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 autocompletions 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.
In your Configuration 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.
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.
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.
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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.
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.