What this is
Environment attributes are named properties a biome or dimension can set through a datapack to control things like ambient audio, music, sky and fog rendering, and certain gameplay behaviors. The list below is every attribute in the registry. The specific value each one takes is chosen by the biome or dimension that sets it, so only the id and its category are shown here, not a fixed effect.
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Minecraft 26.x introduced data-driven environment attributes: named properties that biomes and dimensions can set to control things like ambient audio, music and a range of gameplay and visual behaviors. This explorer lists every attribute in the registry, grouped by category, with each full id ready to copy.
In earlier versions, properties such as a biome's fog color, its ambient sound or whether snow golems take damage were handled by fixed code paths. The 26.x worldgen rework turns many of these into individual environment attributes in a registry, so a datapack can configure them per biome or per dimension. The attributes here split into audio, gameplay and visual groups, taken from the path in each id.
The value each attribute takes is chosen by the biome or dimension that sets it, so this reference documents the ids and categories rather than fixed effects. To see what an attribute does in a particular place, copy its id and look it up in the relevant biome or dimension data in your datapack.
Environment attributes are not set with a command. They live on biome and dimension definitions inside a datapack, which choose a value for each attribute they use. To change how an environment looks, sounds or behaves, edit that biome or dimension JSON and reload the datapack.
Because the friendly descriptions and exact values are not part of a registry that this tool can read, the readable names shown here are derived from the ids. The id itself is the string your datapack needs, so copy it from the list above and search for it in the worldgen files you are editing.
Environment attributes are named properties that a biome or dimension can set, added in the 26.x data-driven worldgen rework. They cover things like ambient audio and music, sky and fog rendering, and a range of gameplay behaviors. Instead of these being hardcoded per biome, they are now individual attributes in a registry that a datapack can configure.
You do not set these attributes directly with a command. They are configured through a datapack on a biome or dimension definition, where the biome or dimension chooses the value for each attribute it cares about. To change one, edit the relevant biome or dimension JSON in a datapack and load it into your world.
There is no language file or documentation registry that gives a friendly description or a fixed value for these ids, so inventing precise per-attribute numbers would not be accurate. The value each attribute takes is decided by whatever biome or dimension sets it. This tool shows the exact id and its category, and points you to the biome and dimension data to see which values are used where.
In the current registry the attributes fall into three categories, taken from the path before the first slash in each id: audio, gameplay and visual. Audio covers ambient sound and music cues, visual covers sky, fog, clouds, light and celestial rendering, and gameplay covers environment-driven rules such as which mobs spawn and how raids, fluids and weather behave.
Look at the biome or dimension that uses it. Each biome or dimension definition in a datapack lists the environment attributes it sets along with their values, so the worldgen data is the source of truth for what any given attribute does in a given place. Copy the attribute id from this tool and search for it in the biome and dimension JSON you are working with.
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