Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
The things that literally make the world
This page will cover all advanced options for Objects within biome or region files. To see how to create an object and use it, see Understanding Objects
This tutorial will make use of multiple examples to provide you with the best understanding of how different parameters can be used in different scenarios.
In case you forget everything you learned, here is what was shown previously:
chance
- The chance to place this object in this chunk
density
- How many to place per chunk if the chance is successful.
place
- An array of objects to place
Easy enough, right? Lets get started then!
This example places a buried greek temple underground and replaces the gold blocks in it (placeholder chest locations) with either dirt or a chest to fill with loot.
"mode" is used to define how the object is placed.
Mode
Description
CENTER_HEIGHT
(default)
This mode picks a center point (where the center of the object will be) and takes the height. That height is used for the whole object.
MAX_HEIGHT
Samples only 4 points where the object will cover (horizontally) and picks the highest height, that height is then used to place the object. This mode is useful for preventing any part of your object from being buried, though it will often float off of cliffs.
FAST_MAX_HEIGHT
Very similar to MAX_HEIGHT
but it uses a slightly different method to make this mode faster to calculate. Best to use this one over MAX_HEIGHT
if possible.
MIN_HEIGHT
Samples a lot of points where the object will cover (horizontally) and picks the lowest height, that height is then used to place the object. This mode is useful for preventing any part of your object from overhanging a cliff, though it gets buried a lot
FAST_MIN_HEIGHT
Just like FAST_MAX_HEIGHT
, it is similar to MIN_HEIGHT
but is faster. Once again, it's best to use this over MIN_HEIGHT
if you can.
STILT
Stilt uses MAX_HEIGHT
but it repeats the bottom-most block of your object until it hits the surface. This is what vanilla villages use. Use with caution as it is very intensive and should only be done when neccassary.
FAST_STILT
Just like stilting but very inaccurate. Useful for stilting a lot of objects without too much care on accuracy (you can use the over-stilt value to force stilts underground further)
PAINT
Samples the height of the terrain at every x,z position of your object and pushes it down to the surface. It's pretty much like a melt function over the terrain. This is what village paths use to meld the object to the terrain.
VACUUM
Pulls the terrain heightmap up to meet the object's surface. This ensures the terrain will be flat where the object is.
There are more options to combine with mode bellow at Other Placement Options
Where should this object be placed? Supports SURFACE_ONLY
, CARVING_ONLY
and ANYWHERE
, placing on the surface, in caves or anywhere, respectively.
Translating an object's position changes where it is placed on the terrain. Making this negative (on the Y-axis) will make the object place in to the terrain and making this positive will place it above the terrain.
You can also translate the X and Z if you really want to.
yRandom
allows you to randomize the output of the translated Y value. This value is always positive, so in the example above, the Y will range from -10 all the way to +2
Rotation allows you to randomly rotate your object when it's placed. We recommend always allowing rotation on the Y axis with intervals of 90 degrees to let it placed in all 4 directions.
Valid axis are xAxis
, yAxis
and zAxis
. Not specifying an axis will disable it by default
enabled
- Whether to enable rotation. It can also be enabled/disabled within an individual axis as shown above
interval
- Within the minimum and maximum range of degrees, what should the angle always be a multiple of. We recommend keeping this to 90.
min
- The minimum angle to rotate
max
- The maximum angle to rotate
The edit section allows you to edit an object's blocks and replace them with others. You can even use styles to change which blocks are chosen to replace.
find
- A Pallete array of blocks to find to replace
chance
- The chance a block in the find
will be replaced.
exact
- If this is true, the find
pallete must match the block found EXACTLY (so the block data must be the same and not just the material). Defaults to false.
replace.pallete
- The Pallete array of blocks to replace with.
replace.style
- The style to replace with. If not provided, STATIC
is used.
replace.zoom
- How zoomed the style should be. Defaults to 1
We can define what loot to populate this object with when the object is placed. If we don't provide anything, the containers will just be filled from the loot tables provided by the biome/region/dimension
name
- The name of the loot table to use
exact
- Whether to match the filter pallete exactly (match block data as well as material)
filter
- A pallete array of all the blocks to fill. Blocks MUST be a container of some sort (chests, barrels, dispensers, etc)
weight
- The weight of this entry. If more than one entry are put in the array that have the same filter, higher weights will mean that entry will be picked more.
Scale allows you to resize an object. It can be scaled up and scaled down and the size can even be randomized. The scaling is done on pack load and the objects are cached, so objects are not scaled when cached, but rather, placed from a cached version of the scaled object.
We suggest you play with scaling using the paste command to figure out what you think looks best.
interpolation
- The interpolation method. Should be either TRILINEAR
, TRICUBIC
, TRIHERMITE
or NONE
. If the names seem familiar, it's because they are the same interpolation methods a lot of image editing software use but in 3D (2D is Bilinear and Bicubic).
minimumScale
- The minimum size this object will scale to.
maximumScale
- The maximum size an object will scale to.
variantions
- If the scale range is randomized (from the range decided by the min/max), how many size variations should we cache in memory. Set this to 1 if you're planning on having a single size scaled object
The option that allows you to regrow this object with saplings!
As states, adding a trees
parameter allows you to regrow objects (like tree objects) with saplings.
The sizes
parameter dictates the formation of saplings. You can put multiple sizes in here, but generally ,you want to keep both depth
and width
the same. Setting these both to 1
would mean it can be grown from a 1x1 sapling. Following the same logic, setting them both to 2
would mean a user needs to put the saplings in a 2x2 formation to grow this object/tree.
The anySize
parameter will bypass any sizes specified when set to true, and will allow the object to be grown from any size sapling.
The anyType
follows a similar style and when set to true, will allow the sapling to be grown from any type of sapling.
treeTypes
specifies what type of saplings can be used to grow the tree. Or more accurately, it dictates what kind of tree it should override when that tree is grown from a sapling (of the correct specified size)
Tree Type
Description
TREE
Small Oak Trees
BIG_TREE
Large Oak Trees (the ones with branches)
BIRCH
Birch Trees
REDWOOD
Small Spruce Trees
MEGA_REDWOOD
Large (2x2) Spruce Trees
SMALL_JUNGLE
Normal Jungle Trees
JUNGLE
Large (2x2) Jungle Trees
ACACIA
Acacia Trees
DARK_OAK
Dark oak trees (always 2x2)
AZALEA
The new tree type introduced in 1.17 with Lush caves
WARPED_FUNGUS
Warped fungus trees from the nether
CRIMSON_FUNGUS
Crimson fungus trees from the nether
CHORUS_PLANT
End chorus plants
RED_MUSHROOM
A large red mushroom
BROWN_MUSHROOM
A large brown mushroom
There are some types not includes on this list as while they are tree types, they cannot be grown with saplings. These include SWAMP
, TALL_BIRCH
, TALL_REDWOOD
, JUNGLE_BUSH
and COCOA_TREE
These are other options to do with the object being placed that may come in handy
bore
- Makes the object place air before it is placed
boreExtendMinY
- Extends the range of the bore
boreExtendMaxY
- The same thing but the max the range of the extend bore can be
smartBore
- Will make Iris try find "pockets" that should be air using raytracing
onwater
- Whether to place on the top of the water rather than in the water. Useful for boat objects
waterloggable
- Will make any block that can be waterlogged automatically waterlogged if placed in water
vacuumInterpolationMethod
- If using vacuum, what method should the terrain use to interpolate to the flat area.
vacuumInterpolationRadius
- The radius of the interpolation
bottom
- Whether to place this object from the bottom up. Shouldn't be used with rotation.
meld
- Will only place the object in places where blocks already exist. This allows you to spawn dungeons with caves carving into them, but is very performance intensive!
overStilt
- If using stilt mode, this will extend the stilt into the ground by the number of blocks specified (1 would be stilt 1 block past the ground level).
clamp
allows you to make sure the object only spawns within the minimum and maximum y levels.
These values are the Y level values that the object should be placed on. So if you have the minimum set to 60 and the maximum set to 65, and have an object 10 blocks high, it will still be placed on terrain 60-65 blocks high.
A not so typical dimension file breakdown. This is likely going to be one of the longest section in this documentation. Part 2, Key Values in Iris
These are the Boolean values that are toggle able in the dimension file. The ones below may not have their default values, but are just values set for the purpose of explanations.
The Version of this dimension, Changing this will prevent you from accidentally upgrading your file and corrupting the world. The version of the configuration files in the pack.
The fluid height for this dimension. The vanilla default is 63, this makes the base water level at 63
You can rotate the input coordinates by an angle. This can make terrain appear more natural (less sharp corners and lines). This literally rotates the entire dimension by an angle. Try 12 degrees or something not on a 90 or 45 degree angle. Default Value is 0.0, Maximum allowed is 360.0, Minimum allowed is 0.0
The land chance. Up to 1.0 for total land or 0.0 for total sea This is the land to ocean percentage. The minimum is 0, and max is 1. Our recommendation is 0.625
Try to fill a container with loot up to this many times to avoid too many empty chests. Defaulted at 5, the amount of times that a global loot table will be tried to place an item inside of a chest, increasing this will fill a chest with things, reducing it will empty. no lower than zero, no higher than 512* (you can go higher but why)
Coordinate Zoom: Higher = less frequent warping, Lower = more frequent and rapid warping / swirls. Coordinate Fracture Distance: Applies noise to the input coordinates. This creates the 'iris swirls' and wavy features. The distance pushes these waves further into places they shouldn't be. This is a block value multiplier.
This zooms in the elements by a multiplier: Imagine using a crumpled ball of paper, then zooming into it. that's what this does.
Land Zoom
Region Zoom
Biome Zoom
Terrain Zoom
Sea Zoom
Rock Zoom
Default: 1
Min: 1.0e-4
Max: 512
Default: 1
Min: 1.0e-4
Max: 512
Default: 1
Min: 1.0e-4
Max: 512
Default: 2
Min: 1.0e-4
Max: 512
Default: 1
Min: 1.0e-4
Max: 512
Default: 5
Min: 1.0e-4
Max: 512
This zooms in the land space
Change the size of regions
This zooms in the biome colors if multiple derivatives are chosen
This stretches the terrain.
This zooms oceanic biomes
The rock zoom mostly for zooming in on a wispy palette
Note that for Terrain zoom Higher than 2.0 may cause weird rounding artifacts. Lower = more terrain changes per block
****
The world Environment. This is fairly straightforward, only 3 possible options NORMAL, NETHER, and THE_END.
Keep this undefined or empty, setting this to a value will force the overworld to only generate that biome. Great for testing, Must be a valid biome. Focus mode allows you to have a specific biome be the only biome that shows up when you are making your biome. This was used in almost every step of developing the Overworld pack, and others. Below you would only see a desert
The human readable name of this dimension Name of Dimension. no real explanation needed
A typical biome file breakdown. This page specifically is going to explain the default, parameters. these parameters WILL be covered in the elsewhere the same. this is a quick start
This page has not yet been updated in accordance with the new structure. Most information should still be valid, but keep this warning in mind.
The information below is a variant of the Biome tutorial, and we would recommend that you familiarize yourself with that first. this would then make more sense especially the complexity will become less complex.
Name - What is the biome called in-game, filename refers only to what internal schema know
Layer - What blocks makeup the biome floor, and sub-terrain (not including caves)
Objects - This lists the 'things' that you want to place all over the place eg: trees, rocks, etc...
Generators - The way the terrain Height-map is designed
Derivative - This sets the Vanilla Color, Mob spawn, Weather, and some other event
Many of these here will give you a world that 'looks' like a normal world, but Iris is able to give you so much customization that you can have many types of variants that can look otherworldly.
Much of what you have seen above, IS used in the example projects, when it comes to what a final project biome looks like, they would look like something like this
We highly recommend that you familiarize yourself, and toy around with them before diving straight into the heavy lifting- that is, advanced biome manipulation. Biomes are the some of the most important parts of this plugin. I don't think i need to explain how important that the biomes are, please familiarize yourself with Vs-code and make a custom biome using [this] to do so; once you do that feel free to dive into the harder parts in the next page. Good luck, we hope that you make a world of your dreams.
A not so typical dimension file breakdown. This is likely going to be one of the longest section in this documentation. Part 1, Booleans in Iris
These are the Boolean values that are toggle able in the dimension file. The ones below may not have their default values, but are just values set for the purpose of explanations.
Carve Terrain or not Carving is a 3D Noise layer that will just CUT through mountains and terrain, making some neat cliffs in mountain regions. This has a reasonable performance hit, but is on by default- well worth it in out opinion.
Generate Caves or not. Literally just a true or false as to allow iris generate IRIS caves not to be confused with Vanilla Caves
Generate Decorations or not. Literally just a true or false as to allow iris generate predefined decorators in each biome. Example: if you have a biome decorator that says to generate flowers, toggling this in the dimension will toggle it everywhere
Instead of filling objects with air, fill with cobweb so you can see This is to help show you where iris thinks blocks are, and are not. It places cobwebs in the air blocks to show you where the Structure module thinks it should Cut blocks and stuff out, without overwriting the other surroundings.
Disable this to stop placing objects in biomes This is the 'hand that gives, or the hand that takes away' in regards to objects. It prevents the placement of all iris schematics in biomes.
Use Post Processing or not. Post processing is the unessential, finishing touches that iris does to make the world more pretty, at the cost of a sleight performance hit. It is fine to leave this on. If you turn it off, you may not see the Slabber , Pot-Hole-Filler, Nipple-Remover, Stacker-Fixer working, this is because you just turned them off.
Slabber
Pot-Hole-Filler
Nipple-Remover
Stacker-Fixer
The module that puts slabs on slopes for a more natural look.
The generator might make a small hole, Iris will remove this.
The generator might make a small bump, Iris will remove this.
Prevents the rare occurrence, of buttons stacking as a decorator.
Use post processing in caves or not Post processing is the unessential, finishing touches that iris does to make the world more pretty, at the cost of a sleight performance hit. It is fine to leave this on. If you turn it off, you may not see the Slabber , Pot-Hole-Filler, Nipple-Remover, Stacker-Fixer working, this is because you just turned them off. See post processing for an explanation.
Add Slabs or walls to the post processor instead. Post processing is the unessential, finishing touches that iris does to make the world more pretty, at the cost of a sleight performance hit. It is fine to leave this on. If you turn it off, you may not see the Slabber , Pot-Hole-Filler, Nipple-Remover, Stacker-Fixer working, this is because you just turned them off. See post processing for an explanation.
Prevent Leaf Decay Whenever iris places a schematic, or anything leaf related- especially with big trees. We use this in iris Overworld Dimension for the trees we place.
Generate Vanilla caves and Cave things Working vanilla caves that can intersect with iris caves. this creates some gnarly looking caves and ravines.
Generate Vanilla Structures Currently not working in the way that you might intend, this for now is default to false because it cause instability, gen failure, and other sorts of issues. We plan to just make out own villages in the future.
This will cover everything not covered in Understanding. Realise that most of the concepts explained here are more complex than in Understanding. Know that you can always call for help in Discord.
For now we have just thrown in what we had a couple versions ago in this section. It'll be the most outdated section of all for a while. Please be careful :]
Iris in general is very user friendly, you just need to understand the basics. If you don't understand the basics, however, you will be in for a frustrating time in this section, and face lots of problems. We strongly suggest that you toy with the example dimension, region, and biome to familiarize yourself with VSCode, have created and built at least one dimension and know - or have at least read - most of the basics in Understanding.
These pages will feel more like Java Docs (if you know what those are).
We offer support on our Discord. Ask questions you cannot answer using the Wiki there. We ask you to look on the Wiki for a solution for your issue before going there. Thank you for using Iris!
We are now getting into seriously complex territory. This means that not all support members may have the skill level required to answer your questions. Please bear with us as we try to figure it out ourselves, ha-ha.
The Volmit Software Team
A not so typical Biome file breakdown. This is going to cover the Object based values in the biomes file. All of the flags and objects, and changes can all be found here and on the previous page
You can instead specify multiple biome derivatives to randomly scatter colors in this biome FLOOR. This sets the gradients of colors that are done by derivatives, this is great to set the ground colors to look bruised or else-wise.
You can instead specify multiple biome derivatives to randomly scatter colors in this biome SKY. Since 1.13 supports 3D biomes, you can add different derivative colors for anything above the terrain. (Think swampy tree leaves with a desert looking grass surface) This is a great way for setting a 3D color dynamic in leaves or in biome-sky related changes.
The child (if set) shape if, and when it is generated If this biome has children biomes, and the gen layer chooses one of this biomes children, How will it be shaped? The map represents the biomes/children very well, See Style to see how to use it
Carve Terrain or not This changes the dispersion of the biome colors if multiple derivatives are chosen. Please See Style to see how to use it, this is just a shape filter
Define custom block drops for this biome Drops are the items that are dropped when broken. This is a universal parameter see here to see how to use it.
Have a biome generate in the midst of this biome List any biome names (file names without.json) here as children. Portions of this biome can sometimes morph into their children. Iris supports cyclic relationships such as A > B > A > B. Iris will stop checking 9 biomes down the tree.
Decorators are used for things like tall grass, bisected flowers, and even kelp or cactus (random heights) This is the best place where you can set the flowers, and organics that are in a per biome basis.
Creates ore & other block deposits underground This ADDS this list of deposits to the dimensional/regional parent. This is explained here, this can be set for multiple parents thus its a dimensional parameter
Effects that play in this biome. Effects are ambient effects such as potion effects, random sounds, or even particles around each player. This has a large explanation here.
Entity spawns during generation What entity spawns here during the generation of this world. This may soon have support for mythic/other mob providers in the future
If the following entity type spawns, spawn this entity. Set to unknown for any entity spawn. This is a fantastic way to prevent the spawn of a cow or any other vanilla spawned mobs. Maybe Mythic mobs in the future etc...
Generators are a form of STYLE generators:
Style/Generator is the 4-D (that's one more D than 3D) rules that draw the carve layer. Please refer to the Universal Parameters here to see the usage of generators
What Generates in conatiners here in this biome This is a global parameter, and a regional, AND a biome parameter. this is a great breakdown of loot. Beware that by default this stacks with other parent loot rolls unless otherwise specified
Modes "CENTER_HEIGHT": The default place mode. This mode picks a center point (where the center of the object will be) and takes the height. That height is used for the whole object.
"MAX_HEIGHT": Samples a lot of points where the object will cover (horizontally) and picks the highest height, that height is then used to place the object. This mode is useful for preventing any part of your object from being buried though it will float off of cliffs.
"FAST_MAX_HEIGHT": Samples only 4 points where the object will cover (horizontally) and picks the highest height, that height is then used to place the object. This mode is useful for preventing any part of your object from being buried though it will float off of cliffs.
"MIN_HEIGHT": Samples a lot of points where the object will cover (horizontally) and picks the lowest height, that height is then used to place the object. This mode is useful for preventing any part of your object from overhanging a cliff though it gets buried a lot
"FAST_MIN_HEIGHT": Samples only 4 points where the object will cover (horizontally) and picks the lowest height, that height is then used to place the object. This mode is useful for preventing any part of your object from overhanging a cliff though it gets buried a lot
"STILT": Stilting is MAX_HEIGHT but it repeats the bottom most block of your object until it hits the surface. This is expensive because it has to first sample every height value for each x,z position of your object. Avoid using this unless its structures for performance reasons.
"FAST_STILT": Just like stilting but very inaccurate. Useful for stilting a lot of objects without too much care on accuracy (you can use the over-stilt value to force stilts under ground further)
"PAINT": Samples the height of the terrain at every x,z position of your object and pushes it down to the surface. It's pretty much like a melt function over the terrain.
"VACUUM": Applies multiple terrain features into the parallax layer before this object places to distort the height, essentially vacuuming the terrain's heightmap closer to the bottom of this object. Uses MAX_HEIGHT to place
This is an interesting way to quite literally put text on the surface Please refer to this, for a full explanation of how to use this interesting tool. you can make a trademark per biome if you wanted. the possibilities are strangely endless.
A not so typical dimension file breakdown. This page specifically is going to explain the default, parameters. these parameters WILL be covered in the elsewhere the same. this is a quick start
This page has not yet been updated in accordance with the new structure. Most information should still be valid, but keep this warning in mind.
Use Post Processing or not. Post processing is the unessential, finishing touches that iris does to make the world more pretty, at the cost of a sleight performance hit. It is fine to leave this on. If you turn it off, you may not see the Slabber , Pot-Hole-Filler, Nipple-Remover, Stacker-Fixer working, this is because you just turned them off. (More on Post Processing here)
The world Environment. This is fairly straightforward, only 3 possible options NORMAL, NETHER, and THE_END.
Define all regions to include in this dimension. This is essential for any dimension file. The listings in here are required for you to see any kind of impact or biomes generate.
Generate Caves or not. Literally just a true or false as to allow iris generate IRIS caves not to be confused with Vanilla Caves
Keep this undefined or empty, setting this to a value will force the overworld to only generate that biome. Great for testing, Must be a valid biome. Focus mode allows you to have a specific biome be the only biome that shows up when you are making your biome. This was used in almost every step of developing the Overworld pack, and others. Below you would only see a desert
The human readable name of this dimension Name of Dimension. no real explanation needed
Carve Terrain or not Carving is a 3D Noise layer that will just CUT through mountains and terrain, making some neat cliffs in mountain regions. This has a reasonable performance hit, but is on by default- well worth it in out opinion.
The Version of this dimension, Changing this will prevent you from accidentally upgrading your file and corrupting the world. The version of the configuration files in the pack.
We highly recommend that you familiarize yourself, and toy around with them before diving straight into the heavy lifting- that is, dimensional manipulation. (that sounds funny) But in all seriousness the Dimensional file is likely the hardest of the files to learn, as all are relatively self explanatory in most other circumstances.
A not so typical dimension file breakdown. This is likely going to be one of the longest section in this documentation. Part 2, Key Values in Iris
These are the values that list, compile, or involve other objects in the dimension file. The ones below may not have their default values, but are just values set for the purpose of explanations. All of these have a default value so you don't need all of these values, this is merely just to tell you what they do.
Define custom block drops for this dimension Block Drops are the items that are dropped when broken, or are tossed into chests as loot. Drops are a UNIVERSAL PARAMETER, Here is the link for a TOTAL Breakdown of this [Here]
Define carve layers, If you put this in the file you need to have it defined or remove it. it will cause problems. the carve layers are
Max Height
Min Height
Style
Threshold
The highest possible carve layer.
The lowest possible carve layer.
carved = (x,y,z) > Threshold
Between 0 and 1
this is a multiplier.
Define cave layers, If you put this in the file you need to have it defined or remove it. it will cause problems.
Can Break Surface
Cave Thickness
Cave Zoom
The highest possible carve layer.
The lowest possible carve layer.
Fluid
Horizontal Slope
Vertical Slope
Define biome deposit generators that add onto the existing regional and global deposit generators This is the best way to set ORES that are for the dimension: Overworld, or Nether etc. This can also be set in a REGION or in a BIOME. To see Usage go [Here]
Represents an entity spawn during initial chunk generation When an entity is spawned this is run to determine any interaction with that spawn. This is usually a list of objects (entities)
Entity
Max Spawns
Min Spawns
Rarity
This is the entity, if you have a plugin that has a unique ID entity, put that here. EG: "COW"
Max of this entity to spawn on a Single entity chance Spawn
Min of this entity to spawn on a Single entity chance Spawn
The rarity of the Spawn, Min=1, higher = more rare
Cancel Source Spawn
Entity
Rarity
Trigger
This is a Boolean that prevents the spawn of 'entity' if trigger is passed.
This is the entity, if you have a plugin that has a unique ID entity, put that here. EG: "COW"
The rarity of the Spawn, assuming the trigger is not false, Min=1, higher = more rare
In the event of "ENTITY" spawns, This trigger is true.
This represents the Event of an event spawn When an entity is spawned this is run to determine any interaction with that spawn. This is usually to either challenge that, or change that
The palette of blocks for fluid This is the palette where you set what the fluid is going to be. This is what is generally water in the Overworld, only 1 water-level fluid can be set, you can use sub-water layers using [Fluid] subsets in other parents. To learn about how to use palettes go here. Zoom is the only really specific information that is unique, this only uses the style, and multiplies a zoom scale, default at 1.
Try to fill a container with loot up to this many times to avoid too many empty chests. Loot tables are unique to each file. The Dimensional files are global loot, Region and Biome loot all have their own files respectively. To learn about loot go here.
Define biome mutations for this dimension Mutations are an interesting example of Subdivided Biomes. Whenever a biome is next to another biome, you will get a have a connection between the two, this is a great way to cross-fade trees when you have biomes mixing. You need to make the trees and organics that you want to show up, this is meerly just a region where things will propagate. Below is an example of a mutation file
Checks
Objects
Radius
Side A/B
How many times Per chunk will this check for a connection
This is what iris does to the objects, look here to see what happens to the objects
This is a per-block scan radius for placing this mutation
This determines the sides of the mutation, this name is the name of the biome file.
Overlay additional noise on top of the interpolated terrain. For example, if you want to overlay IRIS dtyle generator over a flat terrain of the global dimension you can do that here. See Generator to see how to use generators, and the min and max values just affect the min and max block value changes.
The palette of blocks for 'stone' Assuming that you are in the ground, what are the stones around you going to look like? but this involves Style, and Palette, with zoom, that zoom just being a multiplier of the zoom in or out as usual.
Literally the Sky Create an inverted dimension in the sky (like the nether) This is essentially creating an additional terrain layer directly above you. (inverted) if you want to learn how to use this, it had every single possible parameter that Overworld has. LMAO see Dimension Basics for that. you can put everything that you have in the Overworld in here and you will get a mirror of the Overworld
All of these have the SAME usage, please refer here, to understand how to use style. This specific area will just tell you what they are for
Region Style
Placement style of regions
Cave Biome Style
Placement style of cave biomes
Continental Style
Placement of land/sea
Island Biome Chance Style
Placement style of biomes (fractal water looks cool)
Island Biome Style
Placement style of island Biomes
Lake Biome Style
Placement style of lake biomes
Land Biome Style
Placement style of land/Overworld biomes
River Biome Style
Placement style of river biomes
Sea Biome Style
Placement style of sea biomes
Shore Biome Style
Placement style of shore biomes
Skyland Biome Style
Placement style of Biomes that are set above the terrain
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.
Style
Blocks
Drops
Deposits
Loot
Palette
Slope
Generator
Objects (too many options!)
Text
Rarity
Regions
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.
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 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 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
How many different object shapes will be generated. Max is 64
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 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
Inverts the Fluid-Height, if its 15, and this is inverted so its everything above 15.
Slope is the generator that determines the direction/form of the parent function.
Generator
Min
Max
Min block level in the slope
Max block level in the slope
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 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
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.
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 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.
A not so typical Biome file breakdown. This is going to cover the Non-Object based values in the biomes file. All of the flags and objects, and changes can all be found here and on the next page
This zooms in the biome colors if multiple derivatives are chosen: Imagine using a crumpled ball of paper, then zooming into it. that's what this does. margionally pointless with only 1 derivative Default: 1 Min: 1.0e-4 Max: 512
When iris carves in this biome, this is the biome that gets plastered in that region. This is a great way to make carves sound spooky in the dark. Any vanilla biome is supported here.
This defines the layers of materials in this biome. Each layer has a palette and min/max height and some other properties. Usually a grassy/sandy layer then a dirt layer then a stone layer. Iris will fill in the remaining blocks below your layers with stone. List of BiomePaletteLayers (Objects)
Derivatives are fairly straightforward, in what they do- should hopefully be a simple concept to understand. That being said, it plays an important role in biome creation. This will determine what mobs spawn (that can be tweaked to prevent this), What the color of blocks will be (Grass being green to dark brown etc), and some of the sounds you may hear (can also be tweaked). As a visual see below:
Blocks
Mob Spawns
Audio
Will change depending on what the derivative is, and you can not change this anywhere but here.
The mobs that spawn will mirror whatever the derivative is in vanilla terms (Cow in forest, Ghast in Nether Wastes) mobs can be changed elsewhere.
Some of the audio you might hear in this biome is from the derivative, this can be changed elsewhere.
The layers to iterate below the surface for locked layer biomes (mesa). This is very good at creating a mesa or stacked style of terrain, There is nothing from carving to smoothing that will cancel this from generating. this affects the terrain layer and below. ASSUMING that you marked it as true
This is an important key to remember, if you are locking layers, and you have a set of layers. This represents the max possible layers that can stack, assuming that locklayers is on, and you have layers defined.
The human readable name of this biome Name of biome. no real explanation needed
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.
The fluid type that should spawn here The type of fluid if this biome is underwater. To 'defer' this value to whatever the parent dimension fluid type is, use an empty string. you can see fluid settings(dim) here.
Debug color for visualizing this biome with a color in the MAP. ie: #F13AF5 This in the map changes the visual representation of a biome so you can see it more clearly, in the image below any of the colors represent a biome, and how the noise/layers interact with them.
If you want to know how to use this tool to see biomes go here
This is a complex topic, go for explanation.
This is a complex topic, go for explanation
Fluid is child of a layer, in this case its the cave layer. see for more info.
This is the horizontal slope that a cave generators follows. Learn about slope .
This is the vertical slope that a cave generators follows. Learn about slope .
This in itself is a universal Parameter, learn about it []
This is a palette layout. To learn how to use a palette go
This is an essential Fork of Style, and allows for Fracturing Learn how to use it