Dim Parameters Part 3

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

All Dimensional Array/Set/Objected Parameters

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.

// These are the Non-Style Based Object Values
    "blockDrops": [],
    "carveLayers": [],
    "deposits": [],
    "entityInitialSpawns": [],
    "entitySpawnOverrides": [],
    "fluidPalette": {},
    "loot": {},
    "mutations": [],
    "overlayNoise": [],
    "rockPalette": {},
    "sky": {},
    "text": [],

// These are All Style Based Object Values
    "regionStyle": {},
    "caveBiomeStyle": {},
    "continentalStyle": {},
    "islandBiomeChanceStyle": {},
    "islandBiomeStyle": {},
    "lakeBiomeStyle": {},
    "landBiomeStyle": {},
    "riverBiomeStyle": {},
    "seaBiomeStyle": {},
    "shoreBiomeStyle": {},
    "skylandBiomeStyle": {},

Block Drops

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]

Carve Layers

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.

This is a complex topic, go here for explanation.

carved = (x,y,z) > Threshold

Between 0 and 1

this is a multiplier.

Cave Layers

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.

This is a complex topic, go here for explanation

Fluid

Horizontal Slope

Vertical Slope

Fluid is child of a layer, in this case its the cave layer. see here for more info.

This is the horizontal slope that a cave generators follows. Learn about slope here.

This is the vertical slope that a cave generators follows. Learn about slope here.

Deposits

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]

Entity Initial Spawns

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

Entity Spawn Overrides

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

Fluid Palette

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.

Loot

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.

Mutations

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

   "mutations": [
        {
            "checks": 8,
            "objects": [
                {
                    "chance": 0.4,
                    "density": 1,
                    "rotation": {
                        "yAxis": {
                            "min": 0,
                            "max": 0,
                            "interval": 90,
                            "enabled": true
                        },
                        "enabled": true
                    },
                    "place": [
                        "dual-tree/corrupted-swamp-1",
                        "dual-tree/corrupted-swamp-2",
                    ]
                }
            ],
            "radius": 12,
            "sideB": [
                "mushroom-forest",
            ],
            "sideA": [
                "swamp-roofed-forest",
            ]
        }

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 Noise

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.

Rock Palette

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.

Sky

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 STYLE BASED OBJECTIVE VALUES

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

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