Superflat

Superflat or Flat is a world type or a vanilla world preset replacing the normal varied terrain of the Overworld, with customizable layers.
, superflat can also refer to a dimension's generator type, with which the completely flat terrain can be generated in a specific dimension. See also Custom dimension and Custom world preset.
==Structure ==
In the default Superflat world, the terrain consists of one layer of bedrock, two layers of dirt, and one layer of grass blocks. Because the entire world is a plains biome by default, , villages generate relatively frequently; strongholds are also generated. While no feature or structure generate in Flat worlds.
In the default Superflat world, the surface of the world is completely flat and at Y=-60, except for villages and other structures if they are enabled. Mobs still spawn normally. Because of the low altitude of the world, slimes spawn frequently.
Superflat worlds allow the player to access the Nether and the End in the usual ways, which generate as normal.
==Multiplayer==
, in order to create a Superflat world in a multiplayer server, the level-type flag in server.properties must be flat, instead of default. To alter the layers, biome and structures define generator-settings, which is a string of a JSON object:
 
*: The root object.
**
, level-type in server.properties must be "FLAT" to generate a flat world.
==Customization==
, superflat generator defaults to one layer of grass block, two layers of dirt, and one layer of bedrock, in "plains" biome and generating villages and strongholds. This content can be customized.
Upon selecting "Superflat" in the "World Type" box, a new button becomes clickable labeled "Customize". In the customize menu, there are two buttons available to customize Superflat worlds, which include the "Remove Layer" button, used for removing unwanted types of layers, and the "Presets" button, used for preset code string or "superflat level generation presets". There are nine original presets, and you can also use data packs to customize presets, see Custom world preset#Superflat Level Generation Preset.
Note that the default superflat is different from the "Classic" preset, where the default superflat (without using any preset) can generate strongholds, while the "Classic" preset has no stronghold.
If the player can understand the preset code syntax, they can create presets of their own by entering valid information into the preset code box, where these changes can be previewed and applied. Preset code is shareable, which is highlightable and copyable. Similar to how new worlds are shared through seeds, preset code can be entered into this box to use it.
Note that the preset code currently cannot fully describe a superflat level generation preset. Settings related to features and structures are inaccessible in the preset code. Using the preset code and the "Remove Layer" function to recreate world can only ensure that the blocks on each layer are the same, but cannot guarantee the same settings of features or structures. When using preset code, the settings for features and structures are based on what preset is selected. If no preset is selected, only villages and strongholds are generated. For example, if typing preset code with the Classic Flat preset selected, only villages will be generated. If typing it with the Overworld preset selected, features in Plains biome (except monster rooms) and Pillager Outpost, Village, Stronghold, Mineshaft, Dungeon, and Ruined Portal are generated.
 there is no interface for customizing flat worlds. It always uses the default configuration (one layer of bedrock, two layers of dirt, and a layer of grass blocks) even when the Seed Picker is used. However, custom flat worlds are possible internally, and can be used by modifying FlatWorldLayers in the world's level.dat file using an external editor. This was used for converting Legacy Console Edition custom superflat worlds over to Bedrock Edition.
===Vanilla superflat level generation presets===
Preset	Layers	Biome	Structures	Generating features	Forced to generate lava lakes	Notes
 Classic Flat	
 x1 x2 x1	 	 	No 	No 	Note that this is different from the default superflat world, where the default superflat (without using any preset) can generate strongholds, while the classic preset has no stronghold.
 Tunnelers' Dream	
 x1 x5 x230 x1	 	 	Yes 	No 	
 Water World	
 x90 x5 x5 x5 x64 x1	 	 	No 	No 	
 Overworld	
 x1 x3 x59 x1	 	 	Yes 	Yes 	Mimics the height of default world generation.
 Snowy Kingdom	
 x1 x1 x3 x59 x1	 	 	No 	No 	
 Bottomless Pit	
 x1 x3 x2	 	 	No 	No 	Allows easy Survival access to the Void, due to the replacement of bedrock with cobblestone.
 Desert	
 x8 x52 x3 x1	 	 	Yes 	No 	Sandstone and stone layer amounts are reversed from Default worlds.
 Redstone Ready	
 x116 x3 x1	 	None 	No 	No 	
 The Void	
 x1 	 	None 	Yes 	No 	Spawns the player on a stone platform with a single cobblestone block at the center of the platform.
===Preset code format===
The preset code is a string of numbers, semicolons(;), colons(:), commas(,), and asterisks(*). Each code has three main parts, divided by semicolons. They are:
*a list of one or more block IDs;
**The block list is a comma-separated list of block IDs, ordered from layer -64 up; if the entry for a given block has an "*", the number before the "*" is the number of layers to be generated, and the string after is the block ID.
**A block can also be repeated over multiple layers simply by repeating the block's ID, e.g. minecraft:glass,minecraft:glass,minecraft:glass,minecraft:glass would give the same result as 4*minecraft:glass.
*a valid biome ID;
*(optional, not after 1.16) a list of feature generation options.
**Feature generation options (described below) may have additional parameters, for example village(size=0 distance=9) (in 1.13+ they have no effect).
**It is important to remember that multiple parameters are separated by spaces, rather than commas or semicolons.
====Feature generation options====
Feature generation option	Parameters 	Description 	Biome
village 	sizedistance 	Generates villages, provided they exist in that biome type. Extremely large size values and low distance values generate many villages tightly grouped togethersize determines the size of the village (default is 1, normal worlds have this set to 0, maximum is 65535).distance is the maximum distance between villages (minimum is 9, default is 32). 	Plains,Desert, Savanna, Taiga, Snowy Tundra, Snowy Taiga
mineshaft 	chance 	Generates abandoned mineshafts. Note that they generate in midair if no terrain is present to cover them.chance determines how common mineshafts are (from 0.0 to 1.0, default is 0.01). Higher number, more common. 	All
stronghold 	distancecountspread	Generates strongholds.distance determines how far strongholds are from the spawn and other strongholds (minimum is 1.0, default is 32.0).count is the number of strongholds that exist per world (default is 3).spread determines how concentrated strongholds are around the spawn (minimum is 1, default is 3). Lower number, lower concentration. 	All
biome_1 	distance 	Generates biome-specific features. This enables igloos, jungle temples, desert pyramids, or witch huts.distance for the maximum distance between features (minimum is 9, default is 32).NOTE: desert pyramids (and potentially other structures) are not generated solely by biome_1, and "desert_pyramid" must be added to the syntax. Both "biome_1" AND "desert_pyramid" must be added to the syntax for pyramids to generate. Putting "desert_pyramid" in your syntax without "biome_1" causes issues, and attempting to /locate a desert pyramid without biome_1 enabled effectively breaks your world. This applies to 1.14+ and potentially earlier game versions. This option may also be necessary with igloos, jungle temples, ocean monuments or witch huts, requires testing.	varies
dungeon 	None 	Dungeons are generated, if possible. 	All
decoration 	None 	Causes plants, ores, and similar features to be generated according to the biome type. Stone, dirt, grass, sand, or mycelium are required for most features. 	All
desert_pyramid 	None 	Generates desert pyramids. 	Desert (Hills)
lake 	None 	Generates water lakes, sometimes with sand and sugar cane depending on biome. 	All
lava_lake 	None 	Generates lava lakes, with stone surrounding them. If all stone layers are removed in a preset that enables lava lakes, ores can generate in the stone around lava lakes, given the proper altitude. 	All
fortress 	None 	Generates nether fortresses. 	Nether
mansion 	distance 	Generates woodland mansions. 	Dark Forest,Dark Forest Hills
oceanmonument 	spacingseparation 	Generates ocean monuments in the water.spacing determines the size of the grid, in chunks, on which monuments are generated (minimum is 1, default is 32).separation determines the minimum distance, in chunks, between monuments. (minimum is 1, default is 5).WARNING: spacing must be greater than separation, otherwise the game crashes. 	Deep Ocean,Deep Warm Ocean,Deep Lukewarm Ocean,Deep Cold Ocean,Deep Frozen Ocean
endcity 	distance 	Generates end cities. 	End Highlands
pillager_outpost 	None 	Generates Pillager outposts. 	Plains Desert,Savanna,Taiga,Snowy Taiga,Snowy Tundra
ruined_portal 	None 	Generates ruined portals. 	All
bastion_remnant 	None 	Generates bastion remnants. 	Nether Wastes, Crimson Forest, Warped Forest, Soul Sand Valley
Note that several criteria must be satisfied before some features can appear:
* The biome ID must be correct. For example, at present villages can appear only in biome IDs plains, desert, taiga, savanna, snowy_taiga, and snowy_tundra.
* Structures must be turned on when creating new world. (This does not affect normal features such as trees, flowers, mushrooms, and giant mushrooms.)
* There must be suitable terrain for the structure to appear on or in. This applies to most features except for mineshafts and strongholds.
** Villages are a partial exception; they do not form in mid-air, but can form provided there is at least one solid block layer.
*** Villages always spawn at least 2 blocks above the void.
For example, to have an 'End' superflat world with obsidian pillars, the biome ID must be the_end, and the top surface block must be End Stone. In this particular case 'Structures' does not need to be turned on in the world options.
Attempting to use an incorrectly formatted preset code causes the game to default to the Classic preset.
====Preset code example====
Consider the following preset code: 
minecraft:mossy_cobblestone,250*minecraft:air,minecraft:obsidian,minecraft:snow;minecraft:plains
It consists of the following elements:
*minecraft:mossy_cobblestone,250*minecraft:air,minecraft:obsidian,minecraft:snow — comma-separated list of block IDs.
**minecraft:mossy_cobblestone — one layer of mossy cobblestone on layer -64.
**250*minecraft:air — 250 layers of air, from layer -63 to layer 186.
**minecraft:obsidian — one layer of obsidian, on layer 187.
**minecraft:snow — one layer of snow, on layer 188.
*minecraft:plains — biome ID, in this case Plains.
== History==
==Issues==
==Trivia==
*Superflat was first conceived at the first MineCon and was intended for creative builds.
== Gallery ==
=== Screenshots ===
==== Vanilla presets ====
SuperflatSlimes.png|Classic Flat preset.
Superflat Village.png|A village generated in the classic flat preset.
Superflat world - Tunnelers dream present.png|Tunnelers´ Dream preset.
SuperflatMap.png|A map of a superflat world.
2 Villages superflat.png|2 villages close to each other on superflat world.
Bugflat.png|Part of the usual world that was not properly deleted staying in a superflat world.
SuperflatDiamond.png|Deep ores exposed on the surface in a superflat world.
Superflatoverview.png|Overview of the old superflat world options.
File:Two Villages.png|Two Villages viewable directly from spawn in a superflat world.
==== Custom presets ====
Mineshaftgeneration.png|A midair mineshaft in a superflat world.
Superflatsandy.png|One of many things possible with the superflat generator options.
Village on bedrock.png|A grassland village naturally generated in a 1-block-deep bedrock superflat world.
Desert village on bedrock.png|A desert village under similar conditions.
Super Flat — Nether Biome.png|A superflat world with the biome changed to nether wastes.
Super Flat — Biome The End.png|Superflat world with the biome set as The End.
=== Development images ===
SuperflatFirstImageJeb.png|Jeb's first superflat screenshot.
JebVillageSuperflat.png|An image tweeted by Jeb of a village spawned in a superflat world.
Superflat Layers.png|Custom layers.
Preset superflats image.png|Some of the original superflat preset world types.
-Atlantis-.jpg|A village in a water world.
Superflat Staircase.png|Stairs descending into the ground.
Superflat Pit.png|A hole into the void.
Treessuperflatgen.png|A snowy superflat world.
Pocket Edition Superflat.jpg|A pocket edition superflat world.
Superflat Named IDs.png|First screenshot of named block IDs in the customization screen.
==See also== 
*World preset
*World type
*A guide to surviving in a Superflat world
*Biome
==Notes==
== References==
Category:World types
de:Flachland
el:Superflat
es:Extraplano
fr:Monde plat
ja:スーパーフラット
ko:완전한 평지
nl:Supervlak
pl:Super płaski
pt:Superplano
ru:Суперплоскость
uk:Суперплоскість
zh:超平坦世界