Generally its not possible to do something like that without ending up with hard borders / having to edit millions of chunks possibly. By changing the biome map, everything changes. Things that were a desert are now a forest. I could blend it by using an interpolator, but... ignoring the intense CPU [required for] that, it would still look terrible, because it would still look like a wall, just smoother, and the biomes would still be hard-cut. Just update when your ready to make a new map, its not a big issue 😛
server.properties
file, which you find in your main server directory (*/server.properties
). Just locate the level-seed=
setting and add any number behind it, at random. Every time you change this, and generate a new Iris world, you will have new random generation.*/plugins/iris/packs/overworld
(the folder)*/plugins/iris/packs/overworld
overworld
server.jar
to your actual jar file (see the end of the flags)server.jar
to your actual jar file (see the end of the flags)/timings report.
/iris object dust
and clicking the object. Remember this name, we need it in step 4./iris find
*/plugins/iris/packs/overworld/biomes
folder. Each of the folders in there is for one region. The name of the region is included in the name of the biome. Open the biome file. (If you are in a studio world, you can use /iris studio editbiome
to directly open the file)chance
and density
. 0.1
, it has a 1 in 10 or 10% chance of spawning. You can decrease this number to decrease the number of times it spawns.chance
roll was successful. So, for example, if the 10% chance of the example is successful, there are going to be 2 objects of the objects included in the place
list, in that chunk. You can decrease this number to see less clusters of objects spawning.place
, this will remove that object from the biome entirely. Note: Do not remove all objects from the list. Instead, set the chance
to 0.