This page will go over Basics in Biomes
Every setting with a *
is mandatory for this file
Biomes are json
files and they are placed in the biomes
folder. Biomes are what you would expect. They define block types, layers, objects and a lot of other stuff in the world. This is also where you reference noise generators to get your terrain shape.
A friendly reminder to keep using ctrl
+space
for autocompletions, it makes live so much easier :)
Also - not all settings hare handeled here, so make sure to check out Biome Mastering for more
The template file is called templatefile.json
and can be found in the template
folder:
The name of the region. It is best to keep / make this the same as the name of the file you are editing. This will only be seen when getting the name of the biome with the what biome command.
The type of biome that Minecraft uses for a number of things:
The name of the biome as seen in the F3
debug screen.
The variants of colors in the leaf blocks as made by the client.
The variants of colors of water in the oceans & rivers (for example swamp water)
The default type of mobs that spawn in the biome unless overridden
The environment sound effects that you may hear
This can be any vanilla biome.
Layers dictate the topmost layers of blocks on the surface. They are stacked ontop of eachother. The order in which the block objects are pasted (the part between the outermost {
and }
), is the order in which they are placed vertically: The sand in the top of the "layers"
array will spawn on top of the dirt, which is at the bottom.
We will now go over the parameters in each of the layer objects (elements in the array):
Here you specify the block type of the layer. You can also specify multiple blocks by adding more in the following fashion:
In the optional style object you can specify a noise layer to spawn the overlay blocks with. You can see the different noise options with the noise command.
The min- and maxHeight specified are the minimal and maximal height of the overlay layer. Note that the noise layer will overwrite the minimal, since it cuts away blocks after these parameters took effect.
The generators dictate the way the terrain is generated. You can combine multiple generators in one biome, they will then connect to form terrain you want. This is done by adding a second object to the array like this:
These are the required parameters:
The generator dictates the noise type that generator object uses.
"vanilla"
is a mimic of the terrain vanilla Minecraft uses, and "iris"
is a custom noise type we created. You can see the different noise options with the noise command.
Here you specify the minimal and maximal height relative to the "fluidHeight"
in the Dimensions. Note that Iris will, even if your "min"
and "max"
heights do not overlap with other biomes in the Land, Sea & Shore Biomes, always make the biomes spawn and connect up properly.
The objects array contains all objects that can spawn in the world. There are a couple of essential parameters to go over:
The "place"
element contains an array of objects. These objects will be placed with the settings you provide in the object (the curly brackets, not the schematic), such as the one on the next page, "chance"
The chance is the likelyness of the object to spawn for each suitable location. Making this equal to 1
will make it so that there is a guaranteed chance at spawning on every suitable location.
Note that there are other options that can add spawning requirements to the object, these can cause the object to never spawn.
For more information, see Mastering/Objects
Decorators are similar to Objects in that they have similar required parameters. The "chance"
functions the same and they have some corresponding spawning conditions, but Decorations are blocks, rather than schematics. Using decorators you can have dead bushes spawn around the biome, like in the example.
Slabs are literal slabs on the terrain that will cause a nice curve. Instead of blocky transitions you can have Iris place half slabs automatically. The required parameter is the "palette"
array, which takes a "block"
.
The rarity can make certain biomes more rare. The higher the number, the lower the spawnrate (the more "rare"). Ranges from 1 to 512. See this as 100% / value
chance of spawning for each location.
The color is the color that represents this biome when using /iris studio map
. It is in hexidecimal format and is not the color of the biome you see in game.
You can use a website with a hexidecamal color picker to get a color.
What do do with the parent table (if specified):
ADD: Adds items to the parent
CLEAR: Removes the parent's items if an item is places on that position
REPLACE: Replaces items in the parent's table if selected
The multiplier of the loot if the loot check is passed (directly multiplies the loot by x)
The array of tables used to pick loot for the chests.
If you cannot find the settings you're looking for here, check out the Biomes Mastering Page.