World seed

For other uses, see Seed (disambiguation).

The world seed (or simply seed) is a value made up of character(s) (including negative or positive integers) that is used as the basis for generating every Minecraft world.[1]

Compatibility

Seeds are somewhat compatible across editions, with terrain generation and biomes being the same. However, the placement of generated structures differs between Java Edition and Bedrock Edition.

World generation

Main article: World generation

Whenever the game has to generate a new world, it calls upon an algorithm known as Perlin noise. This algorithm outputs a pseudo-random value that is then used to determine the characteristics and features of the world. However, the algorithm always outputs the same value each time for a constant starting point (seed). Thus, the same seed generates the same terrain every time.

A world's seed is set when that world is created. By default, it is decided automatically, but it can also be set manually. Setting and reusing a seed from one world generates the same world. Either a number or a word/phrase can be used, including negatives. If a word/phrase is used, it is converted into a 32-bit integer using the .hashCode() method.

Whenever the world generation algorithm is updated (usually by adding new biomes to the game), the same seed no longer generates the same terrain. If the seed or generator changes in a saved world, new chunks are based on the new seed and no longer match those from the old seed. Deleted chunks can regenerate if the seed and generator remain the same, but changes if either the seed or generator changes. In fact, deleting chunks is sometimes done to let newly-introduced features appear in an old world; see Tutorials/Updating old oceans in 1.13 using MCEdit.

Because seeds are simply random values read into an algorithm and not actually names of different worlds, using a certain seed does not result in a world with any relevance to the value of that seed. For instance, using a biome name as the seed does not necessarily result in the creation of a world with primarily that biome, nor does it spawn the player within the said biome.

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Determining the seed

In Java Edition, the player can enter the command /seed to view and copy the world's seed. This command is available in singleplayer worlds even if cheats are off. The player can also select 'Re-create' in the Worlds menu to see the seed.

In Bedrock Edition, the seed can be found and copied on the world options screen. There are also seed templates that offers the player several pre-set seeds to generate worlds with specific features near the spawn point. Additionally, the beta version has a visible seed on the top of the screen.

Notable seeds

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The following map seeds have, at one point or another, been used for generating official Minecraft maps and resources or otherwise significant community material.

  • The Java Edition demo world seed can be played in the full version by entering North Carolina in the seed input.
    • The Beta 1.3_01 PC Gamer demo world seed can be played in the appropriate era by entering glacier, all lowercase unlike the famous seed where the G is capitalized, in the seed input.
  • The seeds for many of the panoramas used on the title screen are as follows:
    • The panorama used between Beta 1.8 Pre-release and 18w22c is either 2151901553968352745 or 8091867987493326313,[2] generated between Beta 1.6.6 and Beta 1.7.
    • Bedrock Edition 1.2.0 uses 95475027, which is the same seed as the "Winding River" seed template generated before 1.18.0.
    • Java Edition 1.13 uses 1458140401, which is the seed resulting from typing 18w22a in as a seed, generated in snapshot 18w22a.
    • Java Edition 1.14 uses 2802867088795589976, taken in 18w48a.
    • Java Edition 1.15 uses -4404205509303106230, taken in 19w40a.
    • Java Edition 1.16 uses 6006096527635909600, taken in 20w13a.
    • Java Edition 1.18 uses 2151901553968352745, taken in 21w40a.
    • Java Edition 1.19 uses -1696067516, which is the seed resulting from typing thewildupdate in as a seed, taken in 22w15a.
    • Java Edition 1.20 uses 8554477380691140270, taken in 23w14a.
    • Java Edition 1.21.6 and Bedrock Edition 1.21.90 use 8819392414030687460, taken in 25w20a.
  • The seed for the original pack.png file is 3257840388504953787. It was generated in Alpha v1.2.2[3], It can also be generated between Alpha v1.2.0 and Beta 1.7.3 with minor population differences, and it's also the default seed for Minecraft: Bedrock Edition's New UI of Create New World when no seed is entered or created since Bedrock Edition beta 1.18.20.21. This seed spawns the player in a savanna biome at coordinates Position: -208, 65, 0.
  • The seed for the Skull on Fire painting is either -6984854390176336655 or -1044887956651363087, generated in Alpha v1.1.2_01 or prior.[4]
  • The seed used for the original Herobrine hoax screenshot is 478868574082066804, generated in Alpha v1.0.16_02.
  • The seed used for the original Herobrine hoax livestream is 3609313613745973624, generated in Alpha v1.0.17_04.
  • Seeds used for the Legacy Console Edition tutorial worlds:
    • Each world is referred to by its respective Xbox 360 Edition update.
    • TU1 and TU3 used the seed 1171544198849424676
    • TU5 used the seed 6173462
    • TU7 and TU9 used the seed 96414766889474996
    • TU12 and TU14 used the seed 1227750481513469519
    • TU19, TU31, TU46, and TU69 were artificially-created and can't be generated by any seed.


Generation anomalies

Some seeds are known to cause strange effects in the world generation, due to their mathematical properties. See Anomalous world seeds for more information.

Technical

Realms

In Java Edition, a player can type /seed in the chat. In Bedrock Edition, the seed is not visible when playing on Realms, but can be seen by downloading the world.

General

If the seed contains characters other than numbers (except the first character, which can be "-" or "+") or not a Java long number (an integer between -263 and 263-1), the Java String.hashCode() function is used to generate a number seed. This restricts Minecraft to a subset of the possible worlds to 232 (or 4,294,967,296), due to the int datatype used. Number seeds or a default world seed must be used to access the full set of possible worlds (which is 264, or 18,446,744,073,709,551,616, or 18.4 quintillion).

Overlap between editions

All Java and Bedrock Edition seeds in the range from -9,223,372,036,854,775,808 to 9,223,372,036,854,775,807 (64-bit seeds) generate the same terrain and biomes in both Java and Bedrock Edition although with differing structures, decorator placements, carver caves, and mob spawns.

Videos

History

This section is missing information about: Were the seeds always 64-bit integers, or they were 32-bit in older (pre-Infdev) versions?.
 
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This section needs to be updated.
 
Please update this section to reflect recent updates or newly available information.
Reason: Bedrock experimental changes
Java Edition pre-Classic
rd-160052Added a simple level generator.
Java Edition Classic
0.0.12aAdded a new level generator.
August 25, 2009Showed another new level generator, which generates cliffs more commonly.
Java Edition Indev
0.3120091223-1457Isometric level rendering screenshot added.
20100106The player can now select island, floating, flat, or original as the level type when generating a world.
Players can also select square, long, or deep as the level shape.
Players can also select small, normal, or huge as the level size.
20100107Deep floating maps now have layers of islands.
Players can now select a level theme; normal or hell.
20100110Islands now generate with more sand.
20100113Oceans now generate with infinite water.
20100122Water now spawns naturally above sea level and on floating islands.
Caves are now less flooded.
Java Edition Infdev
20100227-1414Terrain-breaking change to world gen: using any given seed on older versions now generates a different world.
World generation has been greatly simplified (with the removal of sand, blobs) in order to make infinite world generation implementation easier to work with.
20100227-1433Brick pyramid generation changed - they now always come to a single point at the top, rather than sometimes being truncated, resulting in "brick square frusta".
20100313Oceans are considerably larger than before.
20100320Reimplemented primitive ore blob generation, in which they spawn as scattered, single blocks.
Reimplemented tree generation.
20100325-1545Ore blob generation has been changed to the modern generation type. However, a float is used in their generation, causing their generation to break down at excessive distances.
Added caves. They generate through all blocks, not just terrain blocks.
20100327Terrain-breaking change to world gen: using any given seed on older versions now generates a different world.
World generation has been significantly overhauled, which is visually very obvious.
Removed caves.
Removed random patches of flowers.
The large stone wall at 33,554,432 no longer generates. Instead, the Far Lands generate at 12,550,824.
20100413All trees are now large trees.
Sand and gravel now generate with the world again.
20100420Terrain-breaking change to world gen: using any given seed on older versions now generates a different world.
World generation seems considerably less mountainous.
20100608All trees are now small trees again - big trees do not generate.
20100611Terrain-breaking change to world gen: using any given seed on older versions now generates a different world.
Terrain now appears to come in large islands.
Terrain can now generate high enough to be higher than the world height limit, causing it to be cut off.
Monoliths now have the potential to generate.
The amount of trees that generate appears to be different now.
20100616Terrain-breaking change to world gen: using any given seed on older versions now generates a different world.
Terrain generation in ocean
Reimplemented caves.
Random patches of flowers and mushrooms now generate.
Springs now generate.
Lava now naturally generates, although how it does so exactly is unknown.
Java Edition Alpha
v1.2.0previewTerrain-breaking change to world gen: using any given seed on older versions now generates a different world.
Java Edition Beta
1.3It is now possible to manually determine the seed upon world creation.
Any 64-bit signed integer value can be entered and will create a world with that seed, unless the number is 0, in which case the world will be created with a random seed as though no seed was provided.
A world with the seed 0 can be created by providing a string that hashes to 0, such as creashaks organzine or pollinating sandboxes.[5]
1.8Pre-releaseTerrain-breaking change to world gen.
The debug screen now displays the seed number.
Java Edition
1.2.112w03aMinor terrain-breaking change to world gen.
12w07aSeeds can no longer change biomes in existing worlds due to the Anvil file format.
?Multiplayer servers no longer send the seed to clients.
1.3.112w18aDue to singleplayer becoming multiplayer, the world's seed is no longer displayed on the debug screen.
12w21aAdded /seed, which displays the current world seed.
1.7.213w36aTerrain-breaking change to world gen with the introduction of many new biomes.
1.1318w06aWorld generator rewritten in a mostly non-breaking way.
1.181.18 Experimental Snapshot 1Terrain-breaking change to the world gen with the introduction of multinoise, terrain noise, biome builders, and new caves.
Seed limit is now 48-bit.[6]
1.18 experimental snapshot 2World generator rewritten in a non-breaking way.
21w41aReplaced the random number generator used in world generation, which reverted the seed limit back to 64-bit.[6]
Seeds have been reshuffled due to this change. Worlds no longer look like they did in previous snapshots.
21w43aSeeds have been reshuffled again. Worlds no longer look like they did in previous snapshots.
1.18.222w03aThe seed "0" (zero) can now be used normally; entering it will generate a world with this seed, rather than a random seed.
Any spaces before or after a provided seed is now trimmed.
Pocket Edition Alpha
v0.1.0Added seeds (32 bit).
v0.7.2The seed for each world is now displayed in the world selection menu when the "Edit" button is pressed.
v0.9.0build 1Terrain-breaking change to world gen: using any given seed on older versions now generates a different world.
v0.11.0build 7The seed is now displayed at the top of the screen in development versions while the player is in a world.
?Before this update, the game would use a Unix timestamp as the seed if no other seed was typed. From this update onwards, it uses a random number generation.
Bedrock Edition
1.18.0beta 1.18.0.20Terrain-breaking change to the world gen. Revamp Caves, Mountains, and Terrain height system.
beta 1.18.0.22Replaced the random number generator used in world generation, resulting in different terrain being generated using same seed.
beta 1.18.0.24Seeds have been reshuffled again. Worlds no longer look like they did in previous betas.
1.18.30beta 1.18.20.21Worlds can now be created with 64-bit seeds.
Single-digit seeds such as "0" can now be used normally.
Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU0CU11.001.001.00Patch 11.0.1Added seeds (64-bit).
TU3Added a seed display to the level load screen (requires existing levels to be saved out again to add the display).
TU5Terrain-breaking change to world gen.
TU12Minor terrain-breaking change to world gen. Biome info is now saved to worlds instead of recalculated when biome generation changes.
TU31CU191.221.221.22Patch 3Terrain-breaking change to world gen.
TU54CU441.521.521.52Patch 241.0.4Added Biome Scale slider and Find Balanced Seed option.
New Nintendo 3DS Edition
0.1.0Added seeds (32 bit).

References

External links

Bedrock and Java Editions

Java Edition only

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