Idk why jungles are hated, at least they give you easy access to food and for the most part you know that there's going to be danger hidden within them
but one thing that will not happen in a jungle is monsters spawning on top of treetops and pushing you off.
This is because leaf blocks prohibit the spawning of mobs as they count as an invisible block type for them,
so you can stay on top of a jungle tree all night and be safe, usually, I know from experience, but you do have to watch out for spiders.
On extreme hills on the other hand you've got cliffs, and unfortunately adjacent to them there are plenty of blocks for monsters to spawn on.
In 1.17 you'll have goats to be careful of and they're not even monsters, so they can spawn in the day time.
I don't mind deserts too much just as long as they're not the biome I start off in, although they can quite reasonably be considered the worst biome to start off in especially without a village nearby because of lack of trees which is important for early game, but these biomes can be terraformed obviously.
The best biome to start off in is in a plains biome next to forests or a jungle, but I think most people would agree with that.
I would say ocean, especially since 1.7 (deeper) and 1.13 (flooded caves, which may as well not exist); I've always used seeds that spawned you in the middle of a large landmass far away from oceans (my first world was a random seed which happened to fall into this category, and generally influenced the sort of world generation that I prefer) and usually avoid exploring into them (more than 100-200 blocks from land) and have made changes in my own mods to reduce the amount and chance of spawning in an ocean (the next update to TMCW will eliminate any possibility of an ocean spawn by forcing land to generate within 1000 blocks of the origin), as well as the impact on caves below (sand and gravel patches will generate sandstone and cobblestone below them if there is air under them so they do not collapse; caves also check for water on a per-block instead of per-segment/chunk basis so they don't suddenly stop when they hit water; the latter means that there are significantly less and/or fragmented ravines under oceans in vanilla since entire vertical sections will fail to generate if there is any water in their way).
I would say ocean, especially since 1.7 (deeper) and 1.13 (flooded caves, which may as well not exist); I've always used seeds that spawned you in the middle of a large landmass far away from oceans (my first world was a random seed which happened to fall into this category, and generally influenced the sort of world generation that I prefer) and usually avoid exploring into them (more than 100-200 blocks from land) and have made changes in my own mods to reduce the amount and chance of spawning in an ocean (the next update to TMCW will eliminate any possibility of an ocean spawn by forcing land to generate within 1000 blocks of the origin), as well as the impact on caves below (sand and gravel patches will generate sandstone and cobblestone below them if there is air under them so they do not collapse; caves also check for water on a per-block instead of per-segment/chunk basis so they don't suddenly stop when they hit water; the latter means that there are significantly less and/or fragmented ravines under oceans in vanilla since entire vertical sections will fail to generate if there is any water in their way).
I can see why people would think ocean biomes would be annoying to start off in.
there's the excessive boredom of trying to find dry land, and it could be night time before you end up there, plus
Drowned with Tridents would have an exceedingly unfair advantage against you and would be overpowered, but with a caveat,
this is only during early game, as the old saying is the first night in Minecraft is usually the scariest, even though Drowned spawn
whether it is night or day time, on the first day/night of world creation your character is vulnerable so you don't have the luxury of
just battling every mob that comes your way, the best survival strategy during this time is to find a place to hide and avoid confrontation.
Jungles tho I tend to disagree with people on this one, melons will ensure you have an endless supply of food right from the start, without having to kill any animal or monster. Jungle wood would ensure you've got enough wood for the bare necessities, and because of that you can go mining on your first day and live underground.
It's not as hard as people think to survive in jungles, just got to use some imagination and be resourceful.
As I said before I think extreme hills are far worse, it's a huge hazard to contend with at world creation, with no Feather Falling enchantment if you get pushed off a cliff even just once, that can mean instant death, and it can also mean loss of items if you don't remember where everything bounced.
It's easier to navigate relatively even or flat terrain, than it is to deal with lumpy ones.
Yes jungles can still be hard, but to say they're the worst biome is exaggerating a bit in my view.
Ocean, Roofed Forest Jungles for me (too large, keeps generating often in my worlds, too crowded with trees/can't find temple, biome or cocoa beans as much as I'd like).
Best is Desert (Temple, tons of open space to build, monsters don't bother me in this biome)
Personally, when I appear in the desert, ocean, island, jungle, I immediately restart the world. These are the most disliked biomes and terribly inconvenient. Except that the desert is different in its buildings and conditions. In the jungle, the ocean, especially the swamp, nothing interesting-for me personally.
In my opinion, the best biome is just a forest. There is a certain nostalgia, and in terms of conditions and all parameters, it fits perfectly. Near the water, in a small amount, that is, many lakes. A lot of forests, fields where you can build something really big, ordinary mobs and there is no constant need to run somewhere far away.
I'll explain. Having created one of the usual worlds, I appeared in the desert, immediately found a village, and then I thought that this was a good sign. But for some reason there was no water at all, AT ALL. I had to run several thousand blocks to get water to plant something, it turned out I was running the length of the biome, but if I moved a few hundred blocks to the side, I would immediately find water. When I came running to the new biome, I stayed there, drop the idea of the desert.
It's more a case of which biomes people feel most comfortable with I think
I don't see the appeal of extreme hills biomes but there might be some players who can adapt to those and play on them as if they were a forest biome.
But on the current survival world I have I left the island that had extreme hills in search of more suitable building ground for my base, which is done.
Another very hated biome for good reason is deserts, especially ones without villages in them or any nearby forest biome.
The only scenario where I would continue playing on a world where I spawned in a desert is if there was a jungle, a forest or a savanna next to it, otherwise that world gets deleted.
Spawning in the middle of an ocean on world creation is an insta-delete for me, unless there's an island nearby,
in which case I'd consider keeping that world.
Taiga or tundras I don't mind them as much as I used to, but I wouldn't say they were very good biomes to start off in.
Strays are annoying, and without armour they can kill you easily.
Frozen ocean. A lot of my worlds have spawned on them, and they are usually far from land. Also, they don't have wood or trees or stone or anything useful.
Frozen ocean. A lot of my worlds have spawned on them, and they are usually far from land. Also, they don't have wood or trees or stone or anything useful.
I agree with that, frozen ocean is my second least favourite beneath extreme hills tbh.
I'd consider this to be worse than sandy deserts, because contrary to the sandy desert, there is zero wood at all, not even in the form of sticks unless you happen to find an abandoned mineshaft in a ravine, and you'd have to get lucky to find these, RNG hasn't been friendly to me recently.
In a desert of sand, you'll find bushes which will get you sticks and if you encounter a village, you'll have a crafting table, chests, furnaces and other bare necessities to get you started.
My current world I started over a month ago had an extreme hill island, but fortunately was close by to some savannas and forests, so it was an issue me and friends on my server could work with. I've moved my survival world onto a Shockbyte server since the bedrock server application versions 16.220.02 and 16.22101 wouldn't start on my Ubuntu machine. The Zip doesn't even come with the correct files as mentioned by somebody else on Mojang's bug tracker, which explains why they won't load in terminal anymore, every attempt to start it manually ends in "permission denied" or "command not found", even if you start it as administrator with the sudo command in the same directory as the file is in!
I've given up with their custom server app, it has been almost a full month since it went wrong and they still haven't fixed it,
I've got a good world seed despite the less than desirable biome at origin, and in order for me and friends to continue using that world I had to use Shockbyte.
The question of best biome, (or worst), is interesting not because it reveals any truism about the game but because it reveals the diverse interests of the players. What appeals to one player is loathed by another, etc, etc. Ultimately each biome has its value, though what constitutes value or annoyance will again vary from person to person. Personally, I enjoy exploring in Minecraft; building and fighting are secondary, and so naturally my preferences are heavily influenced by my gaming style. That said, here is my broad take on the biomes:
Plains - What's not to like? Available wood, but not too much to hinder easy travel. Horses, sheep, cows and chickens readily available. And pigs, but who really cares about pigs when you have the other domesticatibles. Villages too. Plains are good.
Forest - Abundant wood but all those trees make for restricted line of sight and ease of travel, especially on horseback. Forests are great when present on the edge of a plain or desert but annoying to live in or travel through. Same holds for Birch Forest and Taiga.
Dark Forest - A weird biome. It's actually easier to travel through a DF on foot than through an ordinary forest, but still a nuisance on horseback. Curiously, it is possible to travel on >top< of the canopy quite speedily, especially on horseback. The low light level means hostile mobs are a problem even during the day. The one great saving grace to DF is the rare occurrence of a Mansion.
Swamp - Very annoying in the early game because the mix of land and water makes travel very difficult. With the Depth Strider enchantment swamps are not quite so annoying. Witches are very fun to hunt, as are Slimes, (useful too). Not typically ideal for building projects. Also, no villages. Useful for a visit but wouldn't want to live there.
Savanna - A lot like Plains in most all respects, except the trees are cooler, (Acacia are the best trees in the game, IMNSHO), and the tall grass is much more annoying. I have fond memories of an early game established in a Savanna in a valley between two patches of hilly terrain. Then there are the Shattered Savanna, but that's more like......
Mountains (Extreme Hills) - Easy coal, (and occasional surface iron too). Llamas, if you like horses you can't control which also spit at you. Very scenic and an interesting challenge for an extreme build, but can be difficult to travel through.
Jungle - Birds are cool. Ocelots were cool before cats were introduced, but now ocelots are largely redundant. Pandas are......., amusing. Jungle Temples are cool, but vastly inferior to Desert Temples or Shipwrecks as a source of rare booty. But the most damning thing against Jungles is the difficulty to travel through them, for which they are the worst.
Badlands (Mesa) - Extremely difficult as a starting biome, but great to have in near proximity from Plains or Desert. Abundant surface mines are not only much fun to explore but a great resource. And Mesa are the principal source of Terracotta, arguably the most decorative building stone. Having a Mesa within ~2000 blocks of spawn is a near definite requirement for most all my worlds.
Snowy Biomes - These are mostly hybrids of other biomes with a dusting of snow and the fact that surface water freezes, which is annoying.
Ocean - It was said above, (and concurred, even), that Oceans are annoying. Bollocks. Oceans are, hands down, the best biome for speedy surface travel before you've established rail networks, Nether travel or elytra. Underwater ruins and shipwrecks are infinitely fun and challenging to find, explore and conquer. Warm oceans are great, not only as a source of coral and sea pickles, but wicked scenic, especially at night. Oceans are great.
Desert - Saving the best for last. Admittedly, deserts can be a little difficult at spawn, but only if you spawn in the middle of a rather large desert. Otherwise, just explore a bit and find the edge where the desert meets a Plain or Forest or Ocean or other useful biome. At that point, Deserts are easily my favorite for ease of surface travel and for building projects. Find a desert village near the ocean on the border of a forest and you have everything you need readily at hand to live comfortably. Desert villages are hands down the easiest to secure from hostile mobs, which allows the player to get down to other projects without having to first denude the village of pesky trees and/or tall grass. Oh, and Desert Temples are easily the best of the Overworld treasure destinations. Deserts are also the easiest biome for excavating a stronghold, if you're into such masochistic activities. For my worlds, the more Desert the better.
Why does everyone hate plains for survival? It’s not hard to find a 🌳 and if you want to build a city, you only have to cut down a few trees
The worst biome for me is extreme hills
Idk why jungles are hated, at least they give you easy access to food and for the most part you know that there's going to be danger hidden within them
but one thing that will not happen in a jungle is monsters spawning on top of treetops and pushing you off.
This is because leaf blocks prohibit the spawning of mobs as they count as an invisible block type for them,
so you can stay on top of a jungle tree all night and be safe, usually, I know from experience, but you do have to watch out for spiders.
On extreme hills on the other hand you've got cliffs, and unfortunately adjacent to them there are plenty of blocks for monsters to spawn on.
In 1.17 you'll have goats to be careful of and they're not even monsters, so they can spawn in the day time.
I don't mind deserts too much just as long as they're not the biome I start off in, although they can quite reasonably be considered the worst biome to start off in especially without a village nearby because of lack of trees which is important for early game, but these biomes can be terraformed obviously.
The best biome to start off in is in a plains biome next to forests or a jungle, but I think most people would agree with that.
Jungle it’s just bad
Jungle
In my opinion it's Jungle. It's so annoying to find your way through there and the jungle wood doesn't even look that good.
I dislike swamps quite a lot because of the dark grass and all the water. Doesn't help that it's not that rare.
I would say ocean, especially since 1.7 (deeper) and 1.13 (flooded caves, which may as well not exist); I've always used seeds that spawned you in the middle of a large landmass far away from oceans (my first world was a random seed which happened to fall into this category, and generally influenced the sort of world generation that I prefer) and usually avoid exploring into them (more than 100-200 blocks from land) and have made changes in my own mods to reduce the amount and chance of spawning in an ocean (the next update to TMCW will eliminate any possibility of an ocean spawn by forcing land to generate within 1000 blocks of the origin), as well as the impact on caves below (sand and gravel patches will generate sandstone and cobblestone below them if there is air under them so they do not collapse; caves also check for water on a per-block instead of per-segment/chunk basis so they don't suddenly stop when they hit water; the latter means that there are significantly less and/or fragmented ravines under oceans in vanilla since entire vertical sections will fail to generate if there is any water in their way).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I can see why people would think ocean biomes would be annoying to start off in.
there's the excessive boredom of trying to find dry land, and it could be night time before you end up there, plus
Drowned with Tridents would have an exceedingly unfair advantage against you and would be overpowered, but with a caveat,
this is only during early game, as the old saying is the first night in Minecraft is usually the scariest, even though Drowned spawn
whether it is night or day time, on the first day/night of world creation your character is vulnerable so you don't have the luxury of
just battling every mob that comes your way, the best survival strategy during this time is to find a place to hide and avoid confrontation.
Jungles tho I tend to disagree with people on this one, melons will ensure you have an endless supply of food right from the start, without having to kill any animal or monster. Jungle wood would ensure you've got enough wood for the bare necessities, and because of that you can go mining on your first day and live underground.
It's not as hard as people think to survive in jungles, just got to use some imagination and be resourceful.
As I said before I think extreme hills are far worse, it's a huge hazard to contend with at world creation, with no Feather Falling enchantment if you get pushed off a cliff even just once, that can mean instant death, and it can also mean loss of items if you don't remember where everything bounced.
It's easier to navigate relatively even or flat terrain, than it is to deal with lumpy ones.
Yes jungles can still be hard, but to say they're the worst biome is exaggerating a bit in my view.
Ocean, Roofed Forest Jungles for me (too large, keeps generating often in my worlds, too crowded with trees/can't find temple, biome or cocoa beans as much as I'd like).
Best is Desert (Temple, tons of open space to build, monsters don't bother me in this biome)
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Personally, when I appear in the desert, ocean, island, jungle, I immediately restart the world. These are the most disliked biomes and terribly inconvenient. Except that the desert is different in its buildings and conditions. In the jungle, the ocean, especially the swamp, nothing interesting-for me personally.
In my opinion, the best biome is just a forest. There is a certain nostalgia, and in terms of conditions and all parameters, it fits perfectly. Near the water, in a small amount, that is, many lakes. A lot of forests, fields where you can build something really big, ordinary mobs and there is no constant need to run somewhere far away.
I'll explain. Having created one of the usual worlds, I appeared in the desert, immediately found a village, and then I thought that this was a good sign. But for some reason there was no water at all, AT ALL. I had to run several thousand blocks to get water to plant something, it turned out I was running the length of the biome, but if I moved a few hundred blocks to the side, I would immediately find water. When I came running to the new biome, I stayed there, drop the idea of the desert.
It's more a case of which biomes people feel most comfortable with I think
I don't see the appeal of extreme hills biomes but there might be some players who can adapt to those and play on them as if they were a forest biome.
But on the current survival world I have I left the island that had extreme hills in search of more suitable building ground for my base, which is done.
Another very hated biome for good reason is deserts, especially ones without villages in them or any nearby forest biome.
The only scenario where I would continue playing on a world where I spawned in a desert is if there was a jungle, a forest or a savanna next to it, otherwise that world gets deleted.
Spawning in the middle of an ocean on world creation is an insta-delete for me, unless there's an island nearby,
in which case I'd consider keeping that world.
Taiga or tundras I don't mind them as much as I used to, but I wouldn't say they were very good biomes to start off in.
Strays are annoying, and without armour they can kill you easily.
Frozen ocean. A lot of my worlds have spawned on them, and they are usually far from land. Also, they don't have wood or trees or stone or anything useful.
I agree with that, frozen ocean is my second least favourite beneath extreme hills tbh.
I'd consider this to be worse than sandy deserts, because contrary to the sandy desert, there is zero wood at all, not even in the form of sticks unless you happen to find an abandoned mineshaft in a ravine, and you'd have to get lucky to find these, RNG hasn't been friendly to me recently.
In a desert of sand, you'll find bushes which will get you sticks and if you encounter a village, you'll have a crafting table, chests, furnaces and other bare necessities to get you started.
My current world I started over a month ago had an extreme hill island, but fortunately was close by to some savannas and forests, so it was an issue me and friends on my server could work with. I've moved my survival world onto a Shockbyte server since the bedrock server application versions 16.220.02 and 16.22101 wouldn't start on my Ubuntu machine. The Zip doesn't even come with the correct files as mentioned by somebody else on Mojang's bug tracker, which explains why they won't load in terminal anymore, every attempt to start it manually ends in "permission denied" or "command not found", even if you start it as administrator with the sudo command in the same directory as the file is in!
I've given up with their custom server app, it has been almost a full month since it went wrong and they still haven't fixed it,
I've got a good world seed despite the less than desirable biome at origin, and in order for me and friends to continue using that world I had to use Shockbyte.
The question of best biome, (or worst), is interesting not because it reveals any truism about the game but because it reveals the diverse interests of the players. What appeals to one player is loathed by another, etc, etc. Ultimately each biome has its value, though what constitutes value or annoyance will again vary from person to person. Personally, I enjoy exploring in Minecraft; building and fighting are secondary, and so naturally my preferences are heavily influenced by my gaming style. That said, here is my broad take on the biomes:
Plains - What's not to like? Available wood, but not too much to hinder easy travel. Horses, sheep, cows and chickens readily available. And pigs, but who really cares about pigs when you have the other domesticatibles. Villages too. Plains are good.
Forest - Abundant wood but all those trees make for restricted line of sight and ease of travel, especially on horseback. Forests are great when present on the edge of a plain or desert but annoying to live in or travel through. Same holds for Birch Forest and Taiga.
Dark Forest - A weird biome. It's actually easier to travel through a DF on foot than through an ordinary forest, but still a nuisance on horseback. Curiously, it is possible to travel on >top< of the canopy quite speedily, especially on horseback. The low light level means hostile mobs are a problem even during the day. The one great saving grace to DF is the rare occurrence of a Mansion.
Swamp - Very annoying in the early game because the mix of land and water makes travel very difficult. With the Depth Strider enchantment swamps are not quite so annoying. Witches are very fun to hunt, as are Slimes, (useful too). Not typically ideal for building projects. Also, no villages. Useful for a visit but wouldn't want to live there.
Savanna - A lot like Plains in most all respects, except the trees are cooler, (Acacia are the best trees in the game, IMNSHO), and the tall grass is much more annoying. I have fond memories of an early game established in a Savanna in a valley between two patches of hilly terrain. Then there are the Shattered Savanna, but that's more like......
Mountains (Extreme Hills) - Easy coal, (and occasional surface iron too). Llamas, if you like horses you can't control which also spit at you. Very scenic and an interesting challenge for an extreme build, but can be difficult to travel through.
Jungle - Birds are cool. Ocelots were cool before cats were introduced, but now ocelots are largely redundant. Pandas are......., amusing. Jungle Temples are cool, but vastly inferior to Desert Temples or Shipwrecks as a source of rare booty. But the most damning thing against Jungles is the difficulty to travel through them, for which they are the worst.
Badlands (Mesa) - Extremely difficult as a starting biome, but great to have in near proximity from Plains or Desert. Abundant surface mines are not only much fun to explore but a great resource. And Mesa are the principal source of Terracotta, arguably the most decorative building stone. Having a Mesa within ~2000 blocks of spawn is a near definite requirement for most all my worlds.
Snowy Biomes - These are mostly hybrids of other biomes with a dusting of snow and the fact that surface water freezes, which is annoying.
Ocean - It was said above, (and concurred, even), that Oceans are annoying. Bollocks. Oceans are, hands down, the best biome for speedy surface travel before you've established rail networks, Nether travel or elytra. Underwater ruins and shipwrecks are infinitely fun and challenging to find, explore and conquer. Warm oceans are great, not only as a source of coral and sea pickles, but wicked scenic, especially at night. Oceans are great.
Desert - Saving the best for last. Admittedly, deserts can be a little difficult at spawn, but only if you spawn in the middle of a rather large desert. Otherwise, just explore a bit and find the edge where the desert meets a Plain or Forest or Ocean or other useful biome. At that point, Deserts are easily my favorite for ease of surface travel and for building projects. Find a desert village near the ocean on the border of a forest and you have everything you need readily at hand to live comfortably. Desert villages are hands down the easiest to secure from hostile mobs, which allows the player to get down to other projects without having to first denude the village of pesky trees and/or tall grass. Oh, and Desert Temples are easily the best of the Overworld treasure destinations. Deserts are also the easiest biome for excavating a stronghold, if you're into such masochistic activities. For my worlds, the more Desert the better.