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
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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 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.
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 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 .