lantern (15) · Soul lantern (10) · Glowstone (15) · Sea lantern (15) · Light block 15 (invisible)
PlacementFloor and wall · Floor only · Walls only. Only torch types attach to walls (they become wall torches).
Selection onlyWhen on, only inside the selection; with no selection, the whole world is checked. On by default.

The region checked at once can be up to 4 million blocks. Beyond that, a hint asks you to reduce the selection.

Export spawn cells writes the list of spawnable cells as JSON. It is meant to be read by server-side tools and never overwrites a file of the same name.

Biomes are painted in 16×16-cell (chunk-width) units. The map is saved together in the world file (.npworld).

ToolsHow to use
Paint (drag)Drag across the ground to paint. Shift+drag erases (back to the default biome).
EyedropperPicks the biome of the clicked cell. Ctrl+click while painting does the same.
Fill selectionFills the cells of the selection with the current biome.

Set all default sets the biome of unpainted cells to the currently chosen biome.

Grass, leaf and water colors are read from the colormap in the target version’s jar. If there is no jar, default colors are used as an approximation.

ViewWhat it shows
OffNo overlay
Biome ID colorsDistinguishes cells with a different color per biome.
Grass color · Foliage color · Water colorOverlays that color of the painted biome.

The small map at the bottom of the panel shows the biome cells from above (1 pixel = 16×16 blocks).

Tools › Toggle biome tint (grass·leaves·water) renderer (default on) draws grass, leaf and water blocks in the viewport with the painted biome colors. When off, they are drawn with the default plains colors.

OptionRangeDefaultDescription
DisplayOff · Brightness (with time) · Block light · Sky lightBrightness (with time)Value shown as cell color.
Time0 – 23999 ticks18000 (midnight)Game time. 6000 noon · 12000 sunset · 18000 midnight. Set it instantly with the Noon, Sunset and Midnight buttons.
Rain · ThunderstormOn/OffOffAdds sky darkness from the weather.
NumbersOn/OffOnWrites light numbers on nearby cells.
Spawn cells onlyOn/OffOffHides light colors and shows only the red Xs.
MobGeneral · Spider · Enderman · SlimeCommon monstersMob to count spawn cells for.
World seedInteger0Shown only for Slime. Enter the seed from the server’s level.dat.
Lights · Placement · Selection onlyTable aboveTorch · Floor and wall · OnAuto light placement values.

Recalculate recalculates with the current world and updates the report.

OptionRangeDefaultDescription
Radius0 – 128 (steps of 4)16Brush radius (blocks). Every 16×16 cell touched by the radius changes.
ViewOff · Biome ID colors · Grass color · Foliage color · Water colorGrass colorType of preview overlay.
Tinted blocks onlyOn/OffOnPaints grass color only on grass and the tops of grass blocks, foliage color only on leaves and water color only on water, to look realistic.
Cell bordersOn/OffOnDraws the borders of the 16×16 biome cells.
Blend0 – 72Radius of the game option “Biome blend” (2 = 5×5).
Cover0.2 – 10.8Opacity of the preview overlay.
KeyAction
Shift+LLight/spawn check mode
Biome: drag · Shift+drag · Ctrl+clickPaint · erase · eyedropper
Biome: [ · ] (or - · =)Decrease · increase radius. Shift = larger step

Console commands.

CommandWhat it does
light [time]Prints the light/spawn report and goes to the first warning cell. time defaults to 18000 (midnight).
lightplan [torch|soul|lantern|glowstone|sea] [both|floor|wall] [apply]Suggests light source positions in the selection (or the whole world if none). Add apply to place them immediately.
spawnmob <generic|spider|enderman|slime> [seed]Changes the mob used to count spawn cells. For slime, also give the seed.
spawnexport [file.json]Writes the spawn cell list as JSON. Does not overwrite.
biome <biome|list> [radius]Chooses the biome to paint (e.g. biome desert 32). list = biome list.
biomefill [biome]Fills the cells of the selection with that biome.
biomeundoUndoes one step of biome painting.
  • Biome paint undo is separate from block undo. Use the panel’s undo and redo buttons or biomeundo. Ctrl+Z undoes blocks only.
  • Apply in auto light placement is a block edit, so a single Ctrl+Z cancels it all.
  • The light/spawn check treats custom blocks (np:) as opaque with light 0. Areas around light-emitting custom blocks may appear darker than they really are.
  • The mottled pattern of swamp grass is approximated with one color.
  • After painting biomes, turn on Follow biomes in Foliage to plant different trees and grass per biome.
  • Check shader-style lighting in Game view and shader pack.