Universal Parameters

This page is to explain parameters that are not unique to each file. For example, this can have information for Regions, that can also be in Dimensions, or Biomes.

What's Covered Here:

  • Style

  • Blocks

  • Drops

  • Deposits

  • Loot

  • Palette

  • Slope

  • Generator

  • Objects (too many options!)

  • Text

  • Rarity

  • Regions

Style/Generator Breakdown

    "......Style": {
        "exponent": 1,
        "fracture": {},
        "multiplier": 1,
        "style": "IRIS",
        "zoom": 1
    },

Style/Generator Explained:

Style/Generator is the 4-D (that's one more D than 3D) rules that draw the carve layer. Static is a commonly used style, with any multiplier, or zoom- it is easy noise. IRIS, is our home-brewed Style that we use in places all over the Overworld

Exponent

Fracture

Multiplier

Style

Zoom

Max: 64

Min: 0.01562

Exponent to the Multiplier.

This Distorts the Parent Gen/Style With this.

The Output Multiplier (use only if this is not the Parent).

Type of noise, Many to pick from.

The zoom in, or out of the style.

Blocks Breakdown

"blocks": [{
        "backup": {},
        "block": "acacia_button",
        "data": {}
        "debug": false,
        "key": ""
        "weight": 0
    }]

Blocks Explained:

Style is the 4-D (that's one more D than 3D) rules that draw the carve layer. Static is a commonly used style, with any multiplier, or zoom- it is easy noise. IRIS, is our home-brewed Style that we use in places all over the Overworld

Backup

Data

Debug

Key

Weight

You put [block] here, its just a replacement

Optional Data, Such as Water-logging

Print to the console when a block is replaced [Bool]

The Resource Key, usually Minecraft text

If this is a part of a list, how many times will this be considered

Drops Breakdown

"drops": [
        {
            "attributes": [],
            "customModel": "",
            "displayName": "",
            "dyeColor": "BLACK",
            "enchantments": [],
            "itemFlags": [],
            "leatherColor": "",
            "lore": [],
            "maxAmount": 0,
            "maxDurability": 0,
            "minAmount": 0,
            "minDurability": 0,
            "rarity": 0,
            "slotTypes": "",
            "type": "acacia_boat",
            "unbreakable": false
        }
    ]

Drops Explained:

Drops are the items that are dropped when broken, or are tossed into chests as loot. If you were linked here, that means the things here are referenced in whatever module you are looking into

Attributes

Custom Model

Display Name

Dye Color

Enchantments

This applies attribute modifiers to the item

Custom Model Identifier [1.14+] int-Id

In-game Name of this item

If color-able, What color

Applies an enchant to this item

Item Flags

Leather Color

Lore

Max Amount

Max Durability

Adds Flags to items, no limit.

If Leather, What color, default empty

String of text that is the in-game description

How many Max stack, default 1

If has Durability, what is maximum

Min Amount

Min Durability

Rarity

Slot Types

Type

Minimum amount that can drop

If has Durability, what is minimum

The sub rarity of loot POST loot table roll

STORAGE, is what you are looking for usually. others are available

The Type of item, if it were to be included in a sub-menu: DIAMOND_SWORD, or DIRT, etc...

Unbreakable

Boolean for if the item is unbreakable. The reader of this is Unbreakable ♥

Deposits Breakdown

"deposits": [
    {
        "maxHeight": 0,
        "maxPerChunk": 0,
        "maxSize": 0,
        "minHeight": 0,

        "minPerChunk": 0,
        "minSize": 0,
        "palette": [{}],
        "varience": 0,
    }
],

Deposits Explained:

Deposits are the ores, or clumps of stuff that is spawned in the ground. like Dirt patches, or Ores. This is a great way to set ores, This also supports custom blocks- Using the palette you can have whatever spawn, from custom blocks to doors can be deposits. This can be set in the Dimension, Region, and Biome.

Max Height

Max Per Chunk

Max Size

Min Height

The Maximum Height the Deposit can generate

The Maximum 'Clumps' that can be spawned in a chunk

Max blocks in the clump

The Minimum Height the Deposit can generate

Min Per Chunk

Min Size

Palette

Variance

The Minimum 'Clumps' that can be spawned in a chunk

Min blocks in the clump

This in itself is a universal Parameter, learn about it [Here]

How many different object shapes will be generated. Max is 64

Palette Breakdown

"palette": [
       {
                "backup": {"block":"lapis_ore"},
                "block": "gold_ore",
                "data": {},
                "debug": false,
                "key": "",
                "weight": 1
       }
  ],

Palette Explained:

The palette is the set of blocks that are included in the parent function's list of parameters. you can have as many as you want as long as everything is properly labeled.

Backup

Block

Data

In the event that the block cant be placed in this version of MC, the backup is a palette of alternatives.

This can have as many blocks as you want

Extra block data, like Waterlogged, or Count etc

Debug

Key

Weight

This prints to the console whenever this block is placed, or whenever the palette rolls.

This is the resource key- leave blank unless you are using a pack

The number of this block in a hypothetical random list. more = better chance

Fluid Breakdown

    "fluid": {
        "fluidHeight": 0,
        "fluidType": {},
        "inverseHeight": false
    },

Fluid Explained:

Fluid layers are a simple way to set a sort of water-layer or anything-layer in the parent. upi can put blocks here, but its built for fluids.

Fluid-Height

Fluid Type

Inverse Height

The layer and below that in the parent that this block will propagate

This is a palette layout. To learn how to use a palette go here

Inverts the Fluid-Height, if its 15, and this is inverted so its everything above 15.

Slope Breakdown

 "Slope": {
   "generator": {},
   "max": 0,
   "min": 0
 }

Slope Explained:

Slope is the generator that determines the direction/form of the parent function.

Generator

Min

Max

This is an essential Fork of Style, and allows for Fracturing Learn how to use it here

Min block level in the slope

Max block level in the slope

Loot Breakdown

    "loot": {
        "mode": "",
        "multiplier": 0,
        "tables": []
     },

Loot Explained:

Slope is the generator that determines the direction/form of the parent function.

Mode

Multiplier

Tables

What to do with the parent table (if any)

ADD, CLEAR, REPLACE

Multiplier for the loot if loot check is passed.

The loot tables that will be included in the parent's loot drop

Objects Breakdown

"objects": [{
                "boarExtendMaxY": 0,
                "boarExtendMinY": 0,
                "bore": false,
                "bottom": false,

                "carvingSupport": "",
                "chance": 0,
                "clamp": {},
                "density": 0,

                "edit": [],
                "meld": false,
                "mode": "",
                "onwater": false,

                "overStilt": 0,
                "place": [],
                "rotation": {},
                "smartBore": false,

                "snow": 0,
                "translate": {},
                "translateCenter": false,
                "underwater": false,

                "warp": {},
                "waterloggable": false,

            }]
        }

Objects Explained:

Objects have loads of edits, and things you can do with them. (Psycho caused this) but this is one of the biggest, if not the biggest set of information and toggles that you can do.

Boar Extend MaxY

Boar Extend MinY

Bore

Bottom

Assuming Bore is enabled, this will expand the bore Height Cuboid range by [num]

Assuming Bore is enabled, this will expand the bore Width Cuboid range by [num]

A bool as to if on placement of an object, will it erase everything in a cube around this object

If set to true, this object will place from the ground up instead of height checks when not y locked to the surface. This is not compatible with X and Z axis rotations (it may look off)

Carving Support

Chance

Clamp

Density

This object can place ANYWHERE, CARVING_ONLY or SURFACE_ONLY, all of the objects interact with carving how you would expect.

The chance for this to place in a chunk. If you need multiple per chunk, set this to 1 and use density.

Limit the Max height or min height of a placement of an object

If the check passes. this number of an object will place in a chunk

Edit

Meld

Mode

On-Water

This is the module where you find and replace blocks in the objects.

If set to true, this object will only place parts of itself where blocks already exist. Warning: Melding is very performance intensive!

This is the mode pf placement. See placement modes here.

A boolean that determines if it places on water.

Over Stilt

Place

Rotation

Smart Bore

When the place mode is set to STILT, this will stilt 1-3 blocks into the ground additionally

This is just a list of objects to place

If this object will receive a random rotation degree, if so, what degree

If set to true, Iris will try to fill the insides of 'rooms' and 'pockets' where air should fit based off of Ray-Tracing (Yea We have RTX on) checks. This prevents a village house placing in an area where a tree already exists, and instead replaces the parts of the tree where the interior of the structure is.

Snow

Translate

Translate Center

Underwater

This is percentage (0-1) of the amount of a snow filter that puts a snow stacks on a block

On an X, Y, and Z Coordinate plane, this moves an object on placement

If the place mode is set to CENTER_HEIGHT_RIGID and you have an X/Z translation, Turning on translate center will also translate the center height check.

If set to true, objects will place on the terrain height, ignoring the water surface.

Warp

WaterLoggable

This is an interesting one, you will need to use a generator to warp the field of coordinates. Using simplex for example would make a square placement warp like a flag

If set to true, Blocks placed underwater that could be waterlogged are waterlogged

Text

Place text all over the terrain, literally. Text can actually be printed all over the ground, see this image it's able to print with specific fonts as well, see all the info below

Chance

Clamp

Density

Mode

Water-Loggable

Chance to place this text per chunk

The clamp Height for this text if any.

The amount of times to print this, if the chance pass, per chunk.

See Mode in SubParameters

Boolean as to if the text should be waterlogged

On Water

Render

Rotation

translate

Underwater

Can it place on water regions or not. ie: if an area is labeled as ocean, even on an edge it cant place here if toggled off

This is the style of text printed, See render

If this object will receive a random rotation degree, if so, what degree

On an X, Y, and Z Coordinate plane, this moves an object on placement

Boolean to see if this ever places underwater.

Rarity

The rarity of this biome (integer) Generally speaking the higher the number is, the more common it is, but if you have only a few biomes try to keep the results as you would want, try and keep it under 256 (you can go higher), but higher would make the biome almost invisible in a general schema of 100 biomes, as every biome (and region) is a roll at random EACH usage so if its 1-in-10, there will NOT guarantee a biome every 10, as its a random roll.

Effects *

Effects that play in this biome. Effects are ambient effects such as potion effects, random sounds, or even particles around each player. All of these effects are played via packets so two players won't see/hear each others effects. Due to performance reasons, effects will play aground the player even if where the effect was played is no longer in the biome the player is in.

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