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Iris-Pack-EarthWorld/IrisDimension.md
2020-07-26 04:15:33 -04:00

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IrisDimension

Represents a dimension

{
    "landZoom": 1,
    "regions": [],
    "seaZoom": 1,
    "mirrorCeiling": false,
    "biomeZoom": 5,
    "rockPalette": ["STONE"],
    "interpolationScale": 63,
    "focus": "",
    "continentZoom": 1,
    "rockZoom": 5,
    "roughnessZoom": 2,
    "interpolationFunction": "BICUBIC",
    "terrainZoom": 2,
    "coordFractureZoom": 8,
    "fluidHeight": 63,
    "coordFractureDistance": 20,
    "ceiling": "",
    "caveThickness": 1,
    "fluidPalette": ["WATER"],
    "caves": true,
    "preventLeafDecay": false,
    "caveBiomeZoom": 1,
    "placeObjects": true,
    "shoreZoom": 1,
    "deposits": [],
    "caveShift": 0,
    "environment": "NORMAL",
    "roughnessHeight": 3,
    "name": "A Dimension",
    "dimensionAngleDeg": 0,
    "regionZoom": 1,
    "caveScale": 1,
    "dispersion": "SCATTER"
}

name

The human readable name of this dimension

interpolationFunction

The interpolation function for splicing noise maxes together

interpolationScale

The interpolation distance scale. Increase = more smooth, less detail

caveThickness

The Thickness scale of cave veins

caveScale

The cave web scale. Smaller values means scaled up vein networks.

caveShift

Shift the Y value of the cave networks up or down.

caves

Generate caves or not.

ceiling

The ceiling dimension. Leave blank for normal sky.

mirrorCeiling

Mirrors the generator floor into the ceiling. Think nether but worse...

environment

The world environment

regions

Define all of the regions to include in this dimension. Dimensions -> Regions -> Biomes -> Objects etc

fluidHeight

The fluid height for this dimension

focus

Keep this either undefined or empty. Setting any biome name into this will force iris to only generate the specified biome. Great for testing.

biomeZoom

Zoom in or out the biome size. Higher = bigger biomes

terrainZoom

Zoom in or out the terrain. This stretches the terrain. Due to performance improvements, Higher than 2.0 may cause weird rounding artifacts. Lower = more terrain changes per block. Its a true zoom-out.

dimensionAngleDeg

You can rotate the input coordinates by an angle. This can make terrain appear more natural (less sharp corners and lines). This literally rotates the entire dimension by an angle. Hint: Try 12 degrees or something not on a 90 or 45 degree angle.

roughnessZoom

Iris adds a few roughness filters to noise. Increasing this smooths it out. Decreasing this makes it bumpier/scratchy

roughnessHeight

The height of the roughness filters

coordFractureDistance

Coordinate fracturing applies noise to the input coordinates. This creates the 'iris swirls' and wavy features. The distance pushes these waves further into places they shouldnt be. This is a block value multiplier.

coordFractureZoom

Coordinate fracturing zoom. Higher = less frequent warping, Lower = more frequent and rapid warping / swirls.

landZoom

This zooms in the land space

caveBiomeZoom

This zooms in the cave biome space

shoreZoom

This can zoom the shores

seaZoom

This zooms oceanic biomes

continentZoom

Zoom in continents

regionZoom

Change the size of regions

placeObjects

Disable this to stop placing schematics in biomes

preventLeafDecay

Prevent Leaf decay as if placed in creative mode

deposits

Define global deposit generators

dispersion

The dispersion of materials for the rock palette

rockZoom

The rock zoom mostly for zooming in on a wispy palette

rockPalette

The palette of blocks for 'stone'

fluidPalette

The palette of blocks for 'water'