diff --git a/IrisBiome.md b/IrisBiome.md index fec56114..2fc35bf5 100644 --- a/IrisBiome.md +++ b/IrisBiome.md @@ -9,6 +9,13 @@ "biomeDispersion": "SCATTER", "derivative": "THE_VOID", "deposits": [], + "slab": { + "minHeight": 1, + "terrainZoom": 5, + "maxHeight": 1, + "palette": [], + "dispersion": "SCATTER" + }, "children": [], "decorators": [], "name": "A Biome", @@ -61,6 +68,9 @@ ## children > 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. +## slab +> The default slab if iris decides to place a slab in this biome. Default is no slab. + ## layers > 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. diff --git a/IrisDimension.md b/IrisDimension.md index 2876ae01..d678feb3 100644 --- a/IrisDimension.md +++ b/IrisDimension.md @@ -2,6 +2,7 @@ > Represents a dimension ```json { + "decorate": true, "landZoom": 1, "regions": [], "seaZoom": 1, @@ -10,6 +11,7 @@ "rockPalette": ["STONE"], "interpolationScale": 63, "focus": "", + "carving": true, "continentZoom": 1, "rockZoom": 5, "roughnessZoom": 2, @@ -18,6 +20,7 @@ "coordFractureZoom": 8, "fluidHeight": 63, "coordFractureDistance": 20, + "postProcess": true, "ceiling": "", "caveThickness": 1, "fluidPalette": ["WATER"], @@ -59,6 +62,15 @@ ## caves > Generate caves or not. +## carving +> Carve terrain or not + +## decorate +> Generate decorations or not + +## postProcess +> Use post processing features. Usually for production only as there is a gen speed cost. + ## ceiling > The ceiling dimension. Leave blank for normal sky.