What is a Minecraft seed map?
A Minecraft seed map is a top down map of a world, worked out from its seed before you ever load it. It shows where each biome is and where structures like villages, strongholds and ancient cities will generate. You can use it to plan a base, find a stronghold for a speedrun, or check whether a seed is worth starting a server on.
This works because Minecraft's world generation is deterministic. The same seed in the same version always gives the same biomes and the same structure positions. The map runs the same calculations as the game: the climate noises that decide biomes, the placement rules that decide which chunks get a structure, and the checks a structure makes before it generates.
What is a seed in Minecraft?
A seed is the number the game starts from when it builds a world. In Java Edition it is a 64 bit number, anywhere from -9,223,372,036,854,775,808 to 9,223,372,036,854,775,807. If you type text instead of a number, the game turns it into a number with Java's String.hashCode, so the seed Glacier is really 1772835215. This map does the same, so you can paste text seeds exactly as you typed them in the game.
A seed only describes the world for one edition and version. The same number makes a different world in Bedrock, and it can look different between Java versions when world generation changed, like the pale garden in 1.21.4 or the cherry grove in 1.20.
How do you find the seed of your world?
- Single player (Java): type
/seed in chat. It works even when cheats are off. Click the number in the chat to copy it.
- A server:
/seed needs operator permission (level 2). Without it, ask the owner, or look at level-seed in server.properties. The seed the server actually used is also stored in the world's level.dat, which matters when level-seed was left empty.
- Realms: the Realm owner and operators can run
/seed.
On your own server the server.properties guide explains level-seed and the other world settings.
How do you use this seed map?
- Enter the seed. Paste the number or text, or press the dice for a random seed.
- Pick the version. Use the version your world was generated in. Chunks keep the terrain of the version that first generated them.
- Pick the dimension. Overworld, Nether or End.
- Move around. Drag to move, scroll or pinch to zoom, or use the arrow keys and plus and minus. Type X and Z under the map to jump to a spot.
- Read the map. The line under the map shows the coordinates, chunk and biome under your pointer. Click a marker for its coordinates and a /tp command.
- Share it. Copy the link to send the exact view, or save it as a PNG.
Structures that are very common, like buried treasure and ruined portals, only appear once you zoom in far enough. The note at the bottom of the map tells you which ones are waiting for a closer zoom.
What does each marker on the map mean?
| Marker | Where it generates | Since |
| Village | Plains, desert, savanna, snowy plains, taiga and meadow. The type of village follows the biome. | All versions here |
| Pillager outpost | Village biomes plus mountain biomes and groves, never within 10 chunks of a village spot. | All |
| Woodland mansion | Dark forest, and pale garden since 1.21.5. Rare: one try per 80 by 80 chunks, and only on land at Y 60 or higher. | All |
| Desert pyramid, jungle temple | Desert; jungle and bamboo jungle. All four corners must be above sea level. | All |
| Swamp hut, igloo | Swamp; snowy plains, snowy slopes and snowy taiga. | All |
| Ocean monument | Deep oceans, with only ocean or river within 29 blocks. | All |
| Shipwreck, ocean ruin | Oceans and beaches; ruins come in cold and warm styles. | All |
| Buried treasure | Beaches. The chest is in the middle of the chunk at block 9, 9. | All |
| Ruined portal | Almost everywhere, including the Nether. Giant ones are marked as giant. | All |
| Ancient city | Deep dark, at Y -27. | 1.19 |
| Trail ruins | Taiga, snowy taiga, old growth taigas, old growth birch forest and jungle, half buried. | 1.20 |
| Trial chambers | Underground almost everywhere except the deep dark, between Y -40 and -20. | 1.21 |
| Abandoned camp | Forests, taigas, jungles, savannas, swamps, meadows, cherry groves, pale gardens and wooded badlands. | 26.3 |
| Stronghold | 128 of them in 8 rings around 0, 0. The marker is the start staircase. | All |
| Nether fortress, bastion remnant | The Nether. Both share one grid; bastions skip basalt deltas. | All |
| End city | End highlands and midlands, more than about 1,000 blocks from the main island. | All |
| World spawn | The chunk the game picks for the spawn from the climate, before it looks for a grass block to stand on. | All |
Why does the map not match my world?
Most of the time it is one of these:
- Wrong version. Biomes changed in 1.19, 1.20, 1.21.4, 1.21.5, 26.2 and 26.3. Strongholds look for certain biomes, so they can shift between those versions too, and in 1.21.4, 1.21.9 and 26.2 new biomes joined their list. Chunks you explored keep the terrain of the version that made them, so an old world can be a mix.
- Wrong edition. This map is for Java Edition. Bedrock shares most of the terrain and biomes with Java for the same seed since 1.18, but its structures are placed differently.
- A typo in the seed. One wrong digit gives a completely different world.
- Mods and datapacks. Anything that changes world generation changes the map too.
- Terrain details. The map works out terrain height without aquifers, so a structure near a flooded cave or the edge of a ravine can rarely differ. Ruined portals pick their height partly at random, which in a few places changes which kind of portal you get.
Biome edges can also look a few blocks off in game. The game stores biomes in 4 by 4 by 4 block cells, and for each block it picks one of the nearby cells with a small random offset, so borders in game are a little ragged. The map shows the cells, so it is accurate to about 4 blocks.
How do you find a stronghold and the End portal?
Java Edition has 128 strongholds in 8 rings around 0, 0. The first ring has 3 strongholds between about 1,280 and 2,816 blocks from the center, and the rings hold 3, 6, 10, 15, 21, 28, 36 and 9. The game first spreads them evenly by angle, then moves each one up to 112 blocks toward a preferred biome. The map does both steps, so the marker sits on the stronghold's start staircase. The portal room with the End portal is somewhere else inside the stronghold, never right next to the stairs.
To get there, go to the marker, dig down, and throw an Eye of Ender to finish the search. You need 12 eyes to fill a portal frame if none of the frames came with one. In the Nether you only travel an eighth of the distance; the Nether portal calculator turns the coordinates into Nether ones for you.
What are slime chunks?
A slime chunk is a 16 by 16 chunk where slimes can spawn underground at any light level below Y 40. About one chunk in ten is a slime chunk, and which ones are slime chunks depends only on the seed and the chunk's X and Z, not on the version or the biome. Slimes also spawn in swamps and mangrove swamps between Y 51 and 69 at light level 7 or less, most often at a full moon and never at a new moon. Turn on the slime chunk overlay and zoom in to plan a slime farm; the green squares are the chunks to dig out.
Why are biomes different at different heights?
Since 1.18 biomes are three dimensional. Under a plains biome there can be lush caves at Y 0 and the deep dark further down. The game picks a biome for each 4 block cell from six values: temperature, humidity, continentalness, erosion, weirdness and depth. Depth grows as you go down, which is what turns a surface biome into a cave biome.
The map shows the surface by default. It finds the height of the terrain for each spot and uses the biome there, so you see the biome you would stand in. Pick a Y level under the map to look at caves instead: Y 0 is a good level for lush caves and dripstone caves, and Y -40 to -54 shows the deep dark.
Which versions does this seed map cover?
Java Edition from 1.19 to 26.3, grouped by the releases where world generation changed:
| Version | What changed for the map |
| 26.3 | Dappled forest biome, abandoned camps. |
| 26.2 | Sulfur caves biome. |
| 26.1 to 26.1.2 | Same world as 1.21.9 to 1.21.11. |
| 1.21.9 to 1.21.11 | Cherry groves count as a stronghold biome. |
| 1.21.5 to 1.21.8 | More pale gardens. |
| 1.21.4 | Pale garden biome. |
| 1.21 to 1.21.3 | Trial chambers. |
| 1.20 to 1.20.6 | Cherry grove biome, trail ruins. |
| 1.19 to 1.19.4 | Deep dark, mangrove swamp, ancient cities. |
Java 1.18 and older and Bedrock Edition are not covered. Not sure which version to run? See the best Minecraft version for your server, and Bedrock or Java if you are still choosing an edition.
How do you pick a good seed for a server?
Look at the first 1,000 to 2,000 blocks around the spawn, because that is where everyone will build. A good server seed usually has:
- a village or two near the spawn for early trading,
- several biomes close together, so wood, sand and snow are all a short walk away,
- a stronghold from the first ring that is not under an ocean,
- an ocean or river nearby for boats, fish and a monument later.
Set the seed with level-seed= in server.properties before the server starts for the first time. Changing it later does nothing to chunks that already exist, so delete the world folder (or set a new level-name) if you want a fresh world. After that, pre-generating the world around the spawn saves your players from lag while they explore. If you are setting up the server itself, the server guide covers it start to finish, and you can run one for free on EternalZero.
How does this compare to other seed maps?
Most seed maps online use one of two approaches: a C library compiled for the browser that copies Minecraft's math by hand, or a server that renders the map for you. This one uses the game's own worldgen data for each version, read by an open source engine in your browser, and adds its own fixes where the game does something unusual.
| Feature | This map | Typical seed maps |
| Overworld, Nether and End | Yes | Yes |
| Surface biomes at the terrain height of each spot | Yes, plus any Y level | Often one fixed or rough height |
| Strongholds with the biome shift | Yes, all 128 | Usually |
| Nearest structures list | Yes, with distance and direction | Sometimes |
| /tp command and Nether coordinates per marker | Yes | Sometimes |
| Runs on your device, no account, seed stays private | Yes | Varies |
| Bedrock and Java before 1.19 | No | Often |
| Mineshafts, ores, dungeons, geodes, fossils | No | Some |
If you need Bedrock or very old Java versions, use a map that covers them. For Java 1.19 and newer you get every structure that matters for planning, with the exact rules the game uses.
Credits
World generation runs on deepslate by Misode (MIT license). The worldgen data for each version comes from mcmeta, which collects the data and reports from the official game files. The biome colors and the structure icons are our own. Minecraft is a trademark of Mojang; this tool is not made or endorsed by Mojang or Microsoft.