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10
IrisBiome.md
10
IrisBiome.md
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"biomeDispersion": "SCATTER",
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"derivative": "THE_VOID",
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"deposits": [],
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"slab": {
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"minHeight": 1,
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"terrainZoom": 5,
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"maxHeight": 1,
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"palette": [],
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"dispersion": "SCATTER"
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},
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"children": [],
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"decorators": [],
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"name": "A Biome",
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## children
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> List any biome names (file names without.json) here as children. Portions of this biome can sometimes morph into their children. Iris supports cyclic relationships such as A > B > A > B. Iris will stop checking 9 biomes down the tree.
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## slab
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> The default slab if iris decides to place a slab in this biome. Default is no slab.
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## layers
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> This defines the layers of materials in this biome. Each layer has a palette and min/max height and some other properties. Usually a grassy/sandy layer then a dirt layer then a stone layer. Iris will fill in the remaining blocks below your layers with stone.
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> Represents a dimension
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```json
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{
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"decorate": true,
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"landZoom": 1,
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"regions": [],
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"seaZoom": 1,
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"rockPalette": ["STONE"],
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"interpolationScale": 63,
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"focus": "",
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"carving": true,
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"continentZoom": 1,
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"rockZoom": 5,
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"roughnessZoom": 2,
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"coordFractureZoom": 8,
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"fluidHeight": 63,
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"coordFractureDistance": 20,
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"postProcess": true,
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"ceiling": "",
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"caveThickness": 1,
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"fluidPalette": ["WATER"],
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## caves
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> Generate caves or not.
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## carving
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> Carve terrain or not
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## decorate
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> Generate decorations or not
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## postProcess
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> Use post processing features. Usually for production only as there is a gen speed cost.
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## ceiling
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> The ceiling dimension. Leave blank for normal sky.
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