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.
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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.
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.