Deep Lukewarm Ocean

Deep variant of the lukewarm ocean. Ocean Monuments can generate here. Shares the warmer water color of the lukewarm ocean.
Overview
A lukewarm ocean with the bottom taken out. Same sand floor, same warm colour, same kelp forests, but deep enough for the game to consider building down there.
That is the practical difference: ocean monuments generate in this water, guardians with them, so a deep lukewarm ocean is a monument hunt with tropical fish over it. Cod, squid, dolphins and drowned share the column.
Temperature 0.5, humidity 0.5, the mild temperate climate of open water, with rainfall overhead. minecraft:deep_lukewarm_ocean is uncommon, came out of the 1.13 rework, and 1.21 still drops the floor away under it.
Where to find it
Warm Overworld water with the floor a long way down. Lukewarm Ocean, Warm Ocean and Deep Ocean surround it, so it is the deep middle of a warm sea.
It is the deep version of the lukewarm ocean, deep enough for monuments to form.
Uncommon, and dolphins are the shortcut: swim alongside one and it pulls you across the surface faster than rowing. Tropical fish and pale sand below say the water is still warm this far out. It tends to press against the shallow lukewarm water first, because that is where the shelf runs out: swim through the warm ordinary sea and the floor turns away below you long before the water cools, which is the only thing that will reveal it. You meet the pod soon after.
Mobs
Tropical fish take the largest share of this deep water, 66 percent of an attempt in shoals of eight, followed by squid on 53 percent and cod on 21 percent. Dolphins hold 13 percent, and the drowned trails at roughly 1 in 100.
Depth adds the guardian, which fires a charging laser beam and inflicts Mining Fatigue on anyone approaching the ocean monument down there. Between you and it: cod as the common food fish, tropical fish in their thousands of colour patterns, squid dropping ink sacs for black dye, plus a book and quill, and a dolphin that will lead you to the nearest shipwreck or ruin treasure for a piece of raw cod and speed up your swim in the meantime. Behind it, dolphin 13% and cod a fifth. A dolphin fed raw cod leads you to a wreck and grants a speed boost while swimming, cod drop cod, plus bone meal, squid drop ink sacs, which is where books and quill, and black dye too start, and two thirds of the water is tropical fish. Watch the drowned when the guardian is not looking: it is the zombie of the water, and it can wield a trident and drops nautilus shells. An unhurried side of this water is the peaceful one: tropical fish, eight at a time, colour patterns and nothing else, for example. Underwater, an ink sac is used the same way it is at the surface.
Blocks & resources
Sand on the floor, Kelp in the water above it, Seagrass in between: the lukewarm sea with the bottom dropped out. The sand goes all the way down, which makes it the easiest deep water to build a foundation in.
People come for kelp and leave with a full inventory of it, and the deep version is the better farm: the columns have room to reach their full height before they hit the surface. The seagrass down here is laid by the deep warm-water rule, denser than the shallow one.
What sets the ground apart is the pattern of its own that the seagrass follows, and you can carry the sand under it out by the stack.
Seagrass
KelpStructures & features
Deep enough for a monument, warm enough for sand. The prismarine temple down here is guarded by Elder Guardians and conceals blocks of gold, and it generates in four biomes here, all of them deep water.
The wrecks share the floor with it. Ocean ruins, sunken stone with chests of loot and buried treasure maps, reach nine biomes on this list, while a shipwreck carrying supplies, emeralds and treasure maps reaches eleven. Kelp forests grow up from the sand between them, which hides more than you would like on the swim in.
Under the sand the placement stops caring about biomes at all, so mineshaft tunnels, dungeon rooms alongside them and a stronghold in rare cases are still there. The temple concealing its hidden gold offers the real challenges here, while the vessel whose chests hold supplies is the easy part of exploring this floor. Each of the three is able to appear on one floor, as thoroughly worth the swim as anything shallower is not, and these lie well below the surface.
Biome Colors
Warm water reads #45ADF2, a bright blue that only the shallow lukewarm sea also uses. Below the surface the fog goes #041633, so visibility drops far faster than the colour above suggests. The music is the general one. Everything else, grass, leaves and sky, comes from the ocean group that 16 pages share.
Terrain Features
- -deep water
- -sand floor
- -kelp forests
What generates per chunk
Eighty seagrass tries per chunk, the densest of any sea on this site, matched only by the shallow warm water. Kelp is noise based here as everywhere else. That is the whole of what the deep lukewarm ocean adds to the 48 passes it shares with the rest of the Overworld.
Spawn rules and animal variants
The deep version keeps the warm classification of the shallow lukewarm sea, so anything on the farm animal list that ends up down here counts as warm.
Squid, cod, tropical fish and drowned are the real population, and the biome draws its water on a map outline.
Structure depths and forced spawns
This is one of the four biomes on this site that can carry a monument, and it is the only warm one of the four, so a guardian farm here sits over sand instead of gravel.
The warm version of the ocean ruins and the ocean portal come with it.
Structures Found
How to Find
Kelp forests over deep sand hide the monument that generates down there, and that is what the /locate biome search is for, and the monument under those kelp forests gets a coordinate to dive at:
A deep dive requires cheats to be enabled for the world those kelp forests grow in, or operator permissions on a server, though the kelp forest makes the descent darker than the number you use suggests.




