The ocean is an aquatic biome consisting of water. Oceans are the largest biome by area, covering anywhere around 25-33% of the surface area of the Overworld when factoring in all of its varieties and consist of a deep water source with the surface at an altitude of y=62 by default, which is counted as the "sea level" layer of the world.

Oceans are vast expanses of water, going from sea level all the way down to the ocean floor, which is at a depth of roughly Y=45 for normal oceans, or Y=30 for deep variants. The seafloor is fairly hilly, featuring multiple peaks and valleys, and is mostly covered by a one-block layer of gravel or sand, though some clay, dirt, gravel and sand patches may generate near the peaks. Ravines can occasionally generate on the ocean floor, forming underwater trenches. Some seafloor peaks may reach high enough to form islands on the surface of the ocean; these islands are typically small and may have very sparse vegetation with very little grass and oak trees. The seafloor is often covered with seagrass and kelp, with "forests" of kelp frequently reaching close to or even touching the water's surface. Fish, squid and dolphins frequently spawn within oceans. Shipwrecks and ocean ruins generate within all oceans, while deep ocean variants can occasionally generate ocean monuments. The regular ocean variant mainly generates when bordering on land, while deep variants generates when away from land.


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Survival in ocean biomes themselves is impractical due to all the water. A player who camps on an island in the ocean faces a rather difficult situation. This means that whatever resources found on an island might be all the player has if the player is unwilling or unable to venture out. See the island survival article for more information.

In Java Edition, frozen oceans have varying temperatures across their landscapes, and have a more noticeable effect in that colder patches have snowfall and ice sheets, while warmer patches have rainfall (up to a certain height) and unfrozen water. See also Biome#Temperature.

The deep frozen ocean generate at deeper waters and also contain ocean monuments. Icebergs may still generate, but unlike normal frozen ocean, the water's surface is not frozen in Java Edition[1]. In Bedrock Edition, the water's surface is entirely frozen.

The cold ocean uses a dark indigo water color at the surface and often generates next to cold biomes like taigas and old growth taigas. Like regular oceans and frozen oceans, its floor is made up mainly of gravel. The vegetation in cold oceans also has less seagrass compared to other ocean variants.

The lukewarm ocean has light blue water at the surface and generates in regions with slightly warm biomes like jungles and savannas. Its floor is made of sand, with occasional patches of dirt, gravel and clay in shallower areas. Ocean ruins that generate in lukewarm and warm oceans are made of sandy materials, as opposed to the stony materials that make up ruins in colder oceans. This biome also has more seagrass and less kelp compared to colder ocean variants.

The warm ocean has an aquamarine water tone at the surface and often generates next to deserts and badlands. Like the lukewarm ocean, it has a floor mainly made of sand, however no dirt, clay or gravel generate at shallower areas and if this biome generates above sea level, the surface is made of sand instead of grass blocks. Warm oceans feature coral reefs and numerous sea pickles, though kelp does not naturally generate here. Because of the height of the coral reef, warm oceans can appear more shallow than other oceans, though the actual ocean floor is no deeper. This is also the only ocean temperature variant that can generate at deeper waters without needing a deep variant, and because of that monuments can't be found in this biome.

The legacy frozen ocean variant is similar to frozen ocean biomes, but without icebergs, making it look like flatlands of ice. Rabbits, polar bears and strays spawn in here. Rabbits have their snowy texture. No monsters other than drowned, strays and skeletons can spawn here. This biome also generates kelp. Those biomes were much smaller and existed prior in Pocket Edition v0.9.0 alpha. This biome does not naturally generate, though it can be generated using a biome editor or add-ons.

When in any ocean biome, unique ocean ambience play randomly. Normal overworld tracks also play, alongside "Axolotl", "Dragon Fish" and "Shuniji", as the requirements for those are merely to be underwater rather than biome-determined.

The question "How do you know what type of ocean you are in?" came up in another conversation, and it seems like a guide might be useful, especially if you can't use the debug screen (for example, on Bedrock, or because you just don't like it or find it confusing.) Here's a simple walkthrough.

All others have predominately gravel. However: Contrary to the Wiki, I found out that you will see patches of gravel in Lukewarm oceans, and patches of sand in Normal and Cold oceans. Still, if you see a lot of sand, it's not a Normal or Cold ocean, so it has to be Lukewarm, if you haven't already identified it as Warm.

Addendum: I found out that ocean temperature and land temperature is not connected. I did not test any of the snowy biomes or jungle biomes, but I did find deserts and mesas with Cold and Frozen ocean off the coast.

Ocean BiomeAccessibleOn foot, swimming, by Boat, or other usual means of travelMobsSquid, Guardian, Elder Guardian, Drowned, Fish, Dolphin, TurtleEnvironmental FeaturesWater of varied depth, submerged landscapes and Cavern networks. Coral, Seagrass and Kelp can grow as underwater forests.StructuresOcean Monument, Stronghold, Underwater Ruins, ShipwreckThe ocean (also known as the sea) is one of the largest biomes in Minecraft, as around 60% of the Overworld is covered in ocean. There are many types of oceans such as warm and lukewarm oceans.

Ocean biomes contain wide expanses of water, which could have islands scattered throughout. It is not uncommon for caves and ravines to exist beneath the surface. It is also possible for part of an ocean to freeze over, if it borders a snowy biome, like the taiga or ice plains.

The lukewarm ocean is one of the types of ocean biomes that has teal water color, kelp, seagrass, and sand at the ocean floor. All ocean mobs spawn here. Underwater ruins that generate here are made up of sand related blocks. A deep lukewarm ocean variant also exists.

The cold ocean has a dark indigo color added to the water. Though the floor is mostly gravel, there is a few patches of sand and dirt along with sea grass and kelp. All ocean mobs (except for the tropical fish and pufferfish) spawn here. A deep cold ocean variant also exists.

The frozen ocean variant has a dark purple color to the water, although much of the water is replaced by ice. This is the only place where icebergs can be found. Like other cold biomes, it snows here instead of raining. The only ocean mobs that can be found here are salmon, squids, and drowned. Frozen oceans will never generate near land, and always have a cold ocean surrounding them. A deep frozen ocean variant also exists.

A warm ocean has water that is a light green color. Sea grass is more generated here then any other ocean though there is no kelp. Coral reefs spawn here as well as sea pickles. All ocean mobs spawn here (excluding the cod). Like a frozen ocean, they will not generate touching land and will always be surrounded by a lukewarm ocean. A deep warm ocean variant also exists, though players must use customized Superflat worlds or Buffet Mode to get them. Coral reefs will also not spawn in deep warm oceans.

Oceans are possibly one of the most inhospitable places in the Overworld for players. Masked by the lack of most mobs, is the risk of drowning. A player can easily drown while attempting to dive deep under water without protection. They could also starve to death while trying to swim large distances across the ocean. In addition, a player may also be attacked by passing guardians or drowned. Trees are scarce in ocean biomes; even if a player happens to find an island, they are less likely to find wood, an essential ingredient in many survival tools.

A deep ocean is one of the worst places for an unsuspecting player to spawn, because of the depth of the water. A player could suffer or die from drowning damage if they do not consume a potion of water breathing, or have a respiration-enchanted helmet or turtle shell.

Oceans are a good place for fishing, since there is nearly no risk of the fishing rod digging into any blocks while doing so. Fish are some of the main sources of sustenance, and crops can be grown on a hydroponic farm. Pufferfish can be gained easily by fishing in the ocean, and they are the ingredient required for potions of water breathing. Both normal and deep oceans are home to squids, making them a good hunting ground for ink sacs, as long as the player can dive down to grab them safely.

If a player is aiming to dive underwater to gather sand or clay, or to raid an ocean monument, it would be wise to create potions of water breathing, and armor with the respiration, aqua affinity, or depth strider enchantments. These potions and enchantments will increase the time players can spend underwater, or help a player mine blocks faster underwater. If a player combines all of these with a potion of night vision, walking underwater is like walking on land.

In Minecraft, the Warm Ocean is a biome in the Overworld. It is a water world with a warm ocean that is filled with schools of tropical fish, pufferfish and squids. This is the only biome where you can find a coral reef.

In Minecraft, the Deep Cold Ocean is a biome in the Overworld. It is a water world with a large cold ocean. In this biome, there is very little vegetation or wildlife. However, if you dive to the bottom, you can see lots of exposed ores to mine. e24fc04721

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