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A quick and easy-to-read introduction to the engine and setup of the wiki
To get your Iris education going efficiently we suggest the following order of reading pages before doing anything else:
The first page you should definitely take a look at is the VSCode installation page.
The second page you should also read, is the Command System page.
Read Iris Studio since you will use & need it.
Referring to other files within configuration settings goes as follows:
Project folder
Dimensions
your-dimension.json
Regions
boring-region.json
epic
epic-region.json
If you now want to add the boring-region
and epic-region
to your dimension regions
, you set the following:
Iris supports sub-folders to around 5 deep, but you probably will never exceed 2.
If a folder is missing when you are about to create a new element that should go in that folder, create it.
This section of the wiki was designed specifically such that you can find what you need quickly, while also teaching you how to teach yourself. In the left navigation bar, you find an index of the pages on this wiki.
If you are making a new dimension, we advise you to copy the Empty dimension pack and work from there, to get a better feel for the settings. You are free to use the objects from the Overworld pack as long as you do not sell the pack.
The pages are designed minimalist. This means they give you explanations of the standard tools & knowledge you need to edit things, but they are not a full mastery tutorial.
We believe that, with the Command System, your newly learned VSCode auto-completions & suggestions knowledge, and the help of our support, you can manage to learn many other features, including new ones, on your own.
Of course, whenever you are running into something you have a hard time understanding, support is always ready to lend a hand.
Regions contain all per-region settings such as biome placement, which land-, sea-, and shoreBiomes spawn, and much more. You find & create regions in the 'regions' folde
Video lectures will be hosted and recorded on the VolmitSoftware Discord.
When a lecture is finished for this topic, it will be uploaded here.
Regions are mainly a gateway to / collection of biomes. This is also why they are quite simple to set-up.
name
is the name of the region when it is ever displayed. This does not have to equal the name of the file, but it is recommended to be at least similar so you can find region back more easily.
land-
,sea-
and shore
biomes are the three parts that make up any Iris world. land
biomes are all biomes that spawn above land, apart from the shore
biomes that spawn next to the sea
biomes. See Shore Ratio.
Five other settings that you will likely need when setting up a region are:
blockDrops
allow you to replace blocks that are dropped with another block. This setting is also available in Biomes & Dimensions.
entitySpawners
allow you to place Entities & Spawners in your worlds. This setting is also available in Biomes & Dimensions.
jigsawStructures
allow you to place jigsaw structures in this region. You set a rarity
(the 1 in x
chance to spawn), and a structure
which directly references a Jigsaw structure. This setting is also available in Biomes & Dimensions.
rivers
, riverChanceStyle
, riverRarity
, riverStyle
and riverThickness
allow you to create rivers in your regions. You can also use fluidBodies
for this, which is likely more efficient and perhaps better-looking. FluidBodies place rivers & lakes through a terrain modification, whereas Rivers do so by pulling down the terrain height abruptly in certain locations.
shoreRatio
lets you define how "wide" shorelines are. If you set this to 1
, only shore & sea biomes will spawn, and all land will be shoreline.
Generators are what makes Iris terrain look the way it does. Generators use Style. You find & create generators in the 'generators' folder. Style is defined in separate configuration files.
Maybe this helps: https://www.youtube.com/watch?v=Z6m7tFztEvw
Five other settings that you will likely need when setting up a generator are:
See Images
Generators are what makes Iris terrain look the way it does. Generators use Style. You find & create generators in the 'generators' folder. Style is defined in separate configuration
Well this page is pretty empty rn but maybe this helps: https://www.youtube.com/watch?v=Z6m7tFztEvw yeah.. good luck
Video lectures will be hosted and recorded on the VolmitSoftware Discord.
When a lecture is finished for this topic, it will be uploaded here.
Five other settings that you will likely need when setting up a generator are:
See Images
Biomes contain all per-biome settings such as objects, terrain blocks, the terrain generator, and much more. You find & create biomes in the 'biomes' folder.
Biomes require quite some settings by default.
name
is the name of the biome when it is ever displayed. This does not have to equal the name of the file, but it is recommended to be at least similar so you can find biomes back more easily.
derivative
is the vanilla biome that is the underlying biome. Unless you specify customDerivatives
, this will be the name as displayed in your f3
menu.
vanillaDerivative
is the vanilla biome that dictates the color of the biome in a biome mapping such as /iris studio map
.
layers
contain the data for your terrain's topmost blocks. Layers consist of a palette
, which contains the details of the blocks that are placed, and the minHeight
& maxHeight
, which dictate the minimal and maximal number of times this block is placed on the terrain.
generators
are the Generators for this biome. These dictate the height of the base terrain (before placing the layers
). The generator
defines which generator is used, and the min
& max
values decide how low/high the generator can generate. min
& max
can be negative numbers, which results in water being placed (when the generator generates below 0
), which is how oceans & rivers are made.
Five other settings that you will likely need when setting up a biome are:
children
are sub-biomes. This allows you to stack biomes inside biomes to make small spots of different trees, or lines of different terrain blocks, etc. Note that this is not intended to make lakes & rivers, use fluidBodies
for that. You can modify how children spawn with childShrinkFactor
and childStyle
.
customDerivitives
are what allows Iris to create custom colors for your biomes. They also allow you to set many other values such as the color of the water, or a fake ID for the biome name (which is what shows up in the f3
screen).
Adding this means you have to reboot your server first, before being able to use the pack. FAQ
decorators
are what allows you to place decorations in your biomes. You mainly need palette
and chance
, but it has multiple other useful settings, make sure to use VSCode's autocomplete for this one.
slab
& wall
allow you to place slabs and cliff-like walls on your terrain. Slabs can make your terrain look more natural / smooth. Note that walls are not intended to make ravines, see Caves & Ravines for more details on that.
objects
decide which Objects are placed in this biome. This setting is also available in Regions.
The settings for object placements are likely to change soon, so we will not detail them here or in Objects. Use autocompletions!
effects
allow you to make custom sound, particle and potion effects in a biome. Each of these options has its own respective setting, also placed within effects
. Make sure to use autocompletions & descriptions.
Entities, Spawners and Markers are what you use to spawn mobs in your world. You find & create entities, entity spawners and markers in the 'entities', 'spawners' and 'markers' folder respectively.
type
is the type of mob or animal that this entity controls. Use to get all possibilities.
Five other settings that you will likely need when setting up an entity are:
spawnEffectRiseOutOfGround
will cause mobs to dig out of the ground, as if they were underground. This is a pretty cool effect, but you may not always want this.
helmet
, chestplate
, leggings
and boots
are equipment for the mob. Not all mobs have support for showing these items, and mobs that do not display this equipment (e.g. fish) may not always carry the benefits (protection).
mainHand
and offHand
are what you can use to equip mobs with weaponry directly. They are for the main- and offhand respectively. You can give any item with any enchantment, and even include custom properties (like extra/less health, more/less damage, etc).
customName
allows you to specify a name for the mob. You can use colors with the &
key. Open the link below for the possible colors (no RGB possible, unfortunately) and effect (italic and bold etc.)
rawCommands
allows you to run raw commands at that specific location. You can specify commands to run with a delay, run on a loop, and set the loop delay.
Before we start with spawners, we will quickly go over the concept of energy
. Energy is generated constantly in Iris worlds, based on how many players are online and how many chunks are loaded. The more players & chunks, the more energy is generated.
When a mob spawns, it takes some energy. This is designed so that not too many mobs can exist in your world at once.
spawns
allow you to set a list of entity spawns, such as:
Where entity
contains the link to the entity in the entities
folder (see above), max
& minSpawns
allow you to set the maximal and minimal amount of entities per chunk. The rarity
allows you to set the amount of chunks this is done in (every 1 in rarity
chunks has this spawn applied to it). Lastly, energyMultiplier
allows you to set the factor of additional energy that this spawn table uses.
Five other settings that you will likely need when setting up a spawner are:
group
allows you to set the area where these mobs can spawn. When set to NORMAL
, they will spawn on land. When set to CAVE
they spawn in caves, etc.
initialSpawns
allow you to specify a list of mobs that (while still taking energy) spawn at the start (when the chunk is first loaded). These still take the maxEntitiesPerChunk
into account.
maxEntitiesPerChunk
is the setting that lets you specify a number. This number is what Iris uses to check as follows: If there are more than number
mobs in the chunk, do not spawn mobs from this spawner. The amount of mobs in a chunk includes other mobs from other spawners.
allowedLightLevels
allows you to specify a min
and max
amount of light required before the mob can spawn at any given location. These values range from 0 to 32.
weather
allows you to set the weather condition, under which the mobs in this spawner can spawn. If set to ANY
(default), mobs can spawn regardless of weather.
removeOnChange
allows you to have the marker removed after the block it marked changes.
spawners
is the list of spawners (see above) that can spawn mobs on these markers.
emptyAbove
, when set to true
, the block(s) above the marker must be empty to spawn a mob on it.
exhaustionChance
is the chance (0.1 = 10%) that the marker is removed after any spawn
mark
allows you to specify a list of blocks which are marked to spawn a mob on.
maximumMarkers
is the maximal amount of markers that spawn on this structure (for this marker)
marker
is the marker that is applied to this object
exact
is the setting that lets you make sure that your specific block conditions / block combinations are met when the mob is spawned.
Biomes contain all per-biome settings such as objects, terrain blocks, the terrain generator, and much more. You find & create biomes in the 'biomes' folder.
Video lectures will be hosted and recorded on the .
When a lecture is finished for this topic, it will be uploaded here.
Biomes require quite some settings by default.
name
is the name of the biome when it is ever displayed. This does not have to equal the name of the file, but it is recommended to be at least similar so you can find biomes back more easily.
derivative
is the vanilla biome that is the underlying biome. Unless you specify customDerivatives
, this will be the name as displayed in your f3
menu.
vanillaDerivative
is the vanilla biome that dictates the color of the biome in a biome mapping such as /iris studio map
.
layers
contain the data for your terrain's topmost blocks. Layers consist of a palette
, which contains the details of the blocks that are placed, and the minHeight
& maxHeight
, which dictate the minimal and maximal number of times this block is placed on the terrain.
Five other settings that you will likely need when setting up a biome are:
children
are sub-biomes. This allows you to stack biomes inside biomes to make small spots of different trees, or lines of different terrain blocks, etc. Note that this is not intended to make lakes & rivers, use fluidBodies
for that. You can modify how children spawn with childShrinkFactor
and childStyle
.
customDerivitives
are what allows Iris to create custom colors for your biomes. They also allow you to set many other values such as the color of the water, or a fake ID for the biome name (which is what shows up in the f3
screen).
decorators
are what allows you to place decorations in your biomes. You mainly need palette
and chance
, but it has multiple other useful settings, make sure to use VSCode's autocomplete for this one.
effects
allow you to make custom sound, particle and potion effects in a biome. Each of these options has its own respective setting, also placed within effects
. Make sure to use autocompletions & descriptions.
Regions contain all per-region settings such as biome placement, which land-, sea-, and shoreBiomes spawn, and much more. You find & create regions in the 'regions' folder.
Regions are mainly a gateway to / collection of biomes. This is also why they are quite simple to set-up.
name
is the name of the region when it is ever displayed. This does not have to equal the name of the file, but it is recommended to be at least similar so you can find region back more easily.
land-
,sea-
and shore
biomes are the three parts that make up any Iris world. land
biomes are all biomes that spawn above land, apart from the shore
biomes that spawn next to the sea
biomes. See .
Five other settings that you will likely need when setting up a region are:
rivers
, riverChanceStyle
, riverRarity
, riverStyle
and riverThickness
allow you to create rivers in your regions. You can also use fluidBodies
for this, which is likely more efficient and perhaps better-looking. FluidBodies place rivers & lakes through a terrain modification, whereas Rivers do so by pulling down the terrain height abruptly in certain locations.
shoreRatio
lets you define how "wide" shorelines are. If you set this to 1
, only shore & sea biomes will spawn, and all land will be shoreline.
Objects will spice up your dimension. Trees, structures, village buildings, your imagination is the limit. You find & create objects in the 'objects' folder.
There are many freely available objects in the which you can use.
Iris objects are not the same file format as WorldEdit's .schematic
. Iris uses a custom highly compressed and fast file format .IOB
.
Objects are used with and can be added to , and .
Video lectures will be hosted and recorded on the .
When a lecture is finished for this topic, it will be uploaded here.
Here is a step-by-step to guide you through creating a new object.
Give yourself a wand with /iris object wand
Build the object
Select the object by:
Click one corner with left mouse button, and the other with right mouse button
It will show you the selection
Save the object by:
/iris object save <dimensionName> name=folder/test
This saves the object as */plugins/Iris/packs/<dimensionName>/objects/folder/test.iob
You can place the object with /iris object paste folder/test
Five other options that you will likely need when creating objects are:
If you want to figure out which object you are seeing in the world, use /iris object dust
and click the object with the Glowstone. It will print its name in the chat.
You need to first hold an /iris object wand
for this to work.
Then you run /iris object paste <name> edit=true
It will immediately set your selection to encompass the pasted object.
There are multiple commands to help you modify the selection:
/iris object <see_below>
shift
contract
x&y
x+y
p1
p2
Hover over these in chat (after running /iris object
) to see how they work.
You can undo object placement with /iris object undo
You can undo multiple pastes by adding a number after the command (/iris object undo 5
)
You can analyze an object by running /iris object analyze <name>
. It shows you a lot of information on the object such as size, amount of blocks, and the blocks in the object (with properties).
Entities, Spawners and Markers are what you use to spawn mobs in your world. You find & create entities, entity spawners and markers in the 'entities', 'spawners' and 'markers' folder respectively.
Video lectures will be hosted and recorded on the .
When a lecture is finished for this topic, it will be uploaded here.
type
is the type of mob or animal that this entity controls. Use to get all possibilities.
Five other settings that you will likely need when setting up an entity are:
spawnEffectRiseOutOfGround
will cause mobs to dig out of the ground, as if they were underground. This is a pretty cool effect, but you may not always want this.
helmet
, chestplate
, leggings
and boots
are equipment for the mob. Not all mobs have support for showing these items, and mobs that do not display this equipment (e.g. fish) may not always carry the benefits (protection).
mainHand
and offHand
are what you can use to equip mobs with weaponry directly. They are for the main- and offhand respectively. You can give any item with any enchantment, and even include custom properties (like extra/less health, more/less damage, etc).
customName
allows you to specify a name for the mob. You can use colors with the &
key. Open the link below for the possible colors (no RGB possible, unfortunately) and effect (italic and bold etc.)
rawCommands
allows you to run raw commands at that specific location. You can specify commands to run with a delay, run on a loop, and set the loop delay.
Before we start with spawners, we will quickly go over the concept of energy
. Energy is generated constantly in Iris worlds, based on how many players are online and how many chunks are loaded. The more players & chunks, the more energy is generated.
When a mob spawns, it takes some energy. This is designed so that not too many mobs can exist in your world at once.
spawns
allow you to set a list of entity spawns, such as:
Where entity
contains the link to the entity in the entities
folder (see above), max
& minSpawns
allow you to set the maximal and minimal amount of entities per chunk. The rarity
allows you to set the amount of chunks this is done in (every 1 in rarity
chunks has this spawn applied to it). Lastly, energyMultiplier
allows you to set the factor of additional energy that this spawn table uses.
Five other settings that you will likely need when setting up a spawner are:
group
allows you to set the area where these mobs can spawn. When set to NORMAL
, they will spawn on land. When set to CAVE
they spawn in caves, etc.
initialSpawns
allow you to specify a list of mobs that (while still taking energy) spawn at the start (when the chunk is first loaded). These still take the maxEntitiesPerChunk
into account.
maxEntitiesPerChunk
is the setting that lets you specify a number. This number is what Iris uses to check as follows: If there are more than number
mobs in the chunk, do not spawn mobs from this spawner. The amount of mobs in a chunk includes other mobs from other spawners.
allowedLightLevels
allows you to specify a min
and max
amount of light required before the mob can spawn at any given location. These values range from 0 to 32.
weather
allows you to set the weather condition, under which the mobs in this spawner can spawn. If set to ANY
(default), mobs can spawn regardless of weather.
removeOnChange
allows you to have the marker removed after the block it marked changes.
spawners
is the list of spawners (see above) that can spawn mobs on these markers.
emptyAbove
, when set to true
, the block(s) above the marker must be empty to spawn a mob on it.
exhaustionChance
is the chance (0.1 = 10%) that the marker is removed after any spawn
mark
allows you to specify a list of blocks which are marked to spawn a mob on.
maximumMarkers
is the maximal amount of markers that spawn on this structure (for this marker)
marker
is the marker that is applied to this object
exact
is the setting that lets you make sure that your specific block conditions / block combinations are met when the mob is spawned.
Spice up your underground terrain with caves & ravines, a highly optimized and good-looking system. You find & create caves & ravines in the 'caves' and `ravines` folder respectively.
Objects will spice up your dimension. Trees, structures, village buildings, your imagination is the limit. You find & create objects in the 'objects' folder.
There are many freely available objects in the which you can use.
Iris objects are not the same file format as WorldEdit's .schematic
. Iris uses a custom highly compressed and fast file format .IOB
.
Objects are used with and can be added to , and .
Here is a step-by-step to guide you through creating a new object.
Give yourself a wand with /iris object wand
Build the object
Select the object by:
Click one corner with left mouse button, and the other with right mouse button
It will show you the selection
Save the object by:
/iris object save <dimensionName> name=folder/test
This saves the object as */plugins/Iris/packs/<dimensionName>/objects/folder/test.iob
You can place the object with /iris object paste folder/test
Five other options that you will likely need when creating objects are:
If you want to figure out which object you are seeing in the world, use /iris object dust
and click the object with the Glowstone. It will print its name in the chat.
You need to first hold an /iris object wand
for this to work.
Then you run /iris object paste <name> edit=true
It will immediately set your selection to encompass the pasted object.
There are multiple commands to help you modify the selection:
/iris object <see_below>
shift
contract
x&y
x+y
p1
p2
Hover over these in chat (after running /iris object
) to see how they work.
You can undo object placement with /iris object undo
You can undo multiple pastes by adding a number after the command (/iris object undo 5
)
You can analyze an object by running /iris object analyze <name>
. It shows you a lot of information on the object such as size, amount of blocks, and the blocks in the object (with properties).
In your you can specify the targetSpawnEntitiesPerChunk
(default 0.95
) which allows you to directly modify the amount of energy in the world. If you set this to 2, twice as many mobs will spawn.
generators
are the for this biome. These dictate the height of the base terrain (before placing the layers
). The generator
defines which generator is used, and the min
& max
values decide how low/high the generator can generate. min
& max
can be negative numbers, which results in water being placed (when the generator generates below 0
), which is how oceans & rivers are made.
Adding this means you have to reboot your server first, before being able to use the pack.
slab
& wall
allow you to place slabs and cliff-like walls on your terrain. Slabs can make your terrain look more natural / smooth. Note that walls are not intended to make ravines, see for more details on that.
objects
decide which are placed in this biome. This setting is also available in .
The settings for object placements are likely to change soon, so we will not detail them here or in . Use autocompletions!
blockDrops
allow you to replace blocks that are dropped with another block. This setting is also available in & .
entitySpawners
allow you to place in your worlds. This setting is also available in & .
jigsawStructures
allow you to place jigsaw structures in this region. You set a rarity
(the 1 in x
chance to spawn), and a structure
which directly references a structure. This setting is also available in & .
In your you can specify the targetSpawnEntitiesPerChunk
(default 0.95
) which allows you to directly modify the amount of energy in the world. If you set this to 2, twice as many mobs will spawn.
<Introduction>. You find & create loot-tables in the 'loot' folder.
Video lectures will be hosted and recorded on the VolmitSoftware Discord.
When a lecture is finished for this topic, it will be uploaded here.
Five other settings that you will likely need when setting up a loot-table are:
You find & create loot-tables in the 'loot' folder.
The name of this loot table
The rarity as in 1 in X chance
The maximum amount of loot that can be picked in this table at a time.
The minimum amount of loot that can be picked in this table at a time.
This is the item or block type. Only materials such as diamond_sword or dirt are acceptable
The maximum amount of this loot
The minimum amount of this loot
Images can be used as the source of noise. You can make specific world maps with it, as well as define your own terrain generation (for height). You find & create images in the 'images' folder.
You can add an image map to any noise generator such as regionStyle
, continentStyle
or even use them as heightmaps in generators
.
Seven other settings that you will likely need when setting up a loot-table are:
The image
setting contains the reference to the .png
file found in the images
folder in the pack. You can use subfolders as you are used to. Keep in mind that studio worlds do not hotload changes to your image maps, so you may have to use /iris studio hotload
(/ir s h
).
The tiled
setting allows you to enable repeating the style over the entire map, instead of just at/around 0,0
. Set this to true
and try out /iris studio map
(/ir s map
) to see what it does.
The channel
setting allows you to pick a certain input from the PNG image for your noise maps. You can use RGB
and HSB
directly, raw
input, and some composite
inputs which do some arithmetic on the RGB
or HSB
input values (such as COMPOSITE_MAX_RGB
which takes the max RGB
value at any point, instead of just R, G or B).
The coordinateScale
setting allows you to map (by default) a certain number of blocks to each pixel. If this is set to 1
, each pixel maps to 1
block (unless you also zoom
on the noise). If it is set to 32
(default) then each pixel is responsible for 32 blocks in game.
The centered
setting allows you to set your image map's center at 0,0
, instead of having the left top corner of the image be at 0,0
The inverted
setting, as you may guess, allows you to inverse the output signal of your channel
. For example, if you selected RED
as channel, and make a fully red image (R = 255
) then set inverted
to true, the output will be fully 0
.
The interpolationMethod
is used alongside coordinateScale
to define the interpolation on those pixel -> block maps. If you have a default coordinate scale (32
), then you will have 32*32 block areas in your world for each pixel. This does not look nice (for example if you are trying to make natural shapes in your image map), but you may also not want to draw each of those pixels manually. Then, you can use the interpolationMethod
to interpolate as you are used to between generator styles, to smooth out those ugly massive squares.
The Jigsaw system on our latest versions (from release 2.0.0 on) has not been great. Some of the commands may not be functioning as expected/wanted. The video below is still reasonably up to date to help you get started. Make sure to use autocompletions and the examples of the overworld. You'll figure it out in no time!
*cries in jigsaw*
A simple explanation on how to use scripting in Iris. You find & create scripts in the 'scripts' folder.
You will need to understand a bit about Plugins & Java before diving head first into this. While it is JavaScript, it's really just a scripting medium to access & modify Java code / variables.
You can define scripts in your project under the scripts folder. Scripts have a .js file extension and are written in JavaScript.
You can then run this script with /iris studio execute <script>
Any Iris data type (except scripts & objects) can have preprocessors added to them. Take this biome for example
Notice that we have added the preprocessor name-prefixer.js
. This script will be called when this json file is loaded into an IrisBiome class. You can then change properties about this biome object right before it's actually used by the generator. Let's prefix it with the dimension name!
We are using Rhino by Mozilla to run JS. Because of this, you are capable of actually running anything that exists on the JVM (mc server). For example, you could use the Bukkit API just like any plugin would... send a message to every player?
Avoid accessing fields in the IrisScriptingAPI class, Instead of using Iris.location, use Iris.getLocation().
A simple explanation on how to use scripting in Iris. You find & create scripts in the 'scripts' folder.
You will need to understand a bit about Plugins & Java before diving head first into this. While it is JavaScript, it's really just a scripting medium to access & modify Java code / variables.
You can define scripts in your project under the scripts folder. Scripts have a .js file extension and are written in JavaScript.
You can then run this script with /iris studio execute <script>
Any Iris data type (except scripts & objects) can have preprocessors added to them. Take this biome for example
Notice that we have added the preprocessor name-prefixer.js
. This script will be called when this json file is loaded into an IrisBiome class. You can then change properties about this biome object right before it's actually used by the generator. Let's prefix it with the dimension name!
We are using Rhino by Mozilla to run JS. Because of this, you are capable of actually running anything that exists on the JVM (mc server). For example, you could use the Bukkit API just like any plugin would... send a message to every player?
Avoid accessing fields in the IrisScriptingAPI class, Instead of using Iris.location, use Iris.getLocation().
A page containing answers we gave to specific questions which explain the general way to do something.
This page is not updated. We put our answers in here and then forget about them. This is because this page would take way too much time to upkeep. If you find something that is useful, great! If it does not work because of some change in Iris, you are welcome to either figure it out yourself (as we taught you with the other pages in the Engine section), or ask support for help.
To create a biome such as this one, follow this:
Assuming that I am using the default package, I would create a new generator that would be very jagged in terms of cliffs where you start really high and then it cuts down straight but it would have a flattened top we kinda already have this and I know that someone just managers this on their own in iris-screenshots , but regardless that's my first step
Second is I would make a layered parker fire the surface of the new biome where I'd manually put in like 7-10 layers just like the current pack in my desired colors.
Third I would make an identical biome topographically but without the layers (just the top most this is going to be my main biome
Fourth, this is where you have to make a decision do you want each of the pillars to be infinitely high or do you want it to be a set amount if you want it infinitely high I would add a child biome of the one with all of the layers of itself inside of itself so whenever it generates it will look for itself to generate as well again and again and again but it will only ever be inside the pillar so if I had a 10 x 10 pillar inside could be a 4 x 4 pillar then inside that could be a one by one pillar and they will be stacked on top of each other. Or I can just make a copy of the original biome and manually increase the value and manually set it in inside.
Once I’ve done that I’m pretty much finished all I have to do now is add it to the region so depending on what region I want it to be in I would put it there, then I would ensure that that region is in the dimension then I would start the server and enjoy
Images can be used as the source of noise. You can make specific world maps with it, as well as define your own terrain generation (for height). You find & create images in the 'images' folder.
You can add an image map to any noise generator such as regionStyle
, continentStyle
or even use them as heightmaps in generators
.
Seven other settings that you will likely need when setting up a loot-table are:
The image
setting contains the reference to the .png
file found in the images
folder in the pack. You can use subfolders as you are used to. Keep in mind that studio worlds do not hotload changes to your image maps, so you may have to use /iris studio hotload
(/ir s h
).
The tiled
setting allows you to enable repeating the style over the entire map, instead of just at/around 0,0
. Set this to true
and try out /iris studio map
(/ir s map
) to see what it does.
The channel
setting allows you to pick a certain input from the PNG image for your noise maps. You can use RGB
and HSB
directly, raw
input, and some composite
inputs which do some arithmetic on the RGB
or HSB
input values (such as COMPOSITE_MAX_RGB
which takes the max RGB
value at any point, instead of just R, G or B).
The coordinateScale
setting allows you to map (by default) a certain number of blocks to each pixel. If this is set to 1
, each pixel maps to 1
block (unless you also zoom
on the noise). If it is set to 32
(default) then each pixel is responsible for 32 blocks in game.
The centered
setting allows you to set your image map's center at 0,0
, instead of having the left top corner of the image be at 0,0
The inverted
setting, as you may guess, allows you to inverse the output signal of your channel
. For example, if you selected RED
as channel, and make a fully red image (R = 255
) then set inverted
to true, the output will be fully 0
.
The interpolationMethod
is used alongside coordinateScale
to define the interpolation on those pixel -> block maps. If you have a default coordinate scale (32
), then you will have 32*32 block areas in your world for each pixel. This does not look nice (for example if you are trying to make natural shapes in your image map), but you may also not want to draw each of those pixels manually. Then, you can use the interpolationMethod
to interpolate as you are used to between generator styles, to smooth out those ugly massive squares.
Dimensions contain all world-wide settings. They are the starting point for any new Dimension and have the most power over your world's looks. You find / create dimensions in the 'dimensions' folder.
Despite being powerful, Dimensions require very little to set-up.
You need a name
, which should be the exact same as the name of the directory it is in (capitalized).
You then set the fluidHeight
, which is the height at which land appears, and below which water (oceans/lakes) appear. In vanilla Minecraft, this is set to 63
, but we need to be funnier so it is.
Last and definitely not least, regions
are set as a list ([...]
). Each of these regions can also be found in the regions
folder.
Five other settings that you will likely need when setting up a dimension are:
focus
and focusRegion
let you select a biome and region respectively which will then become the only biome/region that is generated (very useful for testing).
landChance
is the chance the terrain is above the earlier defined fluidHeight
, meaning there is land. If you want to make an ocean world, set this to 0
preventLeafDecay
allows you to make all leaves on trees persistent
. This means you can make massive trees which do not have logs next to every leaf, without having all leaves decay (be removed over time)
The Iris api is given to you via the namespace Iris. However it's actually pointing to the class. Take a look at that class, and you will see it has methods in it to access parts of Iris specifically.
The Iris api is given to you via the namespace Iris. However it's actually pointing to the class. Take a look at that class, and you will see it has methods in it to access parts of Iris specifically.
deposits
contains all ores you will spawn in your world. This setting is also available in separate and .
regionStyle
and regionZoom
allow you to modify the way regions are placed within the world. regionZoom
zooms in on the style. Take inspiration from the .
landBiomeStyle
and landZoom
allow you to modify the way biomes are placed within regions. landZoom
zooms in on the style. Take inspiration from the .
Spice up your underground terrain with caves & ravines, a highly optimized and good-looking system. You find & create caves & ravines in the 'caves' and `ravines` folder respectively.
Video lectures will be hosted and recorded on the VolmitSoftware Discord.
When a lecture is finished for this topic, it will be uploaded here.
Five other settings that you will likely need when setting up caves & ravines are:
维度是整个世界最重要的内容, 包含了所生成世界内的一切事物, 也直接影响了世界外观
Video lectures will be hosted and recorded on the VolmitSoftware Discord.
When a lecture is finished for this topic, it will be uploaded here.
"name":
维度的内部名, 应与所属配置包的名称一致(大小写敏感)
"fluidHeight"
: 该世界的海平面高度, 海平面越高所生成的海域高度也越高
."regions"
: 该维度所拥有的区域列表, 区域可在该维度的 regions
文件夹内找到
一个维度所拥有的次要设定:
deposits
contains all ores you will spawn in your world. This setting is also available in separate Regions and Biomes.
focus
and focusRegion
let you select a biome and region respectively which will then become the only biome/region that is generated (very useful for testing).
landChance
is the chance the terrain is above the earlier defined fluidHeight
, meaning there is land. If you want to make an ocean world, set this to 0
preventLeafDecay
allows you to make all leaves on trees persistent
. This means you can make massive trees which do not have logs next to every leaf, without having all leaves decay (be removed over time)
regionStyle
and regionZoom
allow you to modify the way regions are placed within the world. regionZoom
zooms in on the style. Take inspiration from the Overworld's Settings - RegionStyle.
landBiomeStyle
and landZoom
allow you to modify the way biomes are placed within regions. landZoom
zooms in on the style. Take inspiration from the Overworld's Settings - LandBiomeStyle.