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mirror of https://github.com/IrisDimensions/ymir.git synced 2025-12-19 14:59:25 +00:00
This commit is contained in:
Brian Neumann-Fopiano
2024-08-14 13:31:37 -04:00
parent 3b33d41360
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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisjigsawpool.json",
"description": "Represents a structure piece pool",
"type": "object",
"properties": {
"preprocessors": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/erzscripts"},
"description": "preprocessors\nPreprocess this object in-memory when it's loaded, run scripts using the variable 'Iris.getPreprocessorObject()' and modify properties about this object before it's used.\n \nList<Script>\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list.\nMust be a valid Script (use ctrl+space for auto complete!)"
},
"pieces": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/erzjigsaw-pieces"},
"description": "pieces\nA list of structure piece pools\n \nList<Jigsaw Piece>\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list.\nMust be a valid Jigsaw Piece (use ctrl+space for auto complete!)"
}
},
"definitions": {
"erzscripts": {"enum": []},
"erzjigsaw-pieces": {"enum": [
"stronghold/jail/1",
"village/desert/houses/animal_pen_1",
"stronghold/jail/3",
"stronghold/jail/2",
"village/desert/houses/animal_pen_2",
"stronghold/jail/5",
"village/plains/zombie/houses/medium_house_1",
"stronghold/jail/4",
"village/plains/zombie/houses/medium_house_2",
"stronghold/jail/7",
"stronghold/jail/6",
"stronghold/jail/9",
"stronghold/jail/8",
"stronghold/wall-fixture/5x3/brew-set",
"village/plains/houses/tannery_1",
"village/taiga/houses/cartographer_house_1",
"stronghold/jail/blank",
"village/savanna/houses/fisher_cottage_1",
"village/taiga/houses/butcher_shop_1",
"village/savanna/zombie/houses/small_house_1",
"village/desert/town_centers/meeting_point_1",
"village/plains/zombie/streets/turn_01",
"village/savanna/zombie/houses/small_house_3",
"village/taiga/zombie/houses/shepherds_house_1",
"stronghold/door/iron2",
"stronghold/rooms/oreroom",
"village/savanna/zombie/houses/small_house_2",
"village/taiga/zombie/streets/turn_01",
"stronghold/path/small-corridor",
"village/desert/town_centers/meeting_point_2",
"village/desert/town_centers/meeting_point_3",
"stronghold/ceiling/7x7/flat",
"igloo/middle",
"village/misc/j1",
"village/misc/tjunct",
"village/misc/j6",
"village/desert/houses/cartographer_house_1",
"village/misc/j7",
"village/misc/j8",
"stronghold/path/medium-corridor",
"village/misc/j9",
"village/misc/j2",
"village/misc/j3",
"village/misc/j4",
"village/misc/j5",
"village/desert/houses/small_house_2",
"village/desert/houses/small_house_3",
"village/desert/houses/small_house_1",
"village/desert/streets/straight_02",
"village/desert/streets/straight_01",
"village/desert/streets/straight_03",
"village/taiga/zombie/town_centers/meeting_point_2",
"village/desert/houses/small_house_8",
"village/snowy/zombie/streets/straight_08",
"village/taiga/zombie/town_centers/meeting_point_1",
"stronghold/rooms/library-large",
"village/desert/houses/small_house_6",
"village/desert/houses/small_house_7",
"village/desert/houses/small_house_4",
"pillager-outpost/overgrown/tent",
"village/desert/houses/small_house_5",
"village/desert/streets/crossroad_02",
"fossil/spine_3_coal",
"village/desert/streets/crossroad_01",
"village/savanna/zombie/houses/small_house_5",
"village/savanna/zombie/houses/small_house_4",
"stronghold/path/large-spiral-staircase",
"village/savanna/zombie/houses/small_house_7",
"village/savanna/zombie/houses/small_house_6",
"stronghold/wall-fixture/5x3/shelf",
"ancient-city/ancient_city",
"village/desert/streets/crossroad_03",
"village/savanna/zombie/houses/small_house_8",
"ocean-monument/ocean-monument",
"village/plains/houses/animal_pen_1",
"village/plains/houses/animal_pen_3",
"village/plains/houses/animal_pen_2",
"stronghold/stairs/sml-vertical-naked",
"village/taiga/streets/turn_01",
"mineshaft/way_rails",
"village/plains/zombie/town_centers/meeting_point_3",
"village/snowy/zombie/streets/straight_02",
"village/desert/houses/large_farm_1",
"village/snowy/zombie/streets/straight_01",
"village/snowy/zombie/streets/straight_06",
"village/taiga/houses/shepherds_house_1",
"village/snowy/zombie/streets/straight_04",
"village/desert/zombie/terminators/terminator_02",
"village/snowy/zombie/streets/straight_03",
"village/snowy/houses/fisher_cottage",
"village/snowy/houses/fletcher_house_1",
"village/plains/zombie/town_centers/meeting_point_1",
"village/plains/zombie/town_centers/meeting_point_2",
"stronghold/wall-fixture/5x3x3/cobweb",
"village/taiga/houses/small_farm_1",
"stronghold/rooms/alter1",
"village/desert/streets/turn_01",
"village/desert/zombie/streets/square_01",
"pillager-outpost/regular/feature_targets",
"village/desert/zombie/streets/square_02",
"village/desert/zombie/streets/straight_01",
"village/desert/zombie/streets/straight_02",
"village/desert/zombie/streets/straight_03",
"village/misc/cross",
"fossil/skull_2_coal",
"stronghold/wall-fixture/blank",
"village/snowy/houses/temple_1",
"underwater-ruin/warm_7",
"underwater-ruin/warm_8",
"underwater-ruin/warm_5",
"underwater-ruin/warm_6",
"underwater-ruin/warm_3",
"underwater-ruin/warm_4",
"underwater-ruin/warm_1",
"village/savanna/houses/small_farm",
"underwater-ruin/warm_2",
"village/plains/streets/turn_01",
"village/savanna/zombie/streets/corner_01",
"village/savanna/zombie/streets/corner_03",
"village/desert/houses/temple_2",
"village/desert/houses/temple_1",
"stronghold/path/small-spiral-staircase",
"village/plains/town_centers/fountain_01",
"village/desert/zombie/houses/medium_house_2",
"village/desert/zombie/houses/medium_house_1",
"village/plains/houses/shepherds_house_1",
"witch-zone/witchzone",
"village/plains/zombie/houses/shepherds_house_1",
"village/snowy/houses/tannery_1",
"stronghold/path/stair-split",
"stronghold/path/medium-wide-corridor1",
"village/savanna/houses/armorer_1",
"village/savanna/zombie/town_centers/meeting_point_1",
"village/snowy/zombie/streets/corner_02",
"village/taiga/zombie/houses/tool_smith_1",
"village/snowy/zombie/streets/corner_03",
"village/snowy/houses/farm_2",
"village/snowy/houses/farm_1",
"stronghold/floor/3x3/flat",
"stronghold/path/tiny-cross",
"stronghold/stairs/med-vertical-complete1",
"stronghold/stairs/med-vertical-complete2",
"stronghold/floor/3x3/tnt",
"village/savanna/houses/fletcher_house_1",
"stronghold/room/stairs-down",
"village/snowy/houses/animal_pen_2",
"village/taiga/houses/tool_smith_1",
"village/snowy/houses/animal_pen_1",
"stronghold/rooms/maze3",
"stronghold/rooms/maze2",
"stronghold/rooms/maze1",
"village/taiga/houses/armorer_house_1",
"village/taiga/houses/temple_1",
"village/plains/houses/masons_house_1",
"village/misc/end1",
"village/savanna/zombie/town_centers/meeting_point_4",
"trail-ruins/trail-ruins7",
"village/snowy/zombie/streets/corner_01",
"trail-ruins/trail-ruins6",
"village/plains/zombie/houses/animal_pen_3",
"village/savanna/zombie/town_centers/meeting_point_2",
"trail-ruins/trail-ruins5",
"village/savanna/zombie/town_centers/meeting_point_3",
"trail-ruins/trail-ruins4",
"village/desert/houses/fisher_1",
"village/plains/streets/straight_03",
"trail-ruins/trail-ruins3",
"village/plains/streets/straight_04",
"stronghold/wall-fixture/5x3/study",
"trail-ruins/trail-ruins2",
"village/plains/streets/straight_01",
"trail-ruins/trail-ruins1",
"village/plains/streets/straight_02",
"village/savanna/zombie/houses/medium_house_2",
"village/plains/streets/straight_05",
"village/savanna/zombie/houses/medium_house_1",
"village/snowy/zombie/streets/turn_01",
"village/taiga/zombie/houses/temple_1",
"village/plains/streets/straight_06",
"village/savanna/streets/turn_01",
"village/savanna/zombie/streets/straight_05",
"village/snowy/houses/armorer_house_2",
"village/savanna/zombie/streets/straight_06",
"village/savanna/zombie/streets/straight_08",
"village/savanna/zombie/streets/straight_02",
"village/savanna/zombie/streets/straight_04",
"pyramid-desert/bottom",
"stronghold/stairs/casing-tight",
"village/plains/zombie/streets/crossroad_02",
"village/savanna/zombie/streets/straight_09",
"village/taiga/decoration_5",
"village/plains/zombie/streets/crossroad_03",
"village/taiga/decoration_6",
"village/taiga/decoration_3",
"village/plains/zombie/streets/crossroad_01",
"village/taiga/decoration_4",
"village/desert/houses/weaponsmith_1",
"village/plains/zombie/houses/fletcher_house_1",
"village/plains/zombie/streets/crossroad_06",
"stronghold/ceiling/5x5/wood-beams",
"village/plains/houses/medium_house_1",
"stronghold/path/large-cross-stairs",
"village/plains/houses/medium_house_2",
"village/plains/zombie/streets/crossroad_04",
"village/plains/zombie/streets/crossroad_05",
"village/desert/houses/armorer_1",
"village/snowy/town_centers/meeting_point_2",
"village/snowy/town_centers/meeting_point_1",
"stronghold/path/4way-spiral-staircase",
"village/snowy/town_centers/meeting_point_3",
"village/snowy/houses/butchers_shop_2",
"stronghold/path/corridor-cross",
"village/taiga/decoration_1",
"village/taiga/decoration_2",
"stronghold/wall-fixture/5x3/double-chest",
"village/snowy/houses/butchers_shop_1",
"mineshaft/intersection_empty",
"village/desert/zombie/houses/small_house_4",
"village/desert/zombie/houses/small_house_3",
"village/desert/zombie/houses/small_house_2",
"village/desert/zombie/houses/small_house_1",
"village/plains/houses/big_house_1",
"village/desert/zombie/houses/small_house_8",
"village/desert/zombie/houses/small_house_7",
"village/desert/zombie/houses/small_house_6",
"village/desert/zombie/houses/small_house_5",
"village/frosty/frosty-village",
"village/snowy/houses/armorer_house_1",
"village/plains/houses/large_farm_1",
"stronghold/door/iron",
"village/taiga/lamp_post_1",
"village/desert/houses/mason_1",
"village/desert/houses/fletcher_house_1",
"stronghold/room/small-cell",
"stronghold/path/hazard-hall2",
"village/savanna/houses/temple_2",
"stronghold/path/hazard-hall1",
"village/savanna/houses/temple_1",
"village/savanna/zombie/houses/large_farm_2",
"pyramid-desert/pyramid-desert",
"village/savanna/zombie/streets/crossroad_04",
"village/taiga/houses/small_house_4",
"village/savanna/zombie/streets/crossroad_03",
"village/taiga/houses/small_house_3",
"village/savanna/zombie/streets/crossroad_06",
"village/savanna/zombie/streets/crossroad_05",
"village/taiga/houses/small_house_5",
"village/desert/streets/corner_01",
"village/savanna/zombie/streets/crossroad_07",
"village/desert/streets/corner_02",
"village/taiga/houses/small_house_2",
"village/taiga/houses/small_house_1",
"pyramid-desert/top",
"village/plains/houses/butcher_shop_1",
"village/plains/houses/butcher_shop_2",
"village/plains/houses/small_farm_1",
"village/taiga/streets/crossroad_02",
"village/taiga/streets/crossroad_03",
"village/taiga/streets/crossroad_04",
"village/taiga/streets/crossroad_05",
"stronghold/room/witch-room",
"stronghold/path/hazard-hall3",
"village/taiga/streets/crossroad_01",
"village/taiga/streets/crossroad_06",
"village/taiga/houses/armorer_2",
"underwater-ruin/big_warm_7",
"mineshaft/way_spawner",
"underwater-ruin/big_warm_6",
"underwater-ruin/big_warm_5",
"underwater-ruin/big_warm_4",
"village/snowy/houses/weapon_smith_1",
"mineshaft/way_chest",
"village/snowy/zombie/streets/square_01",
"village/snowy/houses/tool_smith_1",
"village/taiga/houses/animal_pen_1",
"village/savanna/streets/straight_02",
"stronghold/ceiling/5x5/lamp",
"fossil/skull_1_coal",
"stronghold/path/stairs1",
"village/plains/houses/meeting_point_5",
"village/plains/houses/meeting_point_4",
"stronghold/rooms/boomtube-test",
"village/plains/houses/stable_1",
"mineshaft/way_1",
"village/plains/houses/stable_2",
"mineshaft/way_2",
"village/desert/lamp_1",
"village/plains/zombie/houses/big_house_1",
"stronghold/stairs/casing-floor-solid",
"village/plains/zombie/houses/small_house_3",
"village/plains/zombie/houses/small_house_4",
"village/plains/zombie/houses/small_house_1",
"village/snowy/zombie/streets/crossroad_06",
"village/plains/zombie/houses/small_house_2",
"village/snowy/zombie/streets/crossroad_05",
"village/plains/zombie/houses/small_house_7",
"stronghold/wall-fixture/5x3x3/chains",
"village/plains/zombie/houses/small_house_8",
"village/plains/zombie/houses/small_house_5",
"village/plains/zombie/houses/small_house_6",
"village/snowy/houses/shepherds_house_1",
"village/plains/houses/library_1",
"village/savanna/zombie/streets/crossroad_02",
"village/plains/houses/library_2",
"village/snowy/zombie/streets/crossroad_04",
"village/snowy/zombie/streets/crossroad_03",
"village/snowy/zombie/streets/crossroad_02",
"village/snowy/zombie/streets/crossroad_01",
"village/savanna/houses/mason_1",
"stronghold/room/sleeping-quarters",
"village/savanna/town_centers/meeting_point_1",
"village/savanna/town_centers/meeting_point_2",
"village/snowy/zombie/houses/small_house_1",
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"village/snowy/zombie/houses/small_house_2",
"village/savanna/town_centers/meeting_point_4",
"village/snowy/zombie/houses/small_house_3",
"village/snowy/zombie/houses/small_house_4",
"village/snowy/zombie/houses/small_house_5",
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"igloo/top1",
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"village/taiga/zombie/houses/library_1",
"igloo/top2",
"stronghold/portal/top",
"village/savanna/houses/cartographer_1",
"village/snowy/zombie/houses/small_house_6",
"stronghold/rooms/chestroom2-trap",
"village/snowy/zombie/houses/small_house_7",
"village/plains/houses/temple_4",
"village/snowy/zombie/houses/small_house_8",
"village/plains/houses/temple_3",
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"village/snowy/streets/turn_01",
"village/savanna/streets/straight_11",
"village/savanna/zombie/streets/straight_11",
"village/savanna/streets/straight_10",
"village/desert/houses/tannery_1",
"stronghold/stairs/casing-floor-hollow",
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"stronghold/room/study",
"village/snowy/zombie/town_centers/meeting_point_2",
"village/snowy/zombie/town_centers/meeting_point_3",
"village/savanna/streets/straight_09",
"village/savanna/streets/straight_08",
"village/savanna/streets/straight_06",
"village/savanna/streets/straight_05",
"village/savanna/streets/straight_04",
"village/savanna/houses/butchers_shop_2",
"pillager-outpost/overgrown/cage",
"village/savanna/houses/butchers_shop_1",
"village/taiga/houses/tannery_1",
"village/plains/houses/cartographer_1",
"village/taiga/zombie/houses/large_farm_2",
"village/desert/zombie/town_centers/meeting_point_1",
"village/desert/zombie/town_centers/meeting_point_2",
"village/taiga/houses/weaponsmith_2",
"village/taiga/houses/weaponsmith_1",
"dungeon/zombie",
"stronghold/door/wood2",
"stronghold/room/witch-room-end",
"village/desert/zombie/town_centers/meeting_point_3",
"stronghold/wall-fixture/5x3/lantern",
"ruins/ruin3",
"village/savanna/zombie/streets/split_02",
"village/savanna/zombie/streets/split_01",
"fossil/skull_4",
"village/savanna/terminators/terminator_05",
"fossil/skull_3",
"fossil/skull_2",
"fossil/skull_1",
"village/desert/houses/farm_2",
"village/desert/zombie/streets/crossroad_02",
"village/desert/zombie/streets/crossroad_03",
"village/desert/houses/farm_1",
"village/desert/zombie/streets/crossroad_01",
"pillager-outpost/regular/feature_cage1",
"stronghold/ceiling/5x5/bar-lamp",
"village/savanna/houses/weaponsmith_1",
"village/savanna/houses/weaponsmith_2",
"pillager-outpost/regular/feature_cage2",
"village/plains/houses/weaponsmith_1",
"village/plains/houses/small_house_8",
"village/desert/terminators/terminator_02",
"woodland-mansion/woodland-mansion",
"stronghold/stairs/med-vertical-naked",
"village/plains/houses/small_house_1",
"village/snowy/lamp_post_01",
"village/plains/houses/small_house_3",
"village/snowy/lamp_post_02",
"village/plains/houses/small_house_2",
"village/snowy/lamp_post_03",
"village/misc/j10",
"village/plains/houses/small_house_5",
"village/desert/houses/butcher_shop_1",
"village/plains/houses/small_house_4",
"village/plains/houses/small_house_7",
"village/taiga/zombie/streets/crossroad_06",
"village/plains/houses/small_house_6",
"village/taiga/zombie/streets/crossroad_05",
"village/taiga/zombie/streets/crossroad_04",
"village/desert/houses/tool_smith_1",
"village/taiga/zombie/streets/crossroad_03",
"village/plains/zombie/town_centers/fountain_01",
"village/snowy/streets/square_01",
"village/taiga/zombie/streets/crossroad_02",
"village/taiga/zombie/streets/crossroad_01",
"stronghold/path/small-cross",
"village/taiga/houses/fisher_cottage_1",
"village/plains/zombie/houses/butcher_shop_2",
"fossil/spine_2",
"fossil/spine_1",
"pillager-outpost/regular/feature_tent1",
"pillager-outpost/regular/feature_tent2",
"fossil/spine_4",
"fossil/spine_3",
"village/savanna/streets/split_02",
"stronghold/wall-fixture/5x3/crafting-station",
"village/desert/zombie/streets/corner_01",
"village/desert/zombie/streets/corner_02",
"village/plains/houses/fletcher_house_1",
"stronghold/wall-fixture/5x3/chest",
"underwater-ruin/big_cracked_8",
"village/savanna/houses/tannery_1",
"underwater-ruin/big_cracked_3",
"village/savanna/streets/split_01",
"underwater-ruin/big_cracked_2",
"village/desert/terminators/terminator_01",
"village/snowy/houses/cartographer_house_1",
"underwater-ruin/big_cracked_1",
"mushhut/hut/hut1",
"village/taiga/houses/library_1",
"village/desert/zombie/streets/turn_01",
"mushhut/hut/hut6",
"mushhut/hut/hut7",
"mushhut/hut/hut2",
"mushhut/hut/hut3",
"mushhut/hut/hut4",
"mushhut/hut/hut5",
"village/taiga/houses/fletcher_house_1",
"stronghold/wall-fixture/5x3/mixed1",
"village/taiga/town_centers/meeting_point_1",
"village/taiga/town_centers/meeting_point_2",
"village/savanna/houses/large_farm_1",
"village/savanna/houses/large_farm_2",
"pillager-outpost/regular/feature_logs",
"fossil/skull_4_coal",
"village/plains/streets/corner_01",
"village/plains/houses/tool_smith_1",
"village/plains/streets/corner_03",
"village/plains/streets/corner_02",
"fossil/spine_2_coal",
"village/savanna/houses/medium_house_2",
"village/savanna/houses/medium_house_1",
"village/snowy/houses/masons_house_1",
"village/taiga/streets/straight_01",
"village/snowy/houses/masons_house_2",
"village/taiga/streets/straight_05",
"village/taiga/streets/straight_04",
"village/taiga/streets/straight_03",
"village/taiga/streets/straight_02",
"stronghold/path/straight-staircase",
"village/taiga/streets/straight_06",
"pyramid-jungle/pyramid",
"village/desert/streets/square_02",
"village/taiga/zombie/streets/straight_05",
"village/taiga/zombie/streets/straight_06",
"village/taiga/zombie/streets/straight_03",
"village/desert/streets/square_01",
"village/taiga/zombie/streets/straight_04",
"ruined-portal/portal_7",
"village/taiga/zombie/streets/straight_01",
"ruined-portal/portal_6",
"village/taiga/zombie/streets/straight_02",
"ruined-portal/portal_9",
"ruined-portal/portal_8",
"ruined-portal/portal_3",
"village/snowy/zombie/houses/medium_house_1",
"village/taiga/zombie/houses/cartographer_house_1",
"ruined-portal/portal_2",
"fossil/skull_3_coal",
"ruined-portal/portal_5",
"fossil/spine_1_coal",
"ruined-portal/portal_4",
"ruined-portal/portal_1",
"village/snowy/streets/corner_01",
"witch-hut/witch",
"village/snowy/streets/corner_02",
"village/snowy/streets/corner_03",
"village/snowy/zombie/houses/medium_house_3",
"village/plains/houses/accessory_1",
"village/snowy/zombie/houses/medium_house_2",
"stronghold/path/medium-cross",
"village/desert/houses/library_1",
"stronghold/room/stairs-up",
"dungeon/spider",
"village/taiga/houses/medium_house_3",
"village/taiga/houses/medium_house_4",
"village/taiga/houses/medium_house_1",
"village/taiga/houses/medium_house_2",
"village/misc/hall1",
"village/taiga/houses/large_farm_1",
"village/taiga/houses/large_farm_2",
"stronghold/wall/1",
"village/taiga/streets/corner_03",
"stronghold/wall/3",
"village/taiga/streets/corner_02",
"mineshaft/way_empty",
"stronghold/wall/2",
"village/taiga/streets/corner_01",
"stronghold/wall/4",
"village/taiga/houses/masons_house_1",
"village/savanna/houses/small_house_5",
"igloo/bottom",
"village/savanna/houses/small_house_6",
"village/savanna/houses/small_house_7",
"village/savanna/houses/small_house_8",
"village/savanna/houses/small_house_1",
"stronghold/portal/main",
"village/savanna/houses/small_house_2",
"village/savanna/houses/small_house_3",
"village/plains/lamp_1",
"village/savanna/houses/small_house_4",
"village/plains/streets/crossroad_01",
"stronghold/path/medium-corridor2",
"village/plains/streets/crossroad_02",
"village/plains/streets/crossroad_03",
"village/plains/streets/crossroad_04",
"stronghold/path/jail-room2",
"village/plains/streets/crossroad_05",
"stronghold/path/jail-room1",
"village/plains/streets/crossroad_06",
"ruined-portal/giant_portal_1",
"archipielago/archipielago",
"ruined-portal/giant_portal_2",
"ruined-portal/giant_portal_3",
"stronghold/path/tee-cross2",
"underwater-ruin/mossy_1",
"village/snowy/streets/straight_02",
"underwater-ruin/mossy_2",
"village/misc/corner1",
"village/snowy/streets/straight_03",
"stronghold/room/stairs-up-down",
"underwater-ruin/mossy_3",
"village/plains/zombie/houses/meeting_point_5",
"village/snowy/streets/straight_04",
"underwater-ruin/mossy_4",
"underwater-ruin/mossy_5",
"underwater-ruin/mossy_6",
"village/plains/zombie/houses/meeting_point_4",
"underwater-ruin/mossy_7",
"underwater-ruin/mossy_8",
"village/snowy/streets/straight_01",
"village/savanna/zombie/houses/animal_pen_3",
"village/snowy/streets/crossroad_01",
"village/savanna/zombie/houses/animal_pen_2",
"mushhut/paths/path3",
"village/snowy/streets/crossroad_05",
"village/snowy/streets/straight_06",
"mushhut/paths/path4",
"village/snowy/streets/crossroad_04",
"village/snowy/streets/crossroad_03",
"village/snowy/streets/straight_08",
"village/snowy/streets/crossroad_02",
"mushhut/paths/path1",
"mushhut/paths/path2",
"underwater-ruin/brick_4",
"village/taiga/zombie/houses/small_house_5",
"underwater-ruin/brick_3",
"village/taiga/zombie/houses/small_house_4",
"underwater-ruin/brick_6",
"village/taiga/zombie/houses/small_house_3",
"underwater-ruin/brick_5",
"village/taiga/zombie/houses/small_house_2",
"village/taiga/zombie/houses/small_house_1",
"underwater-ruin/brick_2",
"underwater-ruin/brick_1",
"village/savanna/houses/shepherd_1",
"village/savanna/lamp_post_01",
"village/savanna/houses/animal_pen_1",
"stronghold/path/corner-cross",
"village/savanna/houses/animal_pen_2",
"stronghold/wall-fixture/5x3/chains",
"village/savanna/houses/animal_pen_3",
"stronghold/stairs/casing",
"stronghold/path/tee-cross",
"village/savanna/streets/corner_03",
"underwater-ruin/cracked_8",
"underwater-ruin/cracked_7",
"village/savanna/streets/corner_01",
"underwater-ruin/big_brick_1",
"underwater-ruin/cracked_4",
"village/plains/terminators/terminator_02",
"underwater-ruin/cracked_3",
"village/plains/terminators/terminator_03",
"village/taiga/zombie/houses/fisher_cottage_1",
"underwater-ruin/cracked_6",
"village/plains/terminators/terminator_04",
"underwater-ruin/cracked_5",
"stronghold/path/portal-hall",
"underwater-ruin/big_brick_3",
"underwater-ruin/cracked_2",
"underwater-ruin/big_brick_2",
"underwater-ruin/cracked_1",
"village/plains/terminators/terminator_01",
"underwater-ruin/big_brick_8",
"village/snowy/houses/medium_house_3",
"village/snowy/houses/medium_house_2",
"village/snowy/houses/medium_house_1",
"village/plains/zombie/streets/straight_06",
"village/plains/zombie/streets/straight_05",
"village/plains/zombie/streets/straight_04",
"underwater-ruin/brick_8",
"village/plains/zombie/streets/straight_03",
"underwater-ruin/brick_7",
"village/plains/zombie/streets/straight_02",
"village/plains/zombie/streets/straight_01",
"dungeon/skeleton",
"village/savanna/streets/crossroad_04",
"village/savanna/streets/crossroad_05",
"village/savanna/streets/crossroad_06",
"village/savanna/streets/crossroad_07",
"underwater-ruin/big_mossy_8",
"village/savanna/streets/crossroad_02",
"village/savanna/streets/crossroad_03",
"village/savanna/houses/tool_smith_1",
"underwater-ruin/big_mossy_1",
"stronghold/path/cap",
"underwater-ruin/big_mossy_3",
"village/taiga/zombie/houses/weaponsmith_2",
"underwater-ruin/big_mossy_2",
"village/plains/houses/armorer_house_1",
"pillager-outpost/overgrown/pumpkins2",
"village/snowy/houses/small_house_3",
"pillager-outpost/overgrown/pumpkins1",
"village/snowy/houses/small_house_4",
"village/snowy/houses/small_house_5",
"village/snowy/houses/small_house_6",
"village/snowy/houses/library_1",
"village/snowy/houses/small_house_1",
"village/snowy/houses/small_house_2",
"stronghold/jail/11",
"stronghold/wall-fixture/5x3/anvil-furnace",
"village/savanna/zombie/terminators/terminator_05",
"stronghold/jail/12",
"stronghold/rooms/chestroom1-trap",
"stronghold/rooms/chestroom1",
"stronghold/rooms/chestroom2",
"stronghold/jail/10",
"village/taiga/zombie/houses/medium_house_1",
"village/taiga/zombie/streets/corner_03",
"village/taiga/zombie/streets/corner_02",
"village/plains/town_centers/meeting_point_3",
"village/plains/town_centers/meeting_point_2",
"village/desert/houses/medium_house_2",
"village/plains/town_centers/meeting_point_1",
"village/taiga/zombie/houses/medium_house_2",
"village/taiga/zombie/houses/medium_house_3",
"village/taiga/zombie/houses/medium_house_4",
"village/desert/houses/medium_house_1",
"village/savanna/zombie/streets/turn_01",
"stronghold/path/large-corridor",
"village/savanna/houses/library_1",
"mineshaft/intersection",
"village/taiga/zombie/streets/corner_01",
"ruined-portal/portal_10",
"village/snowy/streets/crossroad_06",
"stronghold/door/wood",
"stronghold/wall-fixture/5x3/brewing-shelf",
"village/snowy/houses/small_house_7",
"village/snowy/houses/small_house_8",
"pillager-outpost/watchtower_overgrown",
"fossil/spine_4_coal",
"stronghold/path/fancy-cross",
"stronghold/rooms/jail-complex",
"pillager-outpost/watchtower",
"village/plains/zombie/streets/corner_02",
"village/plains/zombie/streets/corner_01",
"stronghold/rooms/library",
"village/plains/zombie/streets/corner_03",
"stronghold/ceiling/7x7/wood-beams"
]}
}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irismarker.json",
"description": "Represents a marker",
"type": "object",
"properties": {
"preprocessors": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/erzscripts"},
"description": "preprocessors\nPreprocess this object in-memory when it's loaded, run scripts using the variable 'Iris.getPreprocessorObject()' and modify properties about this object before it's used.\n \nList<Script>\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list.\nMust be a valid Script (use ctrl+space for auto complete!)"
},
"spawners": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/erzspawners"},
"description": "spawners\nA list of spawners to add to anywhere this marker is.\n \nList<Spawner>\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list.\nMust be a valid Spawner (use ctrl+space for auto complete!)"
},
"removeOnChange": {
"type": "boolean",
"description": "removeOnChange\nRemove this marker when the block it's assigned to is changed.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"emptyAbove": {
"type": "boolean",
"description": "emptyAbove\nIf true, markers will only be placed here if there is 2 air blocks above it.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"exhaustionChance": {
"type": "number",
"description": "exhaustionChance\nIf this marker is used, what is the chance it removes itself. For example 25% (0.25) would mean that on average 4 uses will remove a specific marker. Set this below 0 (-1) to never exhaust & set this to 1 or higher to always exhaust on first use.\n \nNumber\n\n \n* Default Value is 0.33"
}
},
"definitions": {
"erzspawners": {"enum": [
"hot/passive",
"frozen/cave",
"frozen/passive",
"tropical/beach",
"tropical/water",
"hot/cave",
"structure/allay",
"structure/guardianv2",
"structure/witch",
"structure/woodland_mansion",
"mushroom/hostile",
"structure/cat",
"tropical/hostile",
"tundra/water",
"swamp/passive",
"structure/swamp-hut",
"structure/silverfish",
"tropical/cave",
"cavesv4/spider-infestation",
"mushroom/cave",
"corrupted/cursed-forest",
"structure/spider",
"mystical/magical-forest",
"tundra/passive",
"frozen/water",
"hot/hostile",
"ocean",
"structure/woodland-mansion cage",
"structure/pillager-cage-respawn",
"corrupted/nether",
"structure/skeleton",
"skelepirate",
"mythicmobs/skeletalknight",
"mythicmobs/duendillo-corredor",
"structure/pillager-cage",
"structure/evoker",
"structure/iglo-zombievillager",
"mushroom/passive",
"tropical/passive",
"structure/zombie",
"tundra/hostile",
"dank",
"temperate/hostile",
"swamp/cave",
"corrupted/lightning",
"temperate/passive",
"mushroom/water",
"structure/iglo-villager",
"temperate/water",
"structure/cavespider",
"special/darkforest",
"hot/water",
"structure/pillager-respawn",
"hives",
"mythicmobs/capibara",
"swamp/hostile",
"structure/guardian",
"structure/elderguardian",
"temperate/cave",
"corrupted/end",
"structure/villager",
"tundra/cave",
"structure/pillager",
"structure/woodland-mansion",
"mythicmobs/deer",
"frozen/hostile",
"mythicmobs/planta-carnivora",
"structure/vindicator",
"swamp/water"
]},
"erzscripts": {"enum": []}
}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisattributemodifier.json",
"anyOf": [
{
"description": "Represents an attribute modifier for an item or an entity. This allows you to create modifications to basic game attributes such as MAX_HEALTH or ARMOR_VALUE.",
"type": "object",
"properties": {
"attribute": {
"type": "string",
"$ref": "#/definitions/enum-org-bukkit-attribute-attribute",
"description": "attribute\nThe Attribute type. This type is pulled from the game attributes. Zombie & Horse attributes will not work on non-zombie/horse entities.\nUsing an attribute on an item will have affects when held, or worn. There is no way to specify further granularity as the game picks this depending on the item type.\n \nAttribute\n\nMust be a valid Attribute (use ctrl+space for auto complete!)"
},
"name": {
"type": "string",
"minLength": 2,
"description": "name\nThe Attribute Name is used internally only for the game. This value should be unique to all other attributes applied to this item/entity. It is not shown in game.\n \nText\n\n \n* Default Value is \n* Minimum Length allowed is 2"
},
"operation": {
"type": "string",
"$ref": "#/definitions/enum-org-bukkit-attribute-attributemodifier-operation",
"description": "operation\nThe application operation (add number is default). Add Number adds to the default value. \nAdd scalar_1 will multiply by 1 for example if the health is 20 and you multiply_scalar_1 by 0.5, the health will result in 30, not 10. Use negative values to achieve that.\n \nOperation\n\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid Operation (use ctrl+space for auto complete!)"
},
"minAmount": {
"type": "number",
"description": "minAmount\nMinimum amount for this modifier. Iris randomly chooses an amount, this is the minimum it can choose randomly for this attribute.\n \nNumber\n\n \n* Default Value is 1.0"
},
"maxAmount": {
"type": "number",
"description": "maxAmount\nMaximum amount for this modifier Iris randomly chooses an amount, this is the maximum it can choose randomly for this attribute.\n \nNumber\n\n \n* Default Value is 1.0"
},
"chance": {
"type": "number",
"minimum": 0,
"maximum": 1,
"description": "chance\nThe chance that this attribute is applied (0 to 1). If the chance is 0.5 (50%), then Iris will only apply this attribute 50% of the time.\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 0.0\n* Maximum allowed is 1.0"
}
}
},
{"type": "string"}
],
"definitions": {
"enum-org-bukkit-attribute-attribute": {"enum": [
"GENERIC_MAX_HEALTH",
"GENERIC_FOLLOW_RANGE",
"GENERIC_KNOCKBACK_RESISTANCE",
"GENERIC_MOVEMENT_SPEED",
"GENERIC_FLYING_SPEED",
"GENERIC_ATTACK_DAMAGE",
"GENERIC_ATTACK_KNOCKBACK",
"GENERIC_ATTACK_SPEED",
"GENERIC_ARMOR",
"GENERIC_ARMOR_TOUGHNESS",
"GENERIC_LUCK",
"GENERIC_MAX_ABSORPTION",
"HORSE_JUMP_STRENGTH",
"ZOMBIE_SPAWN_REINFORCEMENTS"
]},
"enum-org-bukkit-attribute-attributemodifier-operation": {"enum": [
"ADD_NUMBER",
"ADD_SCALAR",
"MULTIPLY_SCALAR_1"
]}
}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisaxisrotationclamp.json",
"anyOf": [
{
"description": "Represents a rotation axis with intervals and maxes. The x and z axis values are defaulted to disabled. The Y axis defaults to on, rotating by 90 degree increments.",
"type": "object",
"properties": {
"enabled": {
"type": "boolean",
"description": "enabled\nShould this axis be rotated at all?\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"min": {
"type": "number",
"minimum": -360,
"maximum": 360,
"description": "min\nThe minimum angle (from) or set this and max to zero for any angle degrees. Set both to the same non-zero value to force it to that angle only\n \nNumber\n\n \n* Default Value is 0.0\n* Minimum allowed is -360.0\n* Maximum allowed is 360.0"
},
"max": {
"type": "number",
"minimum": -360,
"maximum": 360,
"description": "max\nThe maximum angle (to) or set this and min to zero for any angle degrees. Set both to the same non-zero value to force it to that angle only\n \nNumber\n\n \n* Default Value is 0.0\n* Minimum allowed is -360.0\n* Maximum allowed is 360.0"
},
"interval": {
"type": "number",
"minimum": 0,
"maximum": 360,
"description": "interval\nIris spins the axis but not freely. For example an interval of 90 would mean 4 possible angles (right angles) degrees. \nSetting this to 0 means totally free rotation.\n\nNote that a lot of structures can have issues with non 90 degree intervals because the minecraft block resolution is so low.\n \nNumber\n\n \n* Default Value is 0.0\n* Minimum allowed is 0.0\n* Maximum allowed is 360.0"
}
}
},
{"type": "string"}
],
"definitions": {}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irismodbiomeinjector.json",
"anyOf": [
{
"description": "A biome injector",
"type": "object",
"properties": {
"region": {
"type": "string",
"$ref": "#/definitions/erzregions",
"description": "region\nThe region to find\n \nIris Region\n\n \n* Default Value is \nMust be a valid regions (use ctrl+space for auto complete!)"
},
"inject": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/erzbiomes"},
"description": "inject\nA biome to inject into the region\n \nList<Biome>\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list.\nMust be a valid Biome (use ctrl+space for auto complete!)"
}
}
},
{"type": "string"}
],
"definitions": {
"erzbiomes": {"enum": [
"arid/ocean/river",
"carving/ice-lite",
"woodland/autumn-forest",
"carving/cavesv4/crystalized",
"woodland/deerwood",
"carving/drip",
"carving/mixed-sandstone",
"dev/dev-1/dev-tres",
"mesa/plateau",
"dev/dev-2/hidden-plains",
"tropical/sea/river-steep",
"dreadbog/twilight-fens",
"mesa/cliffs",
"mesa/valleys",
"permafrost/shore/pf-beach",
"snowleaf/briar-hollow",
"tropical/sea/ocean",
"mesa/green",
"terralost/alpine-grove",
"carving/deep/ravines",
"winterhold/cold-shrubland-mountain",
"carving/deepdark/standard-deepdark",
"woodland/autumn-mountain",
"sirenia/torrential-basin-extended",
"galecrest/shore/beach",
"terralost/alpine-highlands",
"ashes/ashen-lava",
"carving/sandstone",
"summit/mediterranean-forest",
"permafrost/ocean/pf-river",
"dreadbog/dark-oak-forest",
"summit/plains-hills",
"sakura/sakura-forest",
"terralost/ocean/river",
"arid/bayou-hills",
"vinland/scarlet-plains",
"sirenia/torrential-basin",
"mesa/blue",
"swamp/shore/beach",
"woodland/shore/beach",
"galecrest/golden-desert",
"permafrost/pf-plains",
"blossomvale/shore/blossom-beach",
"island/shore/coast",
"eldoria/shore/beach",
"sirenia/sundial-clearing",
"sangria/shore/desert-beach",
"auroria/frozen-mountains",
"carving/cavesv4/mantle-core-small",
"eldoria/seraph-summit",
"test/test-cuatro",
"carving/cavesv4/mushroom",
"dawnfog/chroma-plains",
"stormweaver/mountain-plains",
"forests/oak-mountain",
"summit/mountain-middle",
"tropical/mountain-water",
"tropical/beach-bamboo",
"ocean/deep",
"carving/draconic",
"permafrost/ocean/pf-river-ice",
"frozen/frozen-plains",
"swamp/marsh",
"blossomvale/vermillion-plains",
"eldoria/tempest-plains",
"abaddon/lava-rivers",
"auroria/ocean/pf-river-ice",
"vinland/boreal-grove",
"summit/mountain-plains",
"summit/shore/beach",
"boreal/rockland-lake",
"crag/shore/beach",
"dawnfog/chroma-forest",
"woodland/jade-terrace",
"frozen/frozen-forest-hills",
"auroria/shore/pf-beach",
"carving/temperate",
"tropical/plains-hills",
"vinland/terralost_dragon",
"grove/sunlight-grove",
"vinland/moonlight-grove",
"sirenia/whispering-vines",
"forests/pine-forest",
"forests/oak-plains",
"frozen/frozen-lake",
"swamp/sea/lake",
"arid/plains",
"carving/rocky",
"carving/cavesv4/azure-wastes",
"sirenia/sea/coral-ocean-cliffs",
"sakura/shore/sakura-beach",
"summit/mountain",
"frozen/ocean/frozen-river",
"glacial/ocean/glacial-river",
"ashes/ashen-mountain",
"dreadbog/swamp-water",
"ocean/rich-oceans",
"tropical/sea/river-soft",
"snowleaf/sea/river-ice",
"mesa/plateau-high",
"eldoria/frosted-scarlet",
"sirenia/shore/beach",
"blossomvale/ocean/blossom-river",
"frozen/shore/frozen-beach",
"sangria/shore/desert-sand-beach",
"carving/granite",
"woodland/evergreen",
"sangria/small-valley",
"boreal/taiga",
"forests/oak-spring-mountain",
"mesa/plateau-dirt",
"tropical/island-beach",
"glacial/ocean/glacial-ice-river",
"stormweaver/shore/mountain-beach",
"abaddon/abyssal-lakes",
"galecrest/golden-plains",
"abaddon/forsaken-cliffs",
"sangria/ocean/desert-river",
"auroria/ocean/pf-river",
"grove/tall-plateau",
"mesa/mesa",
"carving/deepslate",
"swamp/sea/ocean-tree",
"sirenia/sea/river-extended",
"ocean/ocean",
"swamp/handy-willow-forest",
"stormweaver/ocean/ocean",
"mountain/ocean/mountain-river",
"eldoria/starfall-plateau",
"test/test",
"vinland/plains",
"ashes/ashen-savanna",
"abaddon/gehenna",
"carving/cavesv4/glacial",
"blossomvale/vermillion-mountain",
"sangria/ocean/deep-river",
"boreal/shrublands",
"test/test-dos",
"vinland/scarlet-mountain",
"summit/mountain-extreme",
"forests/pine-hills",
"crag/sea/river",
"summit/ocean/river",
"boreal/taiga-mountain",
"crag/crag-garden",
"swamp/sea/ocean",
"carving/amethyst",
"ocean/shore/beach",
"tropical/beach",
"dreadbog/phantom-bog",
"summit/rainbow-forest",
"carving/ice",
"island/beach",
"tropical/highlands",
"ocean/warm",
"temperate/longtree-forest",
"permafrost/pf-hills",
"sirenia/sea/coral-ocean",
"stormweaver/ocean/mountain-river",
"carving/mountain-caves",
"carving/red-sandstone",
"boreal/rockland",
"grove/sea/river",
"west/ocean/river",
"dreadbog/sea/misty-river",
"winterhold/cold-shrubland",
"snowleaf/orange-willow-mountain",
"dev/dev-1/dev-dos",
"mesa/shore/beach",
"carving/rocky-cavebiome",
"test/shore/beach",
"terralost/shore/beach",
"tropical/sea/coral-ocean-cliffs",
"stormweaver/stormweaver-mountain",
"ocean/coral-sea",
"sakura/ocean/sakura-river",
"dreadbog/sea/dread-river",
"temperate/shore/beach",
"blossomvale/vermillionwood",
"sirenia/sea/river",
"galecrest/golden-mountains",
"forests/sea/river",
"abaddon/domain-of-perdition",
"temperate/rocky-plains",
"mountain/mountain-hills",
"tropical/mountain",
"summit/plains",
"swamp/swamp-mangrove-lake",
"tropical/mountain-plains",
"woodland/zelkova-forest",
"temperate/shore/oak-beach",
"eldoria/ocean/river",
"mesa/dark",
"woodland/evergreen-plains",
"woodland/pinecrest-mountain",
"island/volcano",
"woodland/sea/river",
"arid/bayou-plains",
"dev/dev-2/sea/river",
"glacial/glacial-mountains",
"temperate/longtree-forest-extended",
"mesa/yellow",
"dawnfog/shore/beach",
"glacial/glacial-chasm",
"tropical/beach-charred",
"carving/ice-ravine",
"swamp/marsh-rotten",
"auroria/frozen-runelands",
"temperate/hilly-basin",
"arid/shore/beach",
"blossomvale/vermillion-hills-extended",
"tropical/mountain-extreme",
"carving/deep/amethyst",
"woodland/autumn-lake",
"tropical/plains",
"arid/hill",
"galecrest/ocean/river",
"carving/deep/drip",
"carving/deep/calcite",
"carving/deep",
"carving/swamp",
"carving/cavesv4/mantle-core",
"snowleaf/sea/river",
"dev/dev-2/hidden-dunes",
"boreal/ocean/river",
"sangria/arid-valley",
"glacial/shore/glacial-beach",
"snowleaf/snowy-briar-hollow",
"grove/pareim",
"sangria/valley-extended",
"dawnfog/sea/river",
"dev/dev-1/dev-uno",
"mesa/plateau-dirt-high",
"mesa/red",
"boreal/shore/beach",
"west/ashen-savanna",
"carving/cavesv4/dark-depths",
"snowleaf/frosty-orchard",
"ashes/volcano",
"boreal/taiga-hills",
"frozen/frozen-forest",
"galecrest/golden-desert-spires",
"test/sea/river",
"carving/calcite",
"ocean/dark-depth-ocean",
"carving/lush",
"eldoria/snowy-forest",
"abaddon/hellfire",
"forests/shore/beach",
"carving/cavesv4/spider-infestation",
"carving/deep/vines",
"snowleaf/shore/beach",
"blossomvale/vermillion-valley-hills",
"carving/mountain",
"stormweaver/hollow-forest",
"sakura/shore/sakura-snowy-beach",
"carving/drip-lite",
"carving/deepravine",
"blossomvale/vermillion-valley",
"dreadbog/orchid-swamp",
"sakura/snowy-sakura",
"test/test-tres",
"dawnfog/chroma-cliffs",
"swamp/swamp-forest",
"boreal/sequoia-forest",
"west/plateau",
"dawnfog/chroma-slope",
"dreadbog/shore/dread-beach",
"woodland/whisperwood",
"eldoria/ocean/river-ice",
"tropical/wilds",
"tropical/mountain-middle",
"carving/volcanic",
"west/plains",
"grove/shore/beach",
"snowleaf/sea/frozen-river",
"carving/cavesv4/crystalized-overgrown",
"carving/deep/main",
"glacial/ocean/glacial-pond",
"ocean/end-deep-ocean",
"island/sea/river",
"mesa/sea/river",
"mountain/shore/mountain-beach",
"ocean/coast",
"temperate/ocean/river",
"sirenia/whispering-vines-extended",
"tropical/submerged-volcanic",
"vinland/mountain1",
"ocean/warm-bottom",
"tropical/bamboo-forest",
"carving/jungle",
"boreal/shore/beach-grass",
"forests/pine-extended-hills",
"crag/steppe",
"dev/dev-2/shore/beach",
"tropical/sea/coral-ocean",
"boreal/mega-taiga",
"west/shore/beach"
]},
"erzregions": {"enum": [
"abaddon",
"terralost",
"woodland",
"dev-2",
"vinland",
"summit",
"eldoria",
"sangria",
"sirenia",
"stormweaver",
"dev",
"snowy-sakura",
"west",
"dreadbog",
"volcano",
"winterhold",
"dawnfog",
"glacial",
"snowleaf",
"arid",
"sakura",
"test",
"sea/waves",
"auroria",
"boreal",
"ashes",
"volcano-island",
"frozen",
"swamp",
"forests",
"sea/mar",
"blossomvale",
"tropical",
"sea/ocean",
"temperate",
"grove",
"ocean",
"permafrost",
"mountain-hills",
"galecrest",
"crag",
"sea/sea"
]}
}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irismodbiomereplacer.json",
"anyOf": [
{
"description": "A biome replacer",
"type": "object",
"properties": {
"find": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/erzbiomes"},
"description": "find\nA list of biomes to find\n \nList<Biome>\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list.\nMust be a valid Biome (use ctrl+space for auto complete!)"
},
"replace": {
"type": "string",
"$ref": "#/definitions/erzbiomes",
"description": "replace\nA biome to replace it with\n \nIris Biome\n\n \n* Default Value is \nMust be a valid biomes (use ctrl+space for auto complete!)"
}
}
},
{"type": "string"}
],
"definitions": {"erzbiomes": {"enum": [
"arid/ocean/river",
"carving/ice-lite",
"woodland/autumn-forest",
"carving/cavesv4/crystalized",
"woodland/deerwood",
"carving/drip",
"carving/mixed-sandstone",
"dev/dev-1/dev-tres",
"mesa/plateau",
"dev/dev-2/hidden-plains",
"tropical/sea/river-steep",
"dreadbog/twilight-fens",
"mesa/cliffs",
"mesa/valleys",
"permafrost/shore/pf-beach",
"snowleaf/briar-hollow",
"tropical/sea/ocean",
"mesa/green",
"terralost/alpine-grove",
"carving/deep/ravines",
"winterhold/cold-shrubland-mountain",
"carving/deepdark/standard-deepdark",
"woodland/autumn-mountain",
"sirenia/torrential-basin-extended",
"galecrest/shore/beach",
"terralost/alpine-highlands",
"ashes/ashen-lava",
"carving/sandstone",
"summit/mediterranean-forest",
"permafrost/ocean/pf-river",
"dreadbog/dark-oak-forest",
"summit/plains-hills",
"sakura/sakura-forest",
"terralost/ocean/river",
"arid/bayou-hills",
"vinland/scarlet-plains",
"sirenia/torrential-basin",
"mesa/blue",
"swamp/shore/beach",
"woodland/shore/beach",
"galecrest/golden-desert",
"permafrost/pf-plains",
"blossomvale/shore/blossom-beach",
"island/shore/coast",
"eldoria/shore/beach",
"sirenia/sundial-clearing",
"sangria/shore/desert-beach",
"auroria/frozen-mountains",
"carving/cavesv4/mantle-core-small",
"eldoria/seraph-summit",
"test/test-cuatro",
"carving/cavesv4/mushroom",
"dawnfog/chroma-plains",
"stormweaver/mountain-plains",
"forests/oak-mountain",
"summit/mountain-middle",
"tropical/mountain-water",
"tropical/beach-bamboo",
"ocean/deep",
"carving/draconic",
"permafrost/ocean/pf-river-ice",
"frozen/frozen-plains",
"swamp/marsh",
"blossomvale/vermillion-plains",
"eldoria/tempest-plains",
"abaddon/lava-rivers",
"auroria/ocean/pf-river-ice",
"vinland/boreal-grove",
"summit/mountain-plains",
"summit/shore/beach",
"boreal/rockland-lake",
"crag/shore/beach",
"dawnfog/chroma-forest",
"woodland/jade-terrace",
"frozen/frozen-forest-hills",
"auroria/shore/pf-beach",
"carving/temperate",
"tropical/plains-hills",
"vinland/terralost_dragon",
"grove/sunlight-grove",
"vinland/moonlight-grove",
"sirenia/whispering-vines",
"forests/pine-forest",
"forests/oak-plains",
"frozen/frozen-lake",
"swamp/sea/lake",
"arid/plains",
"carving/rocky",
"carving/cavesv4/azure-wastes",
"sirenia/sea/coral-ocean-cliffs",
"sakura/shore/sakura-beach",
"summit/mountain",
"frozen/ocean/frozen-river",
"glacial/ocean/glacial-river",
"ashes/ashen-mountain",
"dreadbog/swamp-water",
"ocean/rich-oceans",
"tropical/sea/river-soft",
"snowleaf/sea/river-ice",
"mesa/plateau-high",
"eldoria/frosted-scarlet",
"sirenia/shore/beach",
"blossomvale/ocean/blossom-river",
"frozen/shore/frozen-beach",
"sangria/shore/desert-sand-beach",
"carving/granite",
"woodland/evergreen",
"sangria/small-valley",
"boreal/taiga",
"forests/oak-spring-mountain",
"mesa/plateau-dirt",
"tropical/island-beach",
"glacial/ocean/glacial-ice-river",
"stormweaver/shore/mountain-beach",
"abaddon/abyssal-lakes",
"galecrest/golden-plains",
"abaddon/forsaken-cliffs",
"sangria/ocean/desert-river",
"auroria/ocean/pf-river",
"grove/tall-plateau",
"mesa/mesa",
"carving/deepslate",
"swamp/sea/ocean-tree",
"sirenia/sea/river-extended",
"ocean/ocean",
"swamp/handy-willow-forest",
"stormweaver/ocean/ocean",
"mountain/ocean/mountain-river",
"eldoria/starfall-plateau",
"test/test",
"vinland/plains",
"ashes/ashen-savanna",
"abaddon/gehenna",
"carving/cavesv4/glacial",
"blossomvale/vermillion-mountain",
"sangria/ocean/deep-river",
"boreal/shrublands",
"test/test-dos",
"vinland/scarlet-mountain",
"summit/mountain-extreme",
"forests/pine-hills",
"crag/sea/river",
"summit/ocean/river",
"boreal/taiga-mountain",
"crag/crag-garden",
"swamp/sea/ocean",
"carving/amethyst",
"ocean/shore/beach",
"tropical/beach",
"dreadbog/phantom-bog",
"summit/rainbow-forest",
"carving/ice",
"island/beach",
"tropical/highlands",
"ocean/warm",
"temperate/longtree-forest",
"permafrost/pf-hills",
"sirenia/sea/coral-ocean",
"stormweaver/ocean/mountain-river",
"carving/mountain-caves",
"carving/red-sandstone",
"boreal/rockland",
"grove/sea/river",
"west/ocean/river",
"dreadbog/sea/misty-river",
"winterhold/cold-shrubland",
"snowleaf/orange-willow-mountain",
"dev/dev-1/dev-dos",
"mesa/shore/beach",
"carving/rocky-cavebiome",
"test/shore/beach",
"terralost/shore/beach",
"tropical/sea/coral-ocean-cliffs",
"stormweaver/stormweaver-mountain",
"ocean/coral-sea",
"sakura/ocean/sakura-river",
"dreadbog/sea/dread-river",
"temperate/shore/beach",
"blossomvale/vermillionwood",
"sirenia/sea/river",
"galecrest/golden-mountains",
"forests/sea/river",
"abaddon/domain-of-perdition",
"temperate/rocky-plains",
"mountain/mountain-hills",
"tropical/mountain",
"summit/plains",
"swamp/swamp-mangrove-lake",
"tropical/mountain-plains",
"woodland/zelkova-forest",
"temperate/shore/oak-beach",
"eldoria/ocean/river",
"mesa/dark",
"woodland/evergreen-plains",
"woodland/pinecrest-mountain",
"island/volcano",
"woodland/sea/river",
"arid/bayou-plains",
"dev/dev-2/sea/river",
"glacial/glacial-mountains",
"temperate/longtree-forest-extended",
"mesa/yellow",
"dawnfog/shore/beach",
"glacial/glacial-chasm",
"tropical/beach-charred",
"carving/ice-ravine",
"swamp/marsh-rotten",
"auroria/frozen-runelands",
"temperate/hilly-basin",
"arid/shore/beach",
"blossomvale/vermillion-hills-extended",
"tropical/mountain-extreme",
"carving/deep/amethyst",
"woodland/autumn-lake",
"tropical/plains",
"arid/hill",
"galecrest/ocean/river",
"carving/deep/drip",
"carving/deep/calcite",
"carving/deep",
"carving/swamp",
"carving/cavesv4/mantle-core",
"snowleaf/sea/river",
"dev/dev-2/hidden-dunes",
"boreal/ocean/river",
"sangria/arid-valley",
"glacial/shore/glacial-beach",
"snowleaf/snowy-briar-hollow",
"grove/pareim",
"sangria/valley-extended",
"dawnfog/sea/river",
"dev/dev-1/dev-uno",
"mesa/plateau-dirt-high",
"mesa/red",
"boreal/shore/beach",
"west/ashen-savanna",
"carving/cavesv4/dark-depths",
"snowleaf/frosty-orchard",
"ashes/volcano",
"boreal/taiga-hills",
"frozen/frozen-forest",
"galecrest/golden-desert-spires",
"test/sea/river",
"carving/calcite",
"ocean/dark-depth-ocean",
"carving/lush",
"eldoria/snowy-forest",
"abaddon/hellfire",
"forests/shore/beach",
"carving/cavesv4/spider-infestation",
"carving/deep/vines",
"snowleaf/shore/beach",
"blossomvale/vermillion-valley-hills",
"carving/mountain",
"stormweaver/hollow-forest",
"sakura/shore/sakura-snowy-beach",
"carving/drip-lite",
"carving/deepravine",
"blossomvale/vermillion-valley",
"dreadbog/orchid-swamp",
"sakura/snowy-sakura",
"test/test-tres",
"dawnfog/chroma-cliffs",
"swamp/swamp-forest",
"boreal/sequoia-forest",
"west/plateau",
"dawnfog/chroma-slope",
"dreadbog/shore/dread-beach",
"woodland/whisperwood",
"eldoria/ocean/river-ice",
"tropical/wilds",
"tropical/mountain-middle",
"carving/volcanic",
"west/plains",
"grove/shore/beach",
"snowleaf/sea/frozen-river",
"carving/cavesv4/crystalized-overgrown",
"carving/deep/main",
"glacial/ocean/glacial-pond",
"ocean/end-deep-ocean",
"island/sea/river",
"mesa/sea/river",
"mountain/shore/mountain-beach",
"ocean/coast",
"temperate/ocean/river",
"sirenia/whispering-vines-extended",
"tropical/submerged-volcanic",
"vinland/mountain1",
"ocean/warm-bottom",
"tropical/bamboo-forest",
"carving/jungle",
"boreal/shore/beach-grass",
"forests/pine-extended-hills",
"crag/steppe",
"dev/dev-2/shore/beach",
"tropical/sea/coral-ocean",
"boreal/mega-taiga",
"west/shore/beach"
]}}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisseed.json",
"anyOf": [
{
"description": "Represents a color",
"type": "object",
"properties": {
"seed": {
"type": "integer",
"description": "seed\nThe seed to use\n \nInteger\n\n \n* Default Value is 1337"
},
"ignoreNaturalSeedInput": {
"type": "boolean",
"description": "ignoreNaturalSeedInput\nTo calculate a seed Iris passes in it's natural seed for the current feature, then mixes it with your seed. Setting this to true ignores the parent seed and always uses your exact seed ignoring the input of Iris feature seeds. You can use this to match seeds on other generators.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
}
}
},
{"type": "string"}
],
"definitions": {}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/iriscommandregistry.json",
"anyOf": [
{
"description": "Represents a casting location for a command",
"type": "object",
"properties": {
"rawCommands": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/obj-com-volmit-iris-engine-object-iriscommand"},
"description": "rawCommands\nRun commands, at the exact location of the player\n \nList of Commands (Objects)\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list."
},
"commandOffsetX": {
"type": "number",
"minimum": -8,
"maximum": 8,
"description": "commandOffsetX\nThe alt x, usually represents motion if the particle count is zero. Otherwise an offset.\n \nNumber\n\n \n* Default Value is 0.0\n* Minimum allowed is -8.0\n* Maximum allowed is 8.0"
},
"commandOffsetY": {
"type": "number",
"minimum": -8,
"maximum": 8,
"description": "commandOffsetY\nThe alt y, usually represents motion if the particle count is zero. Otherwise an offset.\n \nNumber\n\n \n* Default Value is 0.0\n* Minimum allowed is -8.0\n* Maximum allowed is 8.0"
},
"commandOffsetZ": {
"type": "number",
"minimum": -8,
"maximum": 8,
"description": "commandOffsetZ\nThe alt z, usually represents motion if the particle count is zero. Otherwise an offset.\n \nNumber\n\n \n* Default Value is 0.0\n* Minimum allowed is -8.0\n* Maximum allowed is 8.0"
},
"commandRandomAltX": {
"type": "boolean",
"description": "commandRandomAltX\nRandomize the altX from -altX to altX\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"commandRandomAltY": {
"type": "boolean",
"description": "commandRandomAltY\nRandomize the altY from -altY to altY\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"commandRandomAltZ": {
"type": "boolean",
"description": "commandRandomAltZ\nRandomize the altZ from -altZ to altZ\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"commandAllRandomLocations": {
"type": "boolean",
"description": "commandAllRandomLocations\nRandomize location for all separate commands (true), or run all on the same location (false)\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
}
}
},
{"type": "string"}
],
"definitions": {
"enum-snippet-time-block": {"enum": []},
"oneof-enum-com-volmit-iris-engine-object-irisweather": {"oneOf": [
{
"const": "NONE",
"description": "Represents when weather is not causing downfall"
},
{
"const": "DOWNFALL",
"description": "Represents rain or snow"
},
{
"const": "DOWNFALL_WITH_THUNDER",
"description": "Represents rain or snow with thunder"
},
{
"const": "ANY",
"description": "Any weather"
}
]},
"obj-com-volmit-iris-engine-object-iristimeblock": {"anyOf": [
{
"description": "Represents a time of day (24h time, not 12h am/pm). Set both to the same number for any time. If they are both set to -1, it will always be not allowed.",
"type": "object",
"properties": {
"startHour": {
"type": "number",
"description": "startHour\nThe beginning hour. Set both to the same number for any time. If they are both set to -1, it will always be not allowed.\n \nNumber\n\n \n* Default Value is 0.0"
},
"endHour": {
"type": "number",
"description": "endHour\nThe ending hour. Set both to the same number for any time. If they are both set to -1, it will always be not allowed.\n \nNumber\n\n \n* Default Value is 0.0"
}
}
},
{"type": "string"}
]},
"obj-com-volmit-iris-engine-object-iriscommand": {"anyOf": [
{
"description": "Represents a set of Iris commands",
"type": "object",
"properties": {
"commands": {
"type": "array",
"minItems": 1,
"description": "commands\nList of commands. Iris replaces {x} {y} and {z} with the location of the entity spawn\n \nList of Text\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list."
},
"delay": {
"type": "integer",
"description": "delay\nThe delay for running the command. Instant by default\n \nInteger\n\n \n* Default Value is 0"
},
"repeat": {
"type": "boolean",
"description": "repeat\nIf this should be repeated (indefinitely, cannot be cancelled). This does not persist with server-restarts, so it only repeats when the chunk is generated.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"repeatDelay": {
"type": "integer",
"description": "repeatDelay\nThe delay between repeats, in server ticks (by default 100, so 5 seconds)\n \nInteger\n\n \n* Default Value is 100"
},
"timeBlock": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-iristimeblock",
"description": "timeBlock\nThe block of 24 hour time in which the command should execute.\n \nTimeBlock (Object)\nRepresents a time of day (24h time, not 12h am/pm). Set both to the same number for any time. If they are both set to -1, it will always be not allowed.\n \nYou can instead specify \"snippet/time-block/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-time-block",
"description": "timeBlock\nThe block of 24 hour time in which the command should execute.\n \nTimeBlock (Object)\nRepresents a time of day (24h time, not 12h am/pm). Set both to the same number for any time. If they are both set to -1, it will always be not allowed.\n \nYou can instead specify \"snippet/time-block/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
],
"description": "timeBlock\nThe block of 24 hour time in which the command should execute.\n \nTimeBlock (Object)\nRepresents a time of day (24h time, not 12h am/pm). Set both to the same number for any time. If they are both set to -1, it will always be not allowed.\n \nYou can instead specify \"snippet/time-block/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
"weather": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisweather",
"description": "weather\nThe weather that is required for the command to execute.\n \nWeather\nRepresents a weather type\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid Weather (use ctrl+space for auto complete!)"
}
}
},
{"type": "string"}
]}
}
}

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@@ -0,0 +1,89 @@
{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/iriscommand.json",
"anyOf": [
{
"description": "Represents a set of Iris commands",
"type": "object",
"properties": {
"commands": {
"type": "array",
"minItems": 1,
"description": "commands\nList of commands. Iris replaces {x} {y} and {z} with the location of the entity spawn\n \nList of Text\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list."
},
"delay": {
"type": "integer",
"description": "delay\nThe delay for running the command. Instant by default\n \nInteger\n\n \n* Default Value is 0"
},
"repeat": {
"type": "boolean",
"description": "repeat\nIf this should be repeated (indefinitely, cannot be cancelled). This does not persist with server-restarts, so it only repeats when the chunk is generated.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"repeatDelay": {
"type": "integer",
"description": "repeatDelay\nThe delay between repeats, in server ticks (by default 100, so 5 seconds)\n \nInteger\n\n \n* Default Value is 100"
},
"timeBlock": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-iristimeblock",
"description": "timeBlock\nThe block of 24 hour time in which the command should execute.\n \nTimeBlock (Object)\nRepresents a time of day (24h time, not 12h am/pm). Set both to the same number for any time. If they are both set to -1, it will always be not allowed.\n \nYou can instead specify \"snippet/time-block/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-time-block",
"description": "timeBlock\nThe block of 24 hour time in which the command should execute.\n \nTimeBlock (Object)\nRepresents a time of day (24h time, not 12h am/pm). Set both to the same number for any time. If they are both set to -1, it will always be not allowed.\n \nYou can instead specify \"snippet/time-block/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
],
"description": "timeBlock\nThe block of 24 hour time in which the command should execute.\n \nTimeBlock (Object)\nRepresents a time of day (24h time, not 12h am/pm). Set both to the same number for any time. If they are both set to -1, it will always be not allowed.\n \nYou can instead specify \"snippet/time-block/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
"weather": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisweather",
"description": "weather\nThe weather that is required for the command to execute.\n \nWeather\nRepresents a weather type\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid Weather (use ctrl+space for auto complete!)"
}
}
},
{"type": "string"}
],
"definitions": {
"enum-snippet-time-block": {"enum": []},
"oneof-enum-com-volmit-iris-engine-object-irisweather": {"oneOf": [
{
"const": "NONE",
"description": "Represents when weather is not causing downfall"
},
{
"const": "DOWNFALL",
"description": "Represents rain or snow"
},
{
"const": "DOWNFALL_WITH_THUNDER",
"description": "Represents rain or snow with thunder"
},
{
"const": "ANY",
"description": "Any weather"
}
]},
"obj-com-volmit-iris-engine-object-iristimeblock": {"anyOf": [
{
"description": "Represents a time of day (24h time, not 12h am/pm). Set both to the same number for any time. If they are both set to -1, it will always be not allowed.",
"type": "object",
"properties": {
"startHour": {
"type": "number",
"description": "startHour\nThe beginning hour. Set both to the same number for any time. If they are both set to -1, it will always be not allowed.\n \nNumber\n\n \n* Default Value is 0.0"
},
"endHour": {
"type": "number",
"description": "endHour\nThe ending hour. Set both to the same number for any time. If they are both set to -1, it will always be not allowed.\n \nNumber\n\n \n* Default Value is 0.0"
}
}
},
{"type": "string"}
]}
}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisjigsawpiececonnector.json",
"anyOf": [
{
"description": "Represents a structure tile",
"type": "object",
"properties": {
"name": {
"type": "string",
"description": "name\nThe name of this connector, such as entry, or table node. This is a name for organization. Other connectors can specifically use targetName to target a specific connector type. Multiple connectors can use the same name.\n \nText\n\n \n* Default Value is "
},
"targetName": {
"type": "string",
"description": "targetName\nTarget a piece's connector with the specified name. For any piece's connector, define * or don't define it.\n \nText\n\n \n* Default Value is *"
},
"rotateConnector": {
"type": "boolean",
"description": "rotateConnector\nRotates the placed piece on this connector. If rotation is enabled, this connector will effectivley rotate, if this connector is facing the Z direction, then the connected piece would rotate in the X,Y direction in 90 degree segments.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"innerConnector": {
"type": "boolean",
"description": "innerConnector\nIf set to true, this connector is allowed to place pieces inside of it's own piece. For example if you are adding a light post, or house on top of a path piece, you would set this to true to allow the piece to collide with the path bounding box.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"pools": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/erzjigsaw-pools"},
"description": "pools\nPick piece pools to place onto this connector\n \nList<Jigsaw Pool>\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list.\nMust be a valid Jigsaw Pool (use ctrl+space for auto complete!)"
},
"spawnEntity": {
"type": "string",
"$ref": "#/definitions/erzentities",
"description": "spawnEntity\nPick an entity to spawn on this connector\n \nIris Entity\n\nMust be a valid entities (use ctrl+space for auto complete!)"
},
"keepEntity": {
"type": "boolean",
"description": "keepEntity\nStop the entity from despawning\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"entityCount": {
"type": "integer",
"minimum": 1,
"maximum": 50,
"description": "entityCount\nThe amount of entities to spawn (must be a whole number)\n \nInteger\n\n \n* Default Value is 1\n* Minimum allowed is 1\n* Maximum allowed is 50"
},
"position": {
"anyOf": [
{
"!required": true,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisposition",
"description": "position\nThe relative position this connector is located at for connecting to other pieces\n \nPosition (Object)\nRepresents a position\n \nYou can instead specify \"snippet/position-3d/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-position-3d",
"description": "position\nThe relative position this connector is located at for connecting to other pieces\n \nPosition (Object)\nRepresents a position\n \nYou can instead specify \"snippet/position-3d/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
],
"description": "position\nThe relative position this connector is located at for connecting to other pieces\n \nPosition (Object)\nRepresents a position\n \nYou can instead specify \"snippet/position-3d/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
"entityPosition": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisposition",
"description": "entityPosition\nThe relative position to this connector to place entities at\n \nPosition (Object)\nRepresents a position\n \nYou can instead specify \"snippet/position-3d/some-name.json\" to use a snippet file instead of specifying it here."
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-position-3d",
"description": "entityPosition\nThe relative position to this connector to place entities at\n \nPosition (Object)\nRepresents a position\n \nYou can instead specify \"snippet/position-3d/some-name.json\" to use a snippet file instead of specifying it here."
}
],
"description": "entityPosition\nThe relative position to this connector to place entities at\n \nPosition (Object)\nRepresents a position\n \nYou can instead specify \"snippet/position-3d/some-name.json\" to use a snippet file instead of specifying it here."
},
"direction": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisdirection",
"description": "direction\nThe direction this connector is facing. If the direction is set to UP, then pieces will place ABOVE the connector.\n \nDirection\nA direction object\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid Direction (use ctrl+space for auto complete!)"
},
"lockY": {
"type": "boolean",
"description": "lockY\nLock the Y position of this connector\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
}
}
},
{"type": "string"}
],
"definitions": {
"enum-snippet-position-3d": {"enum": []},
"erzjigsaw-pools": {"enum": [
"pillager-outpost/features",
"mineshaft/way",
"village/plains/large-pool",
"village/taiga/zombie/streets",
"village/taiga",
"stronghold/paths-rooms",
"village/plains/streets",
"village/savanna/terminators",
"village/plains/zombie/town_centers",
"igloo/bottom",
"stronghold/ceiling-7x7",
"village/snowy/town_centers",
"stronghold/ceiling-5x5",
"mush-huts/paths",
"village/plains/terminators",
"stronghold/paths-connectors",
"village/desert",
"mush-huts/huts",
"village/desert/streets",
"stronghold/portal-paths",
"pyramid-desert/pyramid",
"village/savanna/zombie/terminators",
"stronghold/jails",
"stronghold/wall",
"village/snowy/zombie/streets",
"village/plains/zombie/houses",
"village/japanese/paths-hall",
"village/savanna/streets",
"village/snowy/houses",
"stronghold/paths",
"igloo/middle",
"village/plains",
"village/taiga/town_centers",
"stronghold/doors",
"village/savanna/zombie/streets",
"pillager-outpost/features-overgrown",
"mineshaft/generic",
"village/savanna/zombie/houses",
"village/snowy/zombie/houses",
"village/japanese/paths-all",
"village/desert/town_centers",
"stronghold/portalroom",
"mineshaft/intersection",
"village/japanese/paths-tjunct",
"village/desert/zombie/streets",
"village/plains/town_centers",
"stronghold/from-portal",
"stronghold/wall-fixture-5x3",
"village/desert/terminators",
"village/snowy/streets",
"village/taiga/streets",
"pyramid-jungle/pyramid",
"village/snowy/zombie/town_centers",
"village/desert/zombie/town_centers",
"village/savanna/houses",
"village/savanna",
"village/plains/houses",
"village/desert/houses",
"village/savanna/town_centers",
"village/snowy",
"village/desert/zombie/terminators",
"stronghold/stairs/casing-floor",
"stronghold/floor-3x3",
"village/taiga/zombie/houses",
"village/taiga/houses",
"village/japanese/houses",
"village/taiga/zombie/town_centers",
"village/desert/zombie/houses",
"village/savanna/zombie/town_centers",
"village/plains/zombie/streets",
"village/japanese/paths-corner",
"village/japanese/paths-end",
"village/japanese/paths-cross"
]},
"oneof-enum-com-volmit-iris-engine-object-irisdirection": {"oneOf": [
{
"const": "UP_POSITIVE_Y",
"description": "0, 1, 0"
},
{
"const": "DOWN_NEGATIVE_Y",
"description": "0, -1, 0"
},
{
"const": "NORTH_NEGATIVE_Z",
"description": "0, 0, -1"
},
{
"const": "SOUTH_POSITIVE_Z",
"description": "0, 0, 1"
},
{
"const": "EAST_POSITIVE_X",
"description": "1, 0, 0"
},
{
"const": "WEST_NEGATIVE_X",
"description": "-1, 0, 0"
}
]},
"erzentities": {"enum": [
"standard/passive/tropicalfish",
"standard/neutral/llama",
"standard/hostile/vex",
"standard/hostile/zombified-piglin",
"unique/skelepirate",
"standard/passive/turtle",
"standard/passive/fox",
"standard/passive/skeletonhorse",
"standard/hostile/blaze",
"standard/hostile/shulker",
"standard/passive/salmon",
"standard/passive/strider",
"standard/passive/squid",
"unique/fred",
"standard/neutral/zombifiedpiglin",
"standard/passive/cat",
"standard/hostile/creeper",
"standard/hostile/stray",
"standard/neutral/panda",
"standard/hostile/endermite",
"standard/passive/mule",
"unique/dan",
"standard/passive/glowsquid",
"standard/hostile/witherskeleton",
"standard/neutral/bee",
"standard/passive/frog",
"standard/hostile/evoker",
"standard/passive/sniffer",
"unique/lightning",
"standard/boss/enderdragon",
"standard/hostile/silverfish",
"unique/brian",
"standard/hostile/enderman",
"standard/neutral/wolf",
"standard/passive/tadpole",
"unique/amenhotep",
"standard/hostile/slime",
"standard/passive/mooshroom",
"standard/passive/snowman",
"standard/passive/pufferfish",
"standard/passive/allay",
"standard/passive/cod",
"standard/passive/rabbit",
"standard/passive/donkey",
"standard/neutral/cavespider",
"standard/hostile/ghast",
"standard/passive/ocelot",
"standard/hostile/elderguardian",
"standard/hostile/vindicator",
"standard/hostile/skeleton",
"standard/neutral/dolphin",
"standard/passive/cow",
"mythicmobs/skeletalknight",
"mythicmobs/duendillo-corredor",
"standard/hostile/guardian",
"standard/passive/pig",
"standard/passive/wanderingtrader",
"standard/hostile/warden",
"standard/hostile/hoglin",
"standard/hostile/zombievillager",
"standard/neutral/traderlama",
"standard/passive/bat",
"standard/hostile/zoglin",
"standard/passive/sheep",
"unique/aeternum",
"standard/hostile/phantom",
"standard/neutral/enderman",
"standard/hostile/slimebaby",
"standard/neutral/spider",
"standard/passive/parrot",
"unique/pandaUwU",
"standard/hostile/piglinbrute",
"standard/hostile/ravager",
"standard/hostile/zombie",
"standard/hostile/witch",
"standard/passive/chicken",
"mythicmobs/capibara",
"standard/passive/axolotl",
"standard/hostile/husk",
"standard/hostile/magmacube",
"standard/passive/villager",
"standard/neutral/goat",
"unique/phantomapi",
"standard/neutral/piglin",
"standard/passive/camel",
"standard/boss/wither",
"standard/hostile/drowned",
"standard/passive/horse",
"standard/hostile/pillager",
"mythicmobs/deer",
"mythicmobs/planta-carnivora",
"standard/neutral/polarbear",
"standard/neutral/irongolem"
]},
"obj-com-volmit-iris-engine-object-irisposition": {"anyOf": [
{
"description": "Represents a position",
"type": "object",
"properties": {
"x": {
"type": "integer",
"description": "x\nThe x position\n \nInteger\n\n \n* Default Value is 0"
},
"y": {
"type": "integer",
"description": "y\nThe y position\n \nInteger\n\n \n* Default Value is 0"
},
"z": {
"type": "integer",
"description": "z\nThe z position\n \nInteger\n\n \n* Default Value is 0"
}
}
},
{"type": "string"}
]}
}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisbiomecustomparticle.json",
"anyOf": [
{
"description": "A custom biome ambient particle",
"type": "object",
"properties": {
"particle": {
"type": "string",
"$ref": "#/definitions/enum-org-bukkit-particle",
"description": "particle\nThe biome's particle type\n \nParticle\n\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid Particle (use ctrl+space for auto complete!)"
},
"rarity": {
"type": "integer",
"minimum": 1,
"maximum": 10000,
"description": "rarity\nThe rarity\n \nInteger\n\n \n* Default Value is 35\n* Minimum allowed is 1\n* Maximum allowed is 10000"
}
}
},
{"type": "string"}
],
"definitions": {"enum-org-bukkit-particle": {"enum": [
"EXPLOSION_NORMAL",
"EXPLOSION_LARGE",
"EXPLOSION_HUGE",
"FIREWORKS_SPARK",
"WATER_BUBBLE",
"WATER_SPLASH",
"WATER_WAKE",
"SUSPENDED",
"SUSPENDED_DEPTH",
"CRIT",
"CRIT_MAGIC",
"SMOKE_NORMAL",
"SMOKE_LARGE",
"SPELL",
"SPELL_INSTANT",
"SPELL_MOB",
"SPELL_MOB_AMBIENT",
"SPELL_WITCH",
"DRIP_WATER",
"DRIP_LAVA",
"VILLAGER_ANGRY",
"VILLAGER_HAPPY",
"TOWN_AURA",
"NOTE",
"PORTAL",
"ENCHANTMENT_TABLE",
"FLAME",
"LAVA",
"CLOUD",
"REDSTONE",
"SNOWBALL",
"SNOW_SHOVEL",
"SLIME",
"HEART",
"ITEM_CRACK",
"BLOCK_CRACK",
"BLOCK_DUST",
"WATER_DROP",
"MOB_APPEARANCE",
"DRAGON_BREATH",
"END_ROD",
"DAMAGE_INDICATOR",
"SWEEP_ATTACK",
"FALLING_DUST",
"TOTEM",
"SPIT",
"SQUID_INK",
"BUBBLE_POP",
"CURRENT_DOWN",
"BUBBLE_COLUMN_UP",
"NAUTILUS",
"DOLPHIN",
"SNEEZE",
"CAMPFIRE_COSY_SMOKE",
"CAMPFIRE_SIGNAL_SMOKE",
"COMPOSTER",
"FLASH",
"FALLING_LAVA",
"LANDING_LAVA",
"FALLING_WATER",
"DRIPPING_HONEY",
"FALLING_HONEY",
"LANDING_HONEY",
"FALLING_NECTAR",
"SOUL_FIRE_FLAME",
"ASH",
"CRIMSON_SPORE",
"WARPED_SPORE",
"SOUL",
"DRIPPING_OBSIDIAN_TEAR",
"FALLING_OBSIDIAN_TEAR",
"LANDING_OBSIDIAN_TEAR",
"REVERSE_PORTAL",
"WHITE_ASH",
"DUST_COLOR_TRANSITION",
"VIBRATION",
"FALLING_SPORE_BLOSSOM",
"SPORE_BLOSSOM_AIR",
"SMALL_FLAME",
"SNOWFLAKE",
"DRIPPING_DRIPSTONE_LAVA",
"FALLING_DRIPSTONE_LAVA",
"DRIPPING_DRIPSTONE_WATER",
"FALLING_DRIPSTONE_WATER",
"GLOW_SQUID_INK",
"GLOW",
"WAX_ON",
"WAX_OFF",
"ELECTRIC_SPARK",
"SCRAPE",
"SONIC_BOOM",
"SCULK_SOUL",
"SCULK_CHARGE",
"SCULK_CHARGE_POP",
"SHRIEK",
"CHERRY_LEAVES",
"EGG_CRACK",
"DUST_PLUME",
"WHITE_SMOKE",
"GUST",
"GUST_EMITTER",
"GUST_DUST",
"TRIAL_SPAWNER_DETECTION",
"BLOCK_MARKER",
"LEGACY_BLOCK_CRACK",
"LEGACY_BLOCK_DUST",
"LEGACY_FALLING_DUST"
]}}
}

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@@ -0,0 +1,503 @@
{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisbiomecustom.json",
"anyOf": [
{
"description": "A custom biome, generated through a datapack",
"type": "object",
"properties": {
"id": {
"type": "string",
"description": "id\nThe resource key of this biome. Just a simple id such as 'plains' or something.\n \nText\n\n \n* Default Value is "
},
"temperature": {
"type": "number",
"minimum": -3,
"maximum": 3,
"description": "temperature\nThe biome's temperature\n \nNumber\n\n \n* Default Value is 0.8\n* Minimum allowed is -3.0\n* Maximum allowed is 3.0"
},
"humidity": {
"type": "number",
"minimum": -3,
"maximum": 3,
"description": "humidity\nThe biome's downfall amount (snow / rain), see preci\n \nNumber\n\n \n* Default Value is 0.4\n* Minimum allowed is -3.0\n* Maximum allowed is 3.0"
},
"spawns": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisbiomecustomspawn"},
"description": "spawns\nThe biome's mob spawns\n \nList of BiomeCustomSpawns (Objects)\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list."
},
"downfallType": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisbiomecustompreciptype",
"description": "downfallType\nThe biome's downfall type\n \nBiomeCustomPrecipType\nSnow, rain, or nothing\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid BiomeCustomPrecipType (use ctrl+space for auto complete!)"
},
"ambientParticle": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisbiomecustomparticle",
"description": "ambientParticle\nDefine an ambient particle to be rendered clientside (no server cost!)\n \nBiomeCustomParticle (Object)\nA custom biome ambient particle\n \nYou can instead specify \"snippet/custom-biome-particle/some-name.json\" to use a snippet file instead of specifying it here."
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-custom-biome-particle",
"description": "ambientParticle\nDefine an ambient particle to be rendered clientside (no server cost!)\n \nBiomeCustomParticle (Object)\nA custom biome ambient particle\n \nYou can instead specify \"snippet/custom-biome-particle/some-name.json\" to use a snippet file instead of specifying it here."
}
],
"description": "ambientParticle\nDefine an ambient particle to be rendered clientside (no server cost!)\n \nBiomeCustomParticle (Object)\nA custom biome ambient particle\n \nYou can instead specify \"snippet/custom-biome-particle/some-name.json\" to use a snippet file instead of specifying it here."
},
"category": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisbiomecustomcategory",
"description": "category\nThe biome's category type\n \nBiomeCustomCategory\nThe custom biome category. Vanilla asks for this, basically what represents your biome closest?\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid BiomeCustomCategory (use ctrl+space for auto complete!)"
},
"spawnRarity": {
"type": "integer",
"minimum": 0,
"maximum": 20,
"description": "spawnRarity\nThe spawn rarity of any defined spawners\n \nInteger\n\n \n* Default Value is 0\n* Minimum allowed is 0\n* Maximum allowed is 20"
},
"skyColor": {
"type": "string",
"description": "skyColor\nThe color of the sky, top half of sky. (hex format)\n \nText\n\n \n* Default Value is #79a8e1"
},
"fogColor": {
"type": "string",
"description": "fogColor\nThe color of the fog, bottom half of sky. (hex format)\n \nText\n\n \n* Default Value is #c0d8e1"
},
"waterColor": {
"type": "string",
"description": "waterColor\nThe color of the water (hex format). Leave blank / don't define to not change\n \nText\n\n \n* Default Value is #3f76e4"
},
"waterFogColor": {
"type": "string",
"description": "waterFogColor\nThe color of water fog (hex format). Leave blank / don't define to not change\n \nText\n\n \n* Default Value is #050533"
},
"grassColor": {
"type": "string",
"description": "grassColor\nThe color of the grass (hex format). Leave blank / don't define to not change\n \nText\n\n \n* Default Value is "
},
"foliageColor": {
"type": "string",
"description": "foliageColor\nThe color of foliage (hex format). Leave blank / don't define to not change\n \nText\n\n \n* Default Value is "
}
}
},
{"type": "string"}
],
"definitions": {
"enum-snippet-custom-biome-particle": {"enum": []},
"obj-com-volmit-iris-engine-object-irisbiomecustomparticle": {"anyOf": [
{
"description": "A custom biome ambient particle",
"type": "object",
"properties": {
"particle": {
"type": "string",
"$ref": "#/definitions/enum-org-bukkit-particle",
"description": "particle\nThe biome's particle type\n \nParticle\n\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid Particle (use ctrl+space for auto complete!)"
},
"rarity": {
"type": "integer",
"minimum": 1,
"maximum": 10000,
"description": "rarity\nThe rarity\n \nInteger\n\n \n* Default Value is 35\n* Minimum allowed is 1\n* Maximum allowed is 10000"
}
}
},
{"type": "string"}
]},
"oneof-enum-com-volmit-iris-engine-object-irisbiomecustompreciptype": {"oneOf": [
{
"const": "none",
"description": "No downfall"
},
{
"const": "rain",
"description": "Rain downfall"
},
{
"const": "snow",
"description": "Snow downfall"
}
]},
"obj-com-volmit-iris-engine-object-irisbiomecustomspawn": {"anyOf": [
{
"description": "A custom biome spawn",
"type": "object",
"properties": {
"type": {
"type": "string",
"$ref": "#/definitions/enum-org-bukkit-entity-entitytype",
"description": "type\nThe biome's entity type\n \nEntityType\n\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid EntityType (use ctrl+space for auto complete!)"
},
"minCount": {
"type": "integer",
"minimum": 1,
"maximum": 20,
"description": "minCount\nThe min to spawn\n \nInteger\n\n \n* Default Value is 2\n* Minimum allowed is 1\n* Maximum allowed is 20"
},
"maxCount": {
"type": "integer",
"minimum": 1,
"maximum": 20,
"description": "maxCount\nThe max to spawn\n \nInteger\n\n \n* Default Value is 5\n* Minimum allowed is 1\n* Maximum allowed is 20"
},
"weight": {
"type": "integer",
"minimum": 1,
"maximum": 1000,
"description": "weight\nThe weight in this group. Higher weight, the more common this type is spawned\n \nInteger\n\n \n* Default Value is 1\n* Minimum allowed is 1\n* Maximum allowed is 1000"
},
"group": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisbiomecustomspawntype",
"description": "group\nThe rarity\n \nBiomeCustomSpawnType\nThe mob spawn group\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid BiomeCustomSpawnType (use ctrl+space for auto complete!)"
}
}
},
{"type": "string"}
]},
"enum-org-bukkit-particle": {"enum": [
"EXPLOSION_NORMAL",
"EXPLOSION_LARGE",
"EXPLOSION_HUGE",
"FIREWORKS_SPARK",
"WATER_BUBBLE",
"WATER_SPLASH",
"WATER_WAKE",
"SUSPENDED",
"SUSPENDED_DEPTH",
"CRIT",
"CRIT_MAGIC",
"SMOKE_NORMAL",
"SMOKE_LARGE",
"SPELL",
"SPELL_INSTANT",
"SPELL_MOB",
"SPELL_MOB_AMBIENT",
"SPELL_WITCH",
"DRIP_WATER",
"DRIP_LAVA",
"VILLAGER_ANGRY",
"VILLAGER_HAPPY",
"TOWN_AURA",
"NOTE",
"PORTAL",
"ENCHANTMENT_TABLE",
"FLAME",
"LAVA",
"CLOUD",
"REDSTONE",
"SNOWBALL",
"SNOW_SHOVEL",
"SLIME",
"HEART",
"ITEM_CRACK",
"BLOCK_CRACK",
"BLOCK_DUST",
"WATER_DROP",
"MOB_APPEARANCE",
"DRAGON_BREATH",
"END_ROD",
"DAMAGE_INDICATOR",
"SWEEP_ATTACK",
"FALLING_DUST",
"TOTEM",
"SPIT",
"SQUID_INK",
"BUBBLE_POP",
"CURRENT_DOWN",
"BUBBLE_COLUMN_UP",
"NAUTILUS",
"DOLPHIN",
"SNEEZE",
"CAMPFIRE_COSY_SMOKE",
"CAMPFIRE_SIGNAL_SMOKE",
"COMPOSTER",
"FLASH",
"FALLING_LAVA",
"LANDING_LAVA",
"FALLING_WATER",
"DRIPPING_HONEY",
"FALLING_HONEY",
"LANDING_HONEY",
"FALLING_NECTAR",
"SOUL_FIRE_FLAME",
"ASH",
"CRIMSON_SPORE",
"WARPED_SPORE",
"SOUL",
"DRIPPING_OBSIDIAN_TEAR",
"FALLING_OBSIDIAN_TEAR",
"LANDING_OBSIDIAN_TEAR",
"REVERSE_PORTAL",
"WHITE_ASH",
"DUST_COLOR_TRANSITION",
"VIBRATION",
"FALLING_SPORE_BLOSSOM",
"SPORE_BLOSSOM_AIR",
"SMALL_FLAME",
"SNOWFLAKE",
"DRIPPING_DRIPSTONE_LAVA",
"FALLING_DRIPSTONE_LAVA",
"DRIPPING_DRIPSTONE_WATER",
"FALLING_DRIPSTONE_WATER",
"GLOW_SQUID_INK",
"GLOW",
"WAX_ON",
"WAX_OFF",
"ELECTRIC_SPARK",
"SCRAPE",
"SONIC_BOOM",
"SCULK_SOUL",
"SCULK_CHARGE",
"SCULK_CHARGE_POP",
"SHRIEK",
"CHERRY_LEAVES",
"EGG_CRACK",
"DUST_PLUME",
"WHITE_SMOKE",
"GUST",
"GUST_EMITTER",
"GUST_DUST",
"TRIAL_SPAWNER_DETECTION",
"BLOCK_MARKER",
"LEGACY_BLOCK_CRACK",
"LEGACY_BLOCK_DUST",
"LEGACY_FALLING_DUST"
]},
"oneof-enum-com-volmit-iris-engine-object-irisbiomecustomspawntype": {"oneOf": [
{
"const": "MONSTER",
"description": "Typical monsters that spawn at night, like zombies and skeletons"
},
{
"const": "CREATURE",
"description": "Typical creatures like sheep, pigs, cows"
},
{
"const": "AMBIENT",
"description": "Eg bats"
},
{
"const": "UNDERGROUND_WATER_CREATURE",
"description": "Odd spawn group but ok"
},
{
"const": "WATER_CREATURE",
"description": "Water mobs like squid, dolphins"
},
{
"const": "WATER_AMBIENT",
"description": "Fish"
},
{
"const": "MISC",
"description": "Unknown"
}
]},
"oneof-enum-com-volmit-iris-engine-object-irisbiomecustomcategory": {"oneOf": [
{
"const": "beach",
"description": "No Description for beach"
},
{
"const": "desert",
"description": "No Description for desert"
},
{
"const": "extreme_hills",
"description": "No Description for extreme_hills"
},
{
"const": "forest",
"description": "No Description for forest"
},
{
"const": "icy",
"description": "No Description for icy"
},
{
"const": "jungle",
"description": "No Description for jungle"
},
{
"const": "mesa",
"description": "No Description for mesa"
},
{
"const": "mushroom",
"description": "No Description for mushroom"
},
{
"const": "nether",
"description": "No Description for nether"
},
{
"const": "none",
"description": "No Description for none"
},
{
"const": "ocean",
"description": "No Description for ocean"
},
{
"const": "plains",
"description": "No Description for plains"
},
{
"const": "river",
"description": "No Description for river"
},
{
"const": "savanna",
"description": "No Description for savanna"
},
{
"const": "swamp",
"description": "No Description for swamp"
},
{
"const": "taiga",
"description": "No Description for taiga"
},
{
"const": "the_end",
"description": "No Description for the_end"
}
]},
"enum-org-bukkit-entity-entitytype": {"enum": [
"DROPPED_ITEM",
"EXPERIENCE_ORB",
"AREA_EFFECT_CLOUD",
"ELDER_GUARDIAN",
"WITHER_SKELETON",
"STRAY",
"EGG",
"LEASH_HITCH",
"PAINTING",
"ARROW",
"SNOWBALL",
"FIREBALL",
"SMALL_FIREBALL",
"ENDER_PEARL",
"ENDER_SIGNAL",
"SPLASH_POTION",
"THROWN_EXP_BOTTLE",
"ITEM_FRAME",
"WITHER_SKULL",
"PRIMED_TNT",
"FALLING_BLOCK",
"FIREWORK",
"HUSK",
"SPECTRAL_ARROW",
"SHULKER_BULLET",
"DRAGON_FIREBALL",
"ZOMBIE_VILLAGER",
"SKELETON_HORSE",
"ZOMBIE_HORSE",
"ARMOR_STAND",
"DONKEY",
"MULE",
"EVOKER_FANGS",
"EVOKER",
"VEX",
"VINDICATOR",
"ILLUSIONER",
"MINECART_COMMAND",
"BOAT",
"MINECART",
"MINECART_CHEST",
"MINECART_FURNACE",
"MINECART_TNT",
"MINECART_HOPPER",
"MINECART_MOB_SPAWNER",
"CREEPER",
"SKELETON",
"SPIDER",
"GIANT",
"ZOMBIE",
"SLIME",
"GHAST",
"ZOMBIFIED_PIGLIN",
"ENDERMAN",
"CAVE_SPIDER",
"SILVERFISH",
"BLAZE",
"MAGMA_CUBE",
"ENDER_DRAGON",
"WITHER",
"BAT",
"WITCH",
"ENDERMITE",
"GUARDIAN",
"SHULKER",
"PIG",
"SHEEP",
"COW",
"CHICKEN",
"SQUID",
"WOLF",
"MUSHROOM_COW",
"SNOWMAN",
"OCELOT",
"IRON_GOLEM",
"HORSE",
"RABBIT",
"POLAR_BEAR",
"LLAMA",
"LLAMA_SPIT",
"PARROT",
"VILLAGER",
"ENDER_CRYSTAL",
"TURTLE",
"PHANTOM",
"TRIDENT",
"COD",
"SALMON",
"PUFFERFISH",
"TROPICAL_FISH",
"DROWNED",
"DOLPHIN",
"CAT",
"PANDA",
"PILLAGER",
"RAVAGER",
"TRADER_LLAMA",
"WANDERING_TRADER",
"FOX",
"BEE",
"HOGLIN",
"PIGLIN",
"STRIDER",
"ZOGLIN",
"PIGLIN_BRUTE",
"AXOLOTL",
"GLOW_ITEM_FRAME",
"GLOW_SQUID",
"GOAT",
"MARKER",
"ALLAY",
"CHEST_BOAT",
"FROG",
"TADPOLE",
"WARDEN",
"CAMEL",
"BLOCK_DISPLAY",
"INTERACTION",
"ITEM_DISPLAY",
"SNIFFER",
"TEXT_DISPLAY",
"BREEZE",
"WIND_CHARGE",
"FISHING_HOOK",
"LIGHTNING",
"PLAYER",
"UNKNOWN"
]}
}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisbiomecustomspawn.json",
"anyOf": [
{
"description": "A custom biome spawn",
"type": "object",
"properties": {
"type": {
"type": "string",
"$ref": "#/definitions/enum-org-bukkit-entity-entitytype",
"description": "type\nThe biome's entity type\n \nEntityType\n\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid EntityType (use ctrl+space for auto complete!)"
},
"minCount": {
"type": "integer",
"minimum": 1,
"maximum": 20,
"description": "minCount\nThe min to spawn\n \nInteger\n\n \n* Default Value is 2\n* Minimum allowed is 1\n* Maximum allowed is 20"
},
"maxCount": {
"type": "integer",
"minimum": 1,
"maximum": 20,
"description": "maxCount\nThe max to spawn\n \nInteger\n\n \n* Default Value is 5\n* Minimum allowed is 1\n* Maximum allowed is 20"
},
"weight": {
"type": "integer",
"minimum": 1,
"maximum": 1000,
"description": "weight\nThe weight in this group. Higher weight, the more common this type is spawned\n \nInteger\n\n \n* Default Value is 1\n* Minimum allowed is 1\n* Maximum allowed is 1000"
},
"group": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisbiomecustomspawntype",
"description": "group\nThe rarity\n \nBiomeCustomSpawnType\nThe mob spawn group\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid BiomeCustomSpawnType (use ctrl+space for auto complete!)"
}
}
},
{"type": "string"}
],
"definitions": {
"oneof-enum-com-volmit-iris-engine-object-irisbiomecustomspawntype": {"oneOf": [
{
"const": "MONSTER",
"description": "Typical monsters that spawn at night, like zombies and skeletons"
},
{
"const": "CREATURE",
"description": "Typical creatures like sheep, pigs, cows"
},
{
"const": "AMBIENT",
"description": "Eg bats"
},
{
"const": "UNDERGROUND_WATER_CREATURE",
"description": "Odd spawn group but ok"
},
{
"const": "WATER_CREATURE",
"description": "Water mobs like squid, dolphins"
},
{
"const": "WATER_AMBIENT",
"description": "Fish"
},
{
"const": "MISC",
"description": "Unknown"
}
]},
"enum-org-bukkit-entity-entitytype": {"enum": [
"DROPPED_ITEM",
"EXPERIENCE_ORB",
"AREA_EFFECT_CLOUD",
"ELDER_GUARDIAN",
"WITHER_SKELETON",
"STRAY",
"EGG",
"LEASH_HITCH",
"PAINTING",
"ARROW",
"SNOWBALL",
"FIREBALL",
"SMALL_FIREBALL",
"ENDER_PEARL",
"ENDER_SIGNAL",
"SPLASH_POTION",
"THROWN_EXP_BOTTLE",
"ITEM_FRAME",
"WITHER_SKULL",
"PRIMED_TNT",
"FALLING_BLOCK",
"FIREWORK",
"HUSK",
"SPECTRAL_ARROW",
"SHULKER_BULLET",
"DRAGON_FIREBALL",
"ZOMBIE_VILLAGER",
"SKELETON_HORSE",
"ZOMBIE_HORSE",
"ARMOR_STAND",
"DONKEY",
"MULE",
"EVOKER_FANGS",
"EVOKER",
"VEX",
"VINDICATOR",
"ILLUSIONER",
"MINECART_COMMAND",
"BOAT",
"MINECART",
"MINECART_CHEST",
"MINECART_FURNACE",
"MINECART_TNT",
"MINECART_HOPPER",
"MINECART_MOB_SPAWNER",
"CREEPER",
"SKELETON",
"SPIDER",
"GIANT",
"ZOMBIE",
"SLIME",
"GHAST",
"ZOMBIFIED_PIGLIN",
"ENDERMAN",
"CAVE_SPIDER",
"SILVERFISH",
"BLAZE",
"MAGMA_CUBE",
"ENDER_DRAGON",
"WITHER",
"BAT",
"WITCH",
"ENDERMITE",
"GUARDIAN",
"SHULKER",
"PIG",
"SHEEP",
"COW",
"CHICKEN",
"SQUID",
"WOLF",
"MUSHROOM_COW",
"SNOWMAN",
"OCELOT",
"IRON_GOLEM",
"HORSE",
"RABBIT",
"POLAR_BEAR",
"LLAMA",
"LLAMA_SPIT",
"PARROT",
"VILLAGER",
"ENDER_CRYSTAL",
"TURTLE",
"PHANTOM",
"TRIDENT",
"COD",
"SALMON",
"PUFFERFISH",
"TROPICAL_FISH",
"DROWNED",
"DOLPHIN",
"CAT",
"PANDA",
"PILLAGER",
"RAVAGER",
"TRADER_LLAMA",
"WANDERING_TRADER",
"FOX",
"BEE",
"HOGLIN",
"PIGLIN",
"STRIDER",
"ZOGLIN",
"PIGLIN_BRUTE",
"AXOLOTL",
"GLOW_ITEM_FRAME",
"GLOW_SQUID",
"GOAT",
"MARKER",
"ALLAY",
"CHEST_BOAT",
"FROG",
"TADPOLE",
"WARDEN",
"CAMEL",
"BLOCK_DISPLAY",
"INTERACTION",
"ITEM_DISPLAY",
"SNIFFER",
"TEXT_DISPLAY",
"BREEZE",
"WIND_CHARGE",
"FISHING_HOOK",
"LIGHTNING",
"PLAYER",
"UNKNOWN"
]}
}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisdimensionmode.json",
"anyOf": [
{
"description": "Represents a dimensional mode",
"type": "object",
"properties": {"type": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisdimensionmodetype",
"description": "type\nThe dimension type\n \nDimensionModeType\nThe type of dimension this is\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid DimensionModeType (use ctrl+space for auto complete!)"
}}
},
{"type": "string"}
],
"definitions": {"oneof-enum-com-volmit-iris-engine-object-irisdimensionmodetype": {"oneOf": [
{
"const": "OVERWORLD",
"description": "Typical dimensions. Has a fluid height, and all features of a biome based world"
},
{
"const": "SUPERFLAT",
"description": "Ultra fast, but very limited in features. Only supports terrain & biomes. No decorations, mobs, objects, or anything of the sort!"
},
{
"const": "ENCLOSURE",
"description": "Like the nether, a ceiling & floor carved out"
},
{
"const": "ISLANDS",
"description": "Floating islands of terrain"
}
]}}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisduration.json",
"anyOf": [
{
"description": "Represents a combined duration. Fill each property to add time into a single duration",
"type": "object",
"properties": {
"milliseconds": {
"type": "integer",
"description": "milliseconds\nMilliseconds (1000ms = 1 second)\n \nInteger\n\n \n* Default Value is 0"
},
"minecraftTicks": {
"type": "integer",
"description": "minecraftTicks\nMinecraft Ticks (20 minecraft ticks = 1 second\n \nInteger\n\n \n* Default Value is 0"
},
"seconds": {
"type": "integer",
"description": "seconds\nSeconds (60 seconds = 1 minute)\n \nInteger\n\n \n* Default Value is 0"
},
"minutes": {
"type": "integer",
"description": "minutes\nMinutes (60 minutes = 1 hour)\n \nInteger\n\n \n* Default Value is 0"
},
"minecraftHours": {
"type": "integer",
"description": "minecraftHours\nMinecraft Hours (about 50 real seconds)\n \nInteger\n\n \n* Default Value is 0"
},
"hours": {
"type": "integer",
"description": "hours\nHours (24 hours = 1 day)\n \nInteger\n\n \n* Default Value is 0"
},
"minecraftDays": {
"type": "integer",
"description": "minecraftDays\nMinecraft Days (1 minecraft day = 20 real minutes)\n \nInteger\n\n \n* Default Value is 0"
},
"minecraftWeeks": {
"type": "integer",
"description": "minecraftWeeks\nMinecraft Weeks (1 minecraft week = 2 real hours and 18 real minutes)\n \nInteger\n\n \n* Default Value is 0"
},
"minecraftLunarCycles": {
"type": "integer",
"description": "minecraftLunarCycles\nMinecraft Lunar Cycles (1 minecraft lunar cycle = 2 real hours and 36 real minutes)\n \nInteger\n\n \n* Default Value is 0"
},
"days": {
"type": "integer",
"description": "days\nREAL (not minecraft) Days\n \nInteger\n\n \n* Default Value is 0"
}
}
},
{"type": "string"}
],
"definitions": {}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisenchantment.json",
"anyOf": [
{
"description": "Represents an enchantment & level",
"type": "object",
"properties": {
"enchantment": {
"type": "string",
"$ref": "#/definitions/enum-enchantment",
"description": "enchantment\nThe enchantment\n \nEnchantment Type\n\nMust be a valid Enchantment Type (use ctrl+space for auto complete!)"
},
"minLevel": {
"type": "integer",
"minimum": 1,
"description": "minLevel\nMinimum amount of this loot\n \nInteger\n\n \n* Default Value is 1\n* Minimum allowed is 1"
},
"maxLevel": {
"type": "integer",
"minimum": 1,
"description": "maxLevel\nMaximum amount of this loot\n \nInteger\n\n \n* Default Value is 1\n* Minimum allowed is 1"
},
"chance": {
"type": "number",
"minimum": 0,
"maximum": 1,
"description": "chance\nThe chance that this enchantment is applied (0 to 1)\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 0.0\n* Maximum allowed is 1.0"
}
}
},
{"type": "string"}
],
"definitions": {"enum-enchantment": {"enum": [
"swift_sneak",
"feather_falling",
"infinity",
"flame",
"impaling",
"protection",
"knockback",
"depth_strider",
"luck_of_the_sea",
"silk_touch",
"loyalty",
"vanishing_curse",
"fire_protection",
"channeling",
"binding_curse",
"sweeping",
"quick_charge",
"bane_of_arthropods",
"frost_walker",
"multishot",
"projectile_protection",
"aqua_affinity",
"soul_speed",
"looting",
"smite",
"piercing",
"lure",
"riptide",
"power",
"blast_protection",
"mending",
"fire_aspect",
"respiration",
"thorns",
"punch",
"sharpness",
"efficiency",
"fortune",
"unbreaking"
]}}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisentityspawn.json",
"anyOf": [
{
"description": "Represents an entity spawn during initial chunk generation",
"type": "object",
"properties": {
"entity": {
"type": "string",
"$ref": "#/definitions/erzentities",
"description": "entity\nThe entity\n \nIris Entity\n\n \n* Default Value is \nMust be a valid entities (use ctrl+space for auto complete!)"
},
"energyMultiplier": {
"type": "number",
"description": "energyMultiplier\nThe energy multiplier when calculating spawn energy usage\n \nNumber\n\n \n* Default Value is 1.0"
},
"rarity": {
"type": "integer",
"minimum": 1,
"description": "rarity\nThe 1 in RARITY chance for this entity to spawn\n \nInteger\n\n \n* Default Value is 1\n* Minimum allowed is 1"
},
"minSpawns": {
"type": "integer",
"minimum": 1,
"description": "minSpawns\nThe minumum of this entity to spawn\n \nInteger\n\n \n* Default Value is 1\n* Minimum allowed is 1"
},
"maxSpawns": {
"type": "integer",
"minimum": 1,
"description": "maxSpawns\nThe max of this entity to spawn\n \nInteger\n\n \n* Default Value is 1\n* Minimum allowed is 1"
}
}
},
{"type": "string"}
],
"definitions": {"erzentities": {"enum": [
"standard/passive/tropicalfish",
"standard/neutral/llama",
"standard/hostile/vex",
"standard/hostile/zombified-piglin",
"unique/skelepirate",
"standard/passive/turtle",
"standard/passive/fox",
"standard/passive/skeletonhorse",
"standard/hostile/blaze",
"standard/hostile/shulker",
"standard/passive/salmon",
"standard/passive/strider",
"standard/passive/squid",
"unique/fred",
"standard/neutral/zombifiedpiglin",
"standard/passive/cat",
"standard/hostile/creeper",
"standard/hostile/stray",
"standard/neutral/panda",
"standard/hostile/endermite",
"standard/passive/mule",
"unique/dan",
"standard/passive/glowsquid",
"standard/hostile/witherskeleton",
"standard/neutral/bee",
"standard/passive/frog",
"standard/hostile/evoker",
"standard/passive/sniffer",
"unique/lightning",
"standard/boss/enderdragon",
"standard/hostile/silverfish",
"unique/brian",
"standard/hostile/enderman",
"standard/neutral/wolf",
"standard/passive/tadpole",
"unique/amenhotep",
"standard/hostile/slime",
"standard/passive/mooshroom",
"standard/passive/snowman",
"standard/passive/pufferfish",
"standard/passive/allay",
"standard/passive/cod",
"standard/passive/rabbit",
"standard/passive/donkey",
"standard/neutral/cavespider",
"standard/hostile/ghast",
"standard/passive/ocelot",
"standard/hostile/elderguardian",
"standard/hostile/vindicator",
"standard/hostile/skeleton",
"standard/neutral/dolphin",
"standard/passive/cow",
"mythicmobs/skeletalknight",
"mythicmobs/duendillo-corredor",
"standard/hostile/guardian",
"standard/passive/pig",
"standard/passive/wanderingtrader",
"standard/hostile/warden",
"standard/hostile/hoglin",
"standard/hostile/zombievillager",
"standard/neutral/traderlama",
"standard/passive/bat",
"standard/hostile/zoglin",
"standard/passive/sheep",
"unique/aeternum",
"standard/hostile/phantom",
"standard/neutral/enderman",
"standard/hostile/slimebaby",
"standard/neutral/spider",
"standard/passive/parrot",
"unique/pandaUwU",
"standard/hostile/piglinbrute",
"standard/hostile/ravager",
"standard/hostile/zombie",
"standard/hostile/witch",
"standard/passive/chicken",
"mythicmobs/capibara",
"standard/passive/axolotl",
"standard/hostile/husk",
"standard/hostile/magmacube",
"standard/passive/villager",
"standard/neutral/goat",
"unique/phantomapi",
"standard/neutral/piglin",
"standard/passive/camel",
"standard/boss/wither",
"standard/hostile/drowned",
"standard/passive/horse",
"standard/hostile/pillager",
"mythicmobs/deer",
"mythicmobs/planta-carnivora",
"standard/neutral/polarbear",
"standard/neutral/irongolem"
]}}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisexpressionload.json",
"anyOf": [
{
"description": "Represents a variable to use in your expression. Do not set the name to x, y, or z, also don't duplicate names.",
"type": "object",
"properties": {
"name": {
"type": "string",
"description": "name\nThe variable to assign this value to. Do not set the name to x, y, or z\n \nText\n\n \n* Default Value is "
},
"staticValue": {
"type": "number",
"description": "staticValue\nIf the style value is not defined, this value will be used\n \nNumber\n\n \n* Default Value is -1.0"
},
"styleValue": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisgeneratorstyle",
"description": "styleValue\nIf defined, this variable will use a generator style as it's value\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-style",
"description": "styleValue\nIf defined, this variable will use a generator style as it's value\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
}
],
"description": "styleValue\nIf defined, this variable will use a generator style as it's value\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
},
"engineStreamValue": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisenginestreamtype",
"description": "engineStreamValue\nIf defined, iris will use an internal stream from the engine as it's value\n \nEngineStreamType\nRepresents a stream from the engine\nMust be a valid EngineStreamType (use ctrl+space for auto complete!)"
},
"engineValue": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisenginevaluetype",
"description": "engineValue\nIf defined, iris will use an internal value from the engine as it's value\n \nEngineValueType\nRepresents a value from the engine\nMust be a valid EngineValueType (use ctrl+space for auto complete!)"
}
}
},
{"type": "string"}
],
"definitions": {
"enum-snippet-image-map": {"enum": []},
"oneof-enum-com-volmit-iris-engine-object-noisestyle": {"oneOf": [
{
"const": "STATIC",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_BILINEAR",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_BICUBIC",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_HERMITE",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "IRIS",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "CLOVER",
"description": "Clover Noise"
},
{
"const": "CLOVER_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BICUBIC",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "VASCULAR",
"description": "Vascular noise gets higher as the position nears a cell border."
},
{
"const": "FLAT",
"description": "It always returns 0.5"
},
{
"const": "CELLULAR",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BICUBIC",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "NOWHERE",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CELLULAR",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CLOVER",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_SIMPLEX",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_GLOB",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_VASCULAR",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CUBIC",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_SUPERFRACTAL",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_FRACTAL",
"description": "Classic German Engineering"
},
{
"const": "IRIS_DOUBLE",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "IRIS_THICK",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "IRIS_HALF",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise."
},
{
"const": "FRACTAL_SMOKE",
"description": "Very Detailed smoke using simplex fractured with fractal billow simplex at high octaves."
},
{
"const": "VASCULAR_THIN",
"description": "Thinner Veins."
},
{
"const": "SIMPLEX_CELLS",
"description": "Cells of simplex noise"
},
{
"const": "SIMPLEX_VASCULAR",
"description": "Veins of simplex noise"
},
{
"const": "FRACTAL_WATER",
"description": "Very Detailed fluid using simplex fractured with fractal billow simplex at high octaves."
},
{
"const": "PERLIN",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_HALF",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_DOUBLE",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_THICK",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "FRACTAL_BILLOW_PERLIN",
"description": "Billow Fractal Perlin Noise."
},
{
"const": "BIOCTAVE_FRACTAL_BILLOW_PERLIN",
"description": "Billow Fractal Perlin Noise. 2 Octaves"
},
{
"const": "FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. Single octave."
},
{
"const": "FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS_HALF",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS_HALF",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS_THICK",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS_THICK",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. Single octave."
},
{
"const": "BIOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 2 octaves."
},
{
"const": "BIOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 2 octaves."
},
{
"const": "BIOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 2 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 3 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 3 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 3 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 5 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 5 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 5 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 7 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 7 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 7 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 8 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 8 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 8 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 9 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 9 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 9 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 10 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 10 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 10 octaves."
},
{
"const": "BIOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 2 octaves"
},
{
"const": "TRIOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 3 octaves"
},
{
"const": "QUADOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 4 octaves"
},
{
"const": "QUINTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 5 octaves"
},
{
"const": "SEXOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 6 octaves"
},
{
"const": "SEPTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 7 octaves"
},
{
"const": "OCTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 8 octaves"
},
{
"const": "NONOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 9 octaves"
},
{
"const": "VIGOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 10 octaves"
},
{
"const": "GLOB",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_HALF",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_DOUBLE",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_THICK",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "CUBIC",
"description": "Cubic Noise"
},
{
"const": "FRACTAL_CUBIC",
"description": "Fractal Cubic Noise"
},
{
"const": "FRACTAL_CUBIC_IRIS",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_THICK",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_HALF",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_DOUBLE",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "BIOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 2 Octaves"
},
{
"const": "TRIOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 3 Octaves"
},
{
"const": "QUADOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 4 Octaves"
},
{
"const": "CUBIC_IRIS",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_HALF",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_DOUBLE",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_THICK",
"description": "Cubic Noise"
},
{
"const": "CELLULAR_IRIS",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_THICK",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_DOUBLE",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_HALF",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_HEIGHT",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell"
},
{
"const": "CELLULAR_HEIGHT_IRIS",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_DOUBLE",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_THICK",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_HALF",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "VASCULAR_IRIS",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_DOUBLE",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_THICK",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_HALF",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
}
]},
"oneof-enum-com-volmit-iris-util-interpolation-interpolationmethod": {"oneOf": [
{
"const": "NONE",
"description": "No interpolation. Nearest Neighbor (bad for terrain, great for performance)."
},
{
"const": "BILINEAR",
"description": "Uses 4 nearby points in a square to calculate a 2d slope. Very fast but creates square artifacts. See: https://en.wikipedia.org/wiki/Bilinear_interpolation"
},
{
"const": "STARCAST_3",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 3 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_6",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 6 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_9",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 9 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_12",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 12 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "BILINEAR_STARCAST_3",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_6",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_9",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_12",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "HERMITE_STARCAST_3",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_6",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_9",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_12",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "BILINEAR_BEZIER",
"description": "Uses bilinear but on a bezier curve. See: https://en.wikipedia.org/wiki/Bezier_curve"
},
{
"const": "BILINEAR_PARAMETRIC_2",
"description": "Uses Bilinear but with parametric curves alpha 2."
},
{
"const": "BILINEAR_PARAMETRIC_4",
"description": "Uses Bilinear but with parametric curves alpha 4."
},
{
"const": "BILINEAR_PARAMETRIC_1_5",
"description": "Uses Bilinear but with parametric curves alpha 1.5."
},
{
"const": "BICUBIC",
"description": "Bicubic noise creates 4, 4-point splines for a total of 16 checks. Bcubic can go higher than expected and lower than expected right before a large change in slope."
},
{
"const": "HERMITE",
"description": "Hermite is similar to bicubic, but faster and it can be tuned a little bit"
},
{
"const": "CATMULL_ROM_SPLINE",
"description": "Essentially bicubic with zero tension"
},
{
"const": "HERMITE_TENSE",
"description": "Essentially bicubic with max tension"
},
{
"const": "HERMITE_LOOSE",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_HALF_POSITIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_HALF_NEGATIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_FULL_POSITIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_FULL_NEGATIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
}
]},
"oneof-enum-com-volmit-iris-engine-object-irisimagechannel": {"oneOf": [
{
"const": "RED",
"description": "The red channel of the image"
},
{
"const": "GREEN",
"description": "Thge green channel of the image"
},
{
"const": "BLUE",
"description": "The blue channel of the image"
},
{
"const": "SATURATION",
"description": "The saturation as a channel of the image"
},
{
"const": "HUE",
"description": "The hue as a channel of the image"
},
{
"const": "BRIGHTNESS",
"description": "The brightness as a channel of the image"
},
{
"const": "COMPOSITE_ADD_RGB",
"description": "The composite of RGB as a channel of the image. Takes the average channel value (adding)"
},
{
"const": "COMPOSITE_MUL_RGB",
"description": "The composite of RGB as a channel of the image. Multiplies the channels"
},
{
"const": "COMPOSITE_MAX_RGB",
"description": "The composite of RGB as a channel of the image. Picks the highest channel"
},
{
"const": "COMPOSITE_ADD_HSB",
"description": "The composite of HSB as a channel of the image Takes the average channel value (adding)"
},
{
"const": "COMPOSITE_MUL_HSB",
"description": "The composite of HSB as a channel of the image Multiplies the channels"
},
{
"const": "COMPOSITE_MAX_HSB",
"description": "The composite of HSB as a channel of the image Picks the highest channel"
},
{
"const": "RAW",
"description": "The raw value as a channel (probably doesnt look very good)"
}
]},
"obj-com-volmit-iris-engine-object-irisimagemap": {"anyOf": [
{
"description": "Represents an image map",
"type": "object",
"properties": {
"image": {
"type": "string",
"$ref": "#/definitions/erzimages",
"description": "image\nDefine the png image to read in this noise map\n \nIris Image\n\n \n* Default Value is \nMust be a valid images (use ctrl+space for auto complete!)"
},
"coordinateScale": {
"type": "number",
"minimum": 1,
"description": "coordinateScale\nThe amount of distance a single pixel is when reading this map, reading x=13, would still read pixel 0 if the scale is 32. You can zoom this externally through noise styles for zooming out.\n \nNumber\n\n \n* Default Value is 32.0\n* Minimum allowed is 1.0"
},
"interpolationMethod": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-util-interpolation-interpolationmethod",
"description": "interpolationMethod\nThe interpolation method if the coordinateScale is greater than 1. This blends the image into noise. For nearest neighbor, use NONE.\n \nInterpolationMethod\nAn interpolation method (or function) is simply a method of smoothing a position based on surrounding points on a grid. Bicubic for example is smoother, but has 4 times the checks than Bilinear for example. Try using BILINEAR_STARCAST_9 for beautiful results.\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid InterpolationMethod (use ctrl+space for auto complete!)"
},
"channel": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisimagechannel",
"description": "channel\nThe channel of the image to read from. This basically converts image data into a number betwen 0 to 1 per pixel using a certain 'channel/filter'\n \nImageChannel\nDetermines a derived channel of an image to read\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid ImageChannel (use ctrl+space for auto complete!)"
},
"inverted": {
"type": "boolean",
"description": "inverted\nInvert the channel input\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"tiled": {
"type": "boolean",
"description": "tiled\nTile the image coordinates\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"centered": {
"type": "boolean",
"description": "centered\nCenter 0,0 to the center of the image instead of the top left.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
}
}
},
{"type": "string"}
]},
"erzexpressions": {"enum": [
"rivers",
"idk",
"land-rivers",
"cracks",
"rivers2",
"riverrr",
"rivers3"
]},
"enum-snippet-style": {"enum": []},
"erzimages": {"enum": [
"cataract-badland",
"smallcobwebs",
"magma-rivers",
"hm",
"prototype-rivers",
"voronoi-node",
"cool-small-lakes",
"voronoi",
"copse-ledge",
"land-cracks",
"walls",
"weird-figures",
"wallsv2",
"noise",
"rivers-2",
"criptic-hole",
"sub-zero",
"particles",
"voidcells",
"smallsquare",
"bio-mass",
"biomass",
"cool-rivers-2",
"cobweb",
"dev-rivers",
"lavawaste",
"continents",
"canyon-rivers",
"vascularcliffs",
"island-style",
"thickmesa",
"voronoi-mountains",
"pixels",
"distant-cells",
"MultiCellDistances",
"labyrinth",
"painted-plains",
"knots",
"thick-branches",
"voronoi-noise"
]},
"oneof-enum-com-volmit-iris-engine-object-irisenginestreamtype": {"oneOf": [
{
"const": "SLOPE",
"description": "Represents the given slope at the x, z coordinates"
},
{
"const": "HEIGHT",
"description": "Represents the base generator height at the given position. This includes only the biome generators / interpolation and noise features but does not include carving, caves."
},
{
"const": "HEIGHT_OR_FLUID",
"description": "Represents the base generator height at the given position. This includes only the biome generators / interpolation and noise features but does not include carving, caves. with Max(height, fluidHeight)."
},
{
"const": "OVERLAY_NOISE",
"description": "Represents the overlay noise generators summed (dimension setting)"
},
{
"const": "REGION_STYLE",
"description": "Represents the noise style of regions"
},
{
"const": "REGION_IDENTITY",
"description": "Represents the identity of regions. Each region has a unique number (very large numbers)"
}
]},
"obj-com-volmit-iris-engine-object-irisgeneratorstyle": {"anyOf": [
{
"description": "A gen style",
"type": "object",
"properties": {
"style": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-noisestyle",
"description": "style\nThe chance is 1 in CHANCE per interval\n \nNoiseStyle\nStyles of noise\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid NoiseStyle (use ctrl+space for auto complete!)"
},
"cellularFrequency": {
"type": "number",
"description": "cellularFrequency\nIf set above 0, this style will be cellularized\n \nNumber\n\n \n* Default Value is 0.0"
},
"cellularZoom": {
"type": "number",
"description": "cellularZoom\nCell zooms\n \nNumber\n\n \n* Default Value is 1.0"
},
"zoom": {
"type": "number",
"minimum": 1.0E-5,
"description": "zoom\nThe zoom of this style\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 1.0E-5"
},
"expression": {
"type": "string",
"$ref": "#/definitions/erzexpressions",
"description": "expression\nInstead of using the style property, use a custom expression to represent this style.\n \nIris Expression\n\nMust be a valid expressions (use ctrl+space for auto complete!)"
},
"imageMap": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisimagemap",
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-image-map",
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
}
],
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
},
"multiplier": {
"type": "number",
"minimum": 1.0E-5,
"description": "multiplier\nThe Output multiplier. Only used if parent is fracture.\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 1.0E-5"
},
"axialFracturing": {
"type": "boolean",
"description": "axialFracturing\nIf set to true, each dimension will be fractured with a different order of input coordinates. This is usually 2 or 3 times slower than normal.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"fracture": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisgeneratorstyle",
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-style",
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
}
],
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
},
"exponent": {
"type": "number",
"minimum": 0.01562,
"maximum": 64,
"description": "exponent\nThe exponent\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 0.01562\n* Maximum allowed is 64.0"
},
"cacheSize": {
"type": "integer",
"minimum": 0,
"maximum": 8192,
"description": "cacheSize\nIf the cache size is set above 0, this generator will be cached\n \nInteger\n\n \n* Default Value is 0\n* Minimum allowed is 0\n* Maximum allowed is 8192"
}
}
},
{"type": "string"}
]},
"oneof-enum-com-volmit-iris-engine-object-irisenginevaluetype": {"oneOf": [
{
"const": "ENGINE_HEIGHT",
"description": "Represents actual height of the engine"
},
{
"const": "ENGINE_MIN_HEIGHT",
"description": "Represents virtual bottom of the engine in the compound. If this engine is on top of another engine, it's min height would be at the maxHeight of the previous engine + 1"
},
{
"const": "ENGINE_MAX_HEIGHT",
"description": "Represents virtual top of the engine in the compound. If this engine is below another engine, it's max height would be at the minHeight of the next engine - 1"
},
{
"const": "FLUID_HEIGHT",
"description": "The fluid height defined in the dimension file"
}
]}
}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisbiomegeneratorlink.json",
"anyOf": [
{
"description": "This represents a link to a generator for a biome",
"type": "object",
"properties": {
"generator": {
"type": "string",
"$ref": "#/definitions/erzgenerators",
"description": "generator\nThe generator id\n \nIris Generator\n\n \n* Default Value is default\nMust be a valid generators (use ctrl+space for auto complete!)"
},
"min": {
"type": "integer",
"minimum": -2032,
"maximum": 2032,
"description": "min\nThe min block value (value + fluidHeight)\n \nInteger\n\n \n* Default Value is 0\n* Minimum allowed is -2032\n* Maximum allowed is 2032"
},
"max": {
"type": "integer",
"minimum": -2032,
"maximum": 2032,
"description": "max\nThe max block value (value + fluidHeight)\n \nInteger\n\n \n* Default Value is 0\n* Minimum allowed is -2032\n* Maximum allowed is 2032"
}
}
},
{"type": "string"}
],
"definitions": {"erzgenerators": {"enum": [
"dev/undulating-frozen",
"test-dev-1/estuary-moor",
"dev-5/magma-banks",
"dev-5/undulating-mire",
"custom/painted-plains",
"dev-3/veldt-sound",
"dev-5/sands-meadows",
"dev-4/islet-frosty",
"hello/estuary-peak",
"dev-5/polar-gelid",
"dev/polar-evening",
"mountain",
"dev-2/flatlands-twilight",
"cracked-cliffs",
"dev-5/geography-massif",
"custom/dune-cliffs",
"hello/fen-pyroclastic",
"dev-4/terrain-savannah",
"dev-4/passage-sanctuary",
"dev-5/twilight-heath",
"test-dev-2/vale-summit",
"dev-3/morass-prairie",
"dev-5/highland-bayou",
"test-dev-1/vista-sundown",
"dev/hilly-mounded",
"test-dev-2/tableland-forest",
"dev-3/fjord-bluff",
"hello/retreat-banks",
"hello/gully-mountain",
"canyon",
"dev-4/icy-tundra",
"dev-5/prairie-evening",
"flaaat",
"dev-4/pool-volcano",
"dev-5/sunset-canyon",
"dev-4/wintry-woodland",
"dev-2/frigid-mounded",
"underwater",
"dev-4/lava-heath",
"dev-5/algid-sunset",
"dev-2/fields-frosty",
"dev-5/vale-nippy",
"dev/wasteland-ridge",
"dev-5/bushland-isle",
"dev-5/ridge-woodland",
"dev-4/atoll-seaside",
"test-dev-1/prairie-sound",
"dev-5/jungle-estuary",
"dev-5/topography-knoll",
"test-dev-2/fields-quagmire",
"test-dev-2/thicket-savannah",
"highplains",
"dev-4/shoreline-jungle",
"hello/vent-undulating",
"test-dev-2/tableland-dusk",
"dev-5/glacial-plains",
"test-dev-2/gully-twilight",
"test-dev-2/strait-valley",
"test-dev-2/brook-scrubland",
"hello/sandbanks-sands",
"vascular-cracked-cliffs",
"dev-3/vale-delta",
"dev-3/subzero-frigid",
"custom/land-cracks",
"hello/rapids-wintry",
"smooth-land",
"hello/mountain-hilly",
"dev-3/gully-mire",
"dev-5/geography-wintry",
"custom/mountain-rivers",
"test-dev-1/woodland-nippy",
"hello/vista-volcano",
"custom/dream-mountains",
"hello/badlands",
"dev-4/ravine-algid",
"prototype/rivers",
"test-dev-1/mountain-isle",
"hello/glacial-peninsula",
"dev/twilight-hilly",
"dev-2/ridge-drifts",
"river",
"custom/rivers",
"dev-5/mounds-mire",
"dev/evening-polar",
"hello/sandbanks-island",
"dev-4/sandbanks-haven",
"dev-4/cone-lagoon",
"dev-4/peak-desert",
"hello/gloaming-knoll",
"empty",
"test-dev-2/caldera-cascade",
"test-dev-2/cascade-badlands",
"dev-3/tundra-meadows",
"dev-5/dunes-delta",
"dev-3/fields-algid",
"test-dev-2/haven-passage",
"cracks",
"dev-5/vista-oasis",
"test-dev-2/beach-jungle",
"test-dev-1/promontory-tableland",
"dev/glacial-dusk",
"dev-4/pool-grassland",
"test-dev-1/wasteland-icy",
"dev-5/marsh-rapids",
"dev/sands-barrens",
"dev-4/woodland-peak",
"dev-5/mounded-estuary",
"idk",
"dev-3/highland-summit",
"ocean",
"test-dev-1/bog-morass",
"dev-5/banks-seaside",
"dev-4/upland-skyline",
"test-dev-2/brook-sound",
"dev/ridge-barrens",
"prototype/multicelldistance",
"test-dev-1/valley-plateau",
"test-dev-2/delta-elevation",
"test-dev-2/caldera-creek",
"dev-4/gloaming-grove",
"dev-4/retreat-landscape",
"test-dev-1/peninsula-wintry",
"dev-5/bog-brook",
"dunes",
"river-expression",
"test-dev-2/duneland-canyon",
"dev/wasteland-badlands",
"dev-4/fjord-promontory",
"dev-2/flatlands-dunes",
"hello/caldera-promontory",
"prototype/scattered",
"mountain-large",
"test-dev-2/hilly-cascade",
"dev-5/massif-cataract",
"test-dev-1/cape-ledge",
"test-dev-1/massif-seaside",
"dev-5/magma-hilly",
"test-dev-2/savannah-woodland",
"dev-2/undulating-twilight",
"dev-4/skyline-mountain",
"dev-4/brook-escarpment",
"dev-5/brook-banks",
"test-dev-1/plains-humpbacked",
"test-dev-2/rounded-steppe",
"dev/hilly-sands",
"dev-2/plains-frosty",
"dev-5/lava-prairie",
"dev-5/snowy-slough",
"test-dev-1/badlands-pyroclastic",
"test-dev-2/veldt-pool",
"dev-5/banks-marsh",
"dev-3/prairie-sandbanks",
"hello/glen-forest",
"dev-2/badlands-ridge",
"test-dev-1/marsh-humpbacked",
"hello/tableland-stream",
"test-dev-2/ravine-barrens",
"dev/glacial-highland",
"hello/vista-crater",
"rare-hills",
"dev-5/estuary-slough",
"dev-4/atoll-wasteland",
"dev-3/heath-pyroclastic",
"test-dev-2/scrubland-bog",
"hello/isthmus-island",
"hello/dell-gloaming",
"dev/barrens-plains",
"river-valley",
"dev-3/channel-grove",
"custom/dream",
"canyon-steep",
"dev-3/crag-wintry",
"dev/plains-sands",
"dev-5/pampas-stream",
"dev-4/knoll-terrain",
"dev-5/knoll-wintry",
"test-dev-2/drifts-geography",
"test-dev-2/grove-scrubland",
"test-dev-2/panorama-vista",
"mountain-aggro",
"dev-3/bluff-mounded",
"dev-5/twilight-seaside",
"dev-5/scrubland-fjord",
"hello/mounded-bumpy",
"dev/rolling-dusk",
"prototype/noise",
"dev-5/dell-seaside",
"dev-5/arctic-wilderness",
"smooth-dunes",
"dev-3/mounds-promontory",
"custom/voronoi-mountains",
"hello/tundra-peak",
"custom/upland-summit",
"dev-5/cold-grassland",
"dev-2/polar-arctic",
"hello/icebound-sanctuary",
"test-dev-2/copse-ridge",
"dev/fields-frozen",
"dev-4/pond-meadows",
"custom/dream-cliffs",
"dev-3/oasis-fjord",
"steep-land",
"test-dev-2/fields-cascade",
"dev/frosty-polar",
"dev-5/pampas-coast",
"hello/inlet-icy",
"dev/dusk-barrens",
"dev-5/savannah-chilled",
"hello/lumpy-ravine",
"small-cliffs",
"test-dev-2/frigid-shoreline",
"dev-2/peak-banks",
"dev-5/tableland-lumpy",
"dev-2/desert-polar",
"dev-2/meadows-sunset",
"plain-hills",
"dev-4/mounded-sands",
"dev-5/mire-estuary",
"prototype/dev",
"dev-5/brushwood-islet",
"dev-5/icebound-delta",
"test-dev-1/highland-retreat",
"hello/inlet-forest",
"plain-cliffs",
"test-dev-2/inlet-bushland",
"dev-4/upland-waterfall",
"hello/mounded-vent",
"plain",
"dev-3/passage-pampas",
"dev-4/tundra-strait",
"hello/upland-banks",
"custom/desert-cliffs-mesa",
"dev-2/meadows-mounded",
"flatlands",
"prototype/vascularcliffs",
"custom/nebula-storm",
"dev-4/peak-hillocks",
"dev-5/nippy-vista",
"test-dev-2/estuary-frigid",
"test-dev-2/rapids-flatlands",
"dev-5/gorge-sunset",
"spikes",
"test-dev-1/chilled-gloaming",
"dev-5/frosty-glen",
"dev-3/scrubland-thicket",
"dev-4/vent-quagmire",
"test-dev-1/gloaming-mire",
"dev-4/steppe-mire",
"test-dev-1/humpbacked-mounds",
"dev-2/peak-sands",
"dev-5/drifts-ravine",
"dev-5/subzero-grove",
"dev/glacial-chilled",
"hello/dunes-crater",
"dev/sands-mounded",
"dev-3/sound-plains",
"dev-4/brook-fjord",
"test-dev-2/tundra-vale",
"test-dev-2/panorama-escarpment",
"dev-2/evening-dunes",
"test-dev-1/cape-fjord",
"dev-5/fields-evening",
"prototype/land-rivers",
"test-dev-1/atoll-meadows",
"dev-2/highland-rolling",
"dev/chilled-ridge",
"dev-3/brook-ledge",
"dev-4/cliff-topography",
"prototype/voronoi-node",
"hello/subzero-mounds",
"test-dev-2/sandbanks-savannah"
]}}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisimagemap.json",
"anyOf": [
{
"description": "Represents an image map",
"type": "object",
"properties": {
"image": {
"type": "string",
"$ref": "#/definitions/erzimages",
"description": "image\nDefine the png image to read in this noise map\n \nIris Image\n\n \n* Default Value is \nMust be a valid images (use ctrl+space for auto complete!)"
},
"coordinateScale": {
"type": "number",
"minimum": 1,
"description": "coordinateScale\nThe amount of distance a single pixel is when reading this map, reading x=13, would still read pixel 0 if the scale is 32. You can zoom this externally through noise styles for zooming out.\n \nNumber\n\n \n* Default Value is 32.0\n* Minimum allowed is 1.0"
},
"interpolationMethod": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-util-interpolation-interpolationmethod",
"description": "interpolationMethod\nThe interpolation method if the coordinateScale is greater than 1. This blends the image into noise. For nearest neighbor, use NONE.\n \nInterpolationMethod\nAn interpolation method (or function) is simply a method of smoothing a position based on surrounding points on a grid. Bicubic for example is smoother, but has 4 times the checks than Bilinear for example. Try using BILINEAR_STARCAST_9 for beautiful results.\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid InterpolationMethod (use ctrl+space for auto complete!)"
},
"channel": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisimagechannel",
"description": "channel\nThe channel of the image to read from. This basically converts image data into a number betwen 0 to 1 per pixel using a certain 'channel/filter'\n \nImageChannel\nDetermines a derived channel of an image to read\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid ImageChannel (use ctrl+space for auto complete!)"
},
"inverted": {
"type": "boolean",
"description": "inverted\nInvert the channel input\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"tiled": {
"type": "boolean",
"description": "tiled\nTile the image coordinates\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"centered": {
"type": "boolean",
"description": "centered\nCenter 0,0 to the center of the image instead of the top left.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
}
}
},
{"type": "string"}
],
"definitions": {
"oneof-enum-com-volmit-iris-util-interpolation-interpolationmethod": {"oneOf": [
{
"const": "NONE",
"description": "No interpolation. Nearest Neighbor (bad for terrain, great for performance)."
},
{
"const": "BILINEAR",
"description": "Uses 4 nearby points in a square to calculate a 2d slope. Very fast but creates square artifacts. See: https://en.wikipedia.org/wiki/Bilinear_interpolation"
},
{
"const": "STARCAST_3",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 3 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_6",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 6 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_9",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 9 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_12",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 12 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "BILINEAR_STARCAST_3",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_6",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_9",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_12",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "HERMITE_STARCAST_3",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_6",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_9",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_12",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "BILINEAR_BEZIER",
"description": "Uses bilinear but on a bezier curve. See: https://en.wikipedia.org/wiki/Bezier_curve"
},
{
"const": "BILINEAR_PARAMETRIC_2",
"description": "Uses Bilinear but with parametric curves alpha 2."
},
{
"const": "BILINEAR_PARAMETRIC_4",
"description": "Uses Bilinear but with parametric curves alpha 4."
},
{
"const": "BILINEAR_PARAMETRIC_1_5",
"description": "Uses Bilinear but with parametric curves alpha 1.5."
},
{
"const": "BICUBIC",
"description": "Bicubic noise creates 4, 4-point splines for a total of 16 checks. Bcubic can go higher than expected and lower than expected right before a large change in slope."
},
{
"const": "HERMITE",
"description": "Hermite is similar to bicubic, but faster and it can be tuned a little bit"
},
{
"const": "CATMULL_ROM_SPLINE",
"description": "Essentially bicubic with zero tension"
},
{
"const": "HERMITE_TENSE",
"description": "Essentially bicubic with max tension"
},
{
"const": "HERMITE_LOOSE",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_HALF_POSITIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_HALF_NEGATIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_FULL_POSITIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_FULL_NEGATIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
}
]},
"oneof-enum-com-volmit-iris-engine-object-irisimagechannel": {"oneOf": [
{
"const": "RED",
"description": "The red channel of the image"
},
{
"const": "GREEN",
"description": "Thge green channel of the image"
},
{
"const": "BLUE",
"description": "The blue channel of the image"
},
{
"const": "SATURATION",
"description": "The saturation as a channel of the image"
},
{
"const": "HUE",
"description": "The hue as a channel of the image"
},
{
"const": "BRIGHTNESS",
"description": "The brightness as a channel of the image"
},
{
"const": "COMPOSITE_ADD_RGB",
"description": "The composite of RGB as a channel of the image. Takes the average channel value (adding)"
},
{
"const": "COMPOSITE_MUL_RGB",
"description": "The composite of RGB as a channel of the image. Multiplies the channels"
},
{
"const": "COMPOSITE_MAX_RGB",
"description": "The composite of RGB as a channel of the image. Picks the highest channel"
},
{
"const": "COMPOSITE_ADD_HSB",
"description": "The composite of HSB as a channel of the image Takes the average channel value (adding)"
},
{
"const": "COMPOSITE_MUL_HSB",
"description": "The composite of HSB as a channel of the image Multiplies the channels"
},
{
"const": "COMPOSITE_MAX_HSB",
"description": "The composite of HSB as a channel of the image Picks the highest channel"
},
{
"const": "RAW",
"description": "The raw value as a channel (probably doesnt look very good)"
}
]},
"erzimages": {"enum": [
"cataract-badland",
"smallcobwebs",
"magma-rivers",
"hm",
"prototype-rivers",
"voronoi-node",
"cool-small-lakes",
"voronoi",
"copse-ledge",
"land-cracks",
"walls",
"weird-figures",
"wallsv2",
"noise",
"rivers-2",
"criptic-hole",
"sub-zero",
"particles",
"voidcells",
"smallsquare",
"bio-mass",
"biomass",
"cool-rivers-2",
"cobweb",
"dev-rivers",
"lavawaste",
"continents",
"canyon-rivers",
"vascularcliffs",
"island-style",
"thickmesa",
"voronoi-mountains",
"pixels",
"distant-cells",
"MultiCellDistances",
"labyrinth",
"painted-plains",
"knots",
"thick-branches",
"voronoi-noise"
]}
}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisinterpolator3d.json",
"anyOf": [
{
"description": "Configures interpolatin in 3D",
"type": "object",
"properties": {
"function": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-util-interpolation-interpolationmethod3d",
"description": "function\nThe interpolation method when two biomes use different heights but this same generator\n \nInterpolationMethod3D\nAn interpolation method (or function) is simply a method of smoothing a position based on surrounding points on a grid. Bicubic for example is smoother, but has 4 times the checks than Bilinear for example. Try using BILINEAR_STARCAST_9 for beautiful results.\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid InterpolationMethod3D (use ctrl+space for auto complete!)"
},
"scale": {
"type": "number",
"minimum": 1,
"maximum": 8192,
"description": "scale\nThe range checked in all dimensions. Smaller ranges yeild more detail but are not as smooth.\n \nNumber\n\n \n* Default Value is 4.0\n* Minimum allowed is 1.0\n* Maximum allowed is 8192.0"
}
}
},
{"type": "string"}
],
"definitions": {"oneof-enum-com-volmit-iris-util-interpolation-interpolationmethod3d": {"oneOf": [
{
"const": "TRILINEAR",
"description": "No Description for TRILINEAR"
},
{
"const": "TRICUBIC",
"description": "No Description for TRICUBIC"
},
{
"const": "TRIHERMITE",
"description": "No Description for TRIHERMITE"
},
{
"const": "TRISTARCAST_3",
"description": "No Description for TRISTARCAST_3"
},
{
"const": "TRISTARCAST_6",
"description": "No Description for TRISTARCAST_6"
},
{
"const": "TRISTARCAST_9",
"description": "No Description for TRISTARCAST_9"
},
{
"const": "TRISTARCAST_12",
"description": "No Description for TRISTARCAST_12"
},
{
"const": "TRILINEAR_TRISTARCAST_3",
"description": "No Description for TRILINEAR_TRISTARCAST_3"
},
{
"const": "TRILINEAR_TRISTARCAST_6",
"description": "No Description for TRILINEAR_TRISTARCAST_6"
},
{
"const": "TRILINEAR_TRISTARCAST_9",
"description": "No Description for TRILINEAR_TRISTARCAST_9"
},
{
"const": "TRILINEAR_TRISTARCAST_12",
"description": "No Description for TRILINEAR_TRISTARCAST_12"
},
{
"const": "NONE",
"description": "No Description for NONE"
}
]}}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisjigsawplacement.json",
"anyOf": [
{
"description": "Represents a jigsaw placement",
"type": "object",
"properties": {
"structure": {
"type": "string",
"$ref": "#/definitions/erzjigsaw-structures",
"description": "structure\nThe jigsaw structure to use\n \nIris Jigsaw Structure\n\n \n* Default Value is \nMust be a valid jigsaw-structures (use ctrl+space for auto complete!)"
},
"rarity": {
"type": "integer",
"minimum": 1,
"description": "rarity\nThe rarity for this jigsaw structure to place on a per chunk basis\n \nInteger\n\n \n* Default Value is 29\n* Minimum allowed is 1"
}
}
},
{"type": "string"}
],
"definitions": {"erzjigsaw-structures": {"enum": [
"mush-huts",
"ocean-monument",
"trail-ruins",
"woodland-mansion",
"ancient-city",
"mineshaft",
"dungeon-spider",
"village-snowy",
"witchzone",
"pyramid-desert",
"igloo",
"village-small-frosty",
"village-savanna",
"pyramid-jungle",
"ruins/ruin3",
"dungeon-zombie",
"village-plains",
"archipielago",
"village-desert",
"underwater-ruin",
"ruined-portal",
"dungeon-skeleton",
"pillager-outpost",
"witch",
"village-taiga",
"village-japanese",
"stronghold"
]}}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisjigsawmindistance.json",
"anyOf": [
{
"description": "Represents the min distance between jigsaw structure placements",
"type": "object",
"properties": {
"structure": {
"type": "string",
"$ref": "#/definitions/erzjigsaw-structures",
"description": "structure\nThe structure to check against\n \nIris Jigsaw Structure\n\nMust be a valid jigsaw-structures (use ctrl+space for auto complete!)"
},
"distance": {
"type": "integer",
"minimum": 0,
"description": "distance\nThe min distance in blocks to a placed structure\nWARNING: The performance impact scales exponentially!\n \nInteger\n\n \n* Default Value is 0\n* Minimum allowed is 0"
}
}
},
{"type": "string"}
],
"definitions": {"erzjigsaw-structures": {"enum": [
"mush-huts",
"ocean-monument",
"trail-ruins",
"woodland-mansion",
"ancient-city",
"mineshaft",
"dungeon-spider",
"village-snowy",
"witchzone",
"pyramid-desert",
"igloo",
"village-small-frosty",
"village-savanna",
"pyramid-jungle",
"ruins/ruin3",
"dungeon-zombie",
"village-plains",
"archipielago",
"village-desert",
"underwater-ruin",
"ruined-portal",
"dungeon-skeleton",
"pillager-outpost",
"witch",
"village-taiga",
"village-japanese",
"stronghold"
]}}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisjigsawstructureplacement.json",
"anyOf": [
{
"description": "Represents a jigsaw structure placer",
"type": "object",
"properties": {
"structure": {
"type": "string",
"$ref": "#/definitions/erzjigsaw-structures",
"description": "structure\nThe structure to place\n \nIris Jigsaw Structure\n\nMust be a valid jigsaw-structures (use ctrl+space for auto complete!)"
},
"rarity": {
"type": "integer",
"description": "rarity\nThe 1 in X chance rarity applies when generating multiple structures at once\n \nInteger\n\n \n* Default Value is 100"
},
"salt": {
"type": "integer",
"minimum": -2147483648,
"maximum": 2147483647,
"description": "salt\nThe salt to use when generating the structure (to differentiate structures)\n \nInteger\n\n \n* Default Value is 0\n* Minimum allowed is -2147483648\n* Maximum allowed is 2147483647"
},
"spacing": {
"type": "integer",
"minimum": 0,
"description": "spacing\nAverage distance in chunks between two neighboring generation attempts\n \nInteger\n\n \n* Default Value is -1\n* Minimum allowed is 0"
},
"separation": {
"type": "integer",
"minimum": 0,
"description": "separation\nMinimum distance in chunks between two neighboring generation attempts\nThe maximum distance of two neighboring generation attempts is 2*spacing - separation\n \nInteger\n\n \n* Default Value is -1\n* Minimum allowed is 0"
},
"spreadType": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisjigsawstructureplacement-spreadtype",
"description": "spreadType\nThe method used to spread the structure\n \nSpreadType\nSpread type\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid SpreadType (use ctrl+space for auto complete!)"
},
"minDistances": {
"type": "array",
"items": {"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisjigsawmindistance"},
"description": "minDistances\nList of minimum distances to check for\n \nList of JigsawMinDistances (Objects)\n\n \n* Default Value is an empty list"
}
}
},
{"type": "string"}
],
"definitions": {
"erzjigsaw-structures": {"enum": [
"mush-huts",
"ocean-monument",
"trail-ruins",
"woodland-mansion",
"ancient-city",
"mineshaft",
"dungeon-spider",
"village-snowy",
"witchzone",
"pyramid-desert",
"igloo",
"village-small-frosty",
"village-savanna",
"pyramid-jungle",
"ruins/ruin3",
"dungeon-zombie",
"village-plains",
"archipielago",
"village-desert",
"underwater-ruin",
"ruined-portal",
"dungeon-skeleton",
"pillager-outpost",
"witch",
"village-taiga",
"village-japanese",
"stronghold"
]},
"obj-com-volmit-iris-engine-object-irisjigsawmindistance": {"anyOf": [
{
"description": "Represents the min distance between jigsaw structure placements",
"type": "object",
"properties": {
"structure": {
"type": "string",
"$ref": "#/definitions/erzjigsaw-structures",
"description": "structure\nThe structure to check against\n \nIris Jigsaw Structure\n\nMust be a valid jigsaw-structures (use ctrl+space for auto complete!)"
},
"distance": {
"type": "integer",
"minimum": 0,
"description": "distance\nThe min distance in blocks to a placed structure\nWARNING: The performance impact scales exponentially!\n \nInteger\n\n \n* Default Value is 0\n* Minimum allowed is 0"
}
}
},
{"type": "string"}
]},
"oneof-enum-com-volmit-iris-engine-object-irisjigsawstructureplacement-spreadtype": {"oneOf": [
{
"const": "LINEAR",
"description": "Linear spread"
},
{
"const": "TRIANGULAR",
"description": "Triangular spread"
}
]}
}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irislootreference.json",
"anyOf": [
{
"description": "Represents a loot entry",
"type": "object",
"properties": {
"mode": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irislootmode",
"description": "mode\nAdd = add on top of parent tables, Replace = clear first then add these. Clear = Remove all and dont add loot from this or parent.\n \nLootMode\nA loot mode is used to describe what to do with the existing loot layers before adding this loot. Using ADD will simply add this table to the building list of tables (i.e. add dimension tables, region tables then biome tables). By using clear or replace, you remove the parent tables before and add just your tables.\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid LootMode (use ctrl+space for auto complete!)"
},
"tables": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/erzloot"},
"description": "tables\nAdd loot table registries here\n \nList<Loot>\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list.\nMust be a valid Loot (use ctrl+space for auto complete!)"
},
"multiplier": {
"type": "number",
"minimum": 0,
"description": "multiplier\nIncrease the chance of loot in this area\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 0.0"
}
}
},
{"type": "string"}
],
"definitions": {
"erzloot": {"enum": [
"structures/village/plain",
"structures/stronghold/generic",
"ocean/clutter",
"structures/village/toolsmith",
"frozen/clutter",
"structures/stronghold/maze",
"structures/village/taiga",
"tropical/treasure",
"swamp/clutter",
"cold/food",
"structures/village/weaponsmith",
"hot/treasure",
"structures/ruined-portal",
"structures/village/tannery",
"structures/village/fletcher",
"cold/treasure",
"structures/ancient-city",
"structures/igloo",
"structures/pillager-outpost",
"structures/village/snowy",
"structures/village/armorer",
"structures/village/shepherd",
"swamp/food",
"temperate/food",
"cactus/clutter",
"structures/ocean-ruins",
"structures/village/savanna",
"structures/pyramid-jungle",
"temperate/clutter",
"structures/amenhotep",
"structures/shipwreck/map_chest",
"tropical/dungeon",
"structures/mineshaft",
"beach/clutter",
"snow/clutter",
"structures/shipwreck/supply_chest",
"structures/dungeon",
"structures/end-city",
"structures/woodland-mansion",
"structures/village/temple",
"structures/stronghold/library",
"cave/clutter",
"tropical/food",
"global-treasure",
"structures/village/butcher",
"global-tools",
"structures/village/mason",
"hot/food",
"structures/pyramid-desert",
"structures/village/cartographer",
"structures/village/desert",
"mushroom/clutter",
"frozen/food",
"global-clutter",
"mushroom/food",
"forest/food",
"structures/village/fisher",
"structures/shipwreck/treasure_chest"
]},
"oneof-enum-com-volmit-iris-engine-object-irislootmode": {"oneOf": [
{
"const": "ADD",
"description": "Add to the existing parent loot tables"
},
{
"const": "CLEAR",
"description": "Clear all loot tables then add this table"
},
{
"const": "REPLACE",
"description": "Replace all loot tables with this table (same as clear)"
}
]}
}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irismodnoisestylereplacer.json",
"anyOf": [
{
"description": "A noise style replacer",
"type": "object",
"properties": {
"find": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-noisestyle",
"description": "find\nA noise style to find\n \nNoiseStyle\nStyles of noise\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid NoiseStyle (use ctrl+space for auto complete!)"
},
"replaceTypeOnly": {
"type": "boolean",
"description": "replaceTypeOnly\nIf replaceTypeOnly is set to true, Iris will keep the existing generator style and only replace the type itself. Otherwise it will use the replace tag for every style using the find type.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"replace": {
"anyOf": [
{
"!required": true,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisgeneratorstyle",
"description": "replace\nA noise style to replace it with\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-style",
"description": "replace\nA noise style to replace it with\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
],
"description": "replace\nA noise style to replace it with\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
}
},
{"type": "string"}
],
"definitions": {
"enum-snippet-image-map": {"enum": []},
"oneof-enum-com-volmit-iris-engine-object-noisestyle": {"oneOf": [
{
"const": "STATIC",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_BILINEAR",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_BICUBIC",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_HERMITE",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "IRIS",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "CLOVER",
"description": "Clover Noise"
},
{
"const": "CLOVER_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BICUBIC",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "VASCULAR",
"description": "Vascular noise gets higher as the position nears a cell border."
},
{
"const": "FLAT",
"description": "It always returns 0.5"
},
{
"const": "CELLULAR",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BICUBIC",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "NOWHERE",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CELLULAR",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CLOVER",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_SIMPLEX",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_GLOB",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_VASCULAR",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CUBIC",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_SUPERFRACTAL",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_FRACTAL",
"description": "Classic German Engineering"
},
{
"const": "IRIS_DOUBLE",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "IRIS_THICK",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "IRIS_HALF",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise."
},
{
"const": "FRACTAL_SMOKE",
"description": "Very Detailed smoke using simplex fractured with fractal billow simplex at high octaves."
},
{
"const": "VASCULAR_THIN",
"description": "Thinner Veins."
},
{
"const": "SIMPLEX_CELLS",
"description": "Cells of simplex noise"
},
{
"const": "SIMPLEX_VASCULAR",
"description": "Veins of simplex noise"
},
{
"const": "FRACTAL_WATER",
"description": "Very Detailed fluid using simplex fractured with fractal billow simplex at high octaves."
},
{
"const": "PERLIN",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_HALF",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_DOUBLE",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_THICK",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "FRACTAL_BILLOW_PERLIN",
"description": "Billow Fractal Perlin Noise."
},
{
"const": "BIOCTAVE_FRACTAL_BILLOW_PERLIN",
"description": "Billow Fractal Perlin Noise. 2 Octaves"
},
{
"const": "FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. Single octave."
},
{
"const": "FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS_HALF",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS_HALF",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS_THICK",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS_THICK",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. Single octave."
},
{
"const": "BIOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 2 octaves."
},
{
"const": "BIOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 2 octaves."
},
{
"const": "BIOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 2 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 3 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 3 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 3 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 5 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 5 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 5 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 7 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 7 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 7 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 8 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 8 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 8 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 9 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 9 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 9 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 10 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 10 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 10 octaves."
},
{
"const": "BIOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 2 octaves"
},
{
"const": "TRIOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 3 octaves"
},
{
"const": "QUADOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 4 octaves"
},
{
"const": "QUINTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 5 octaves"
},
{
"const": "SEXOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 6 octaves"
},
{
"const": "SEPTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 7 octaves"
},
{
"const": "OCTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 8 octaves"
},
{
"const": "NONOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 9 octaves"
},
{
"const": "VIGOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 10 octaves"
},
{
"const": "GLOB",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_HALF",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_DOUBLE",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_THICK",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "CUBIC",
"description": "Cubic Noise"
},
{
"const": "FRACTAL_CUBIC",
"description": "Fractal Cubic Noise"
},
{
"const": "FRACTAL_CUBIC_IRIS",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_THICK",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_HALF",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_DOUBLE",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "BIOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 2 Octaves"
},
{
"const": "TRIOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 3 Octaves"
},
{
"const": "QUADOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 4 Octaves"
},
{
"const": "CUBIC_IRIS",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_HALF",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_DOUBLE",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_THICK",
"description": "Cubic Noise"
},
{
"const": "CELLULAR_IRIS",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_THICK",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_DOUBLE",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_HALF",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_HEIGHT",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell"
},
{
"const": "CELLULAR_HEIGHT_IRIS",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_DOUBLE",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_THICK",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_HALF",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "VASCULAR_IRIS",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_DOUBLE",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_THICK",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_HALF",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
}
]},
"oneof-enum-com-volmit-iris-util-interpolation-interpolationmethod": {"oneOf": [
{
"const": "NONE",
"description": "No interpolation. Nearest Neighbor (bad for terrain, great for performance)."
},
{
"const": "BILINEAR",
"description": "Uses 4 nearby points in a square to calculate a 2d slope. Very fast but creates square artifacts. See: https://en.wikipedia.org/wiki/Bilinear_interpolation"
},
{
"const": "STARCAST_3",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 3 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_6",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 6 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_9",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 9 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_12",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 12 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "BILINEAR_STARCAST_3",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_6",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_9",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_12",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "HERMITE_STARCAST_3",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_6",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_9",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_12",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "BILINEAR_BEZIER",
"description": "Uses bilinear but on a bezier curve. See: https://en.wikipedia.org/wiki/Bezier_curve"
},
{
"const": "BILINEAR_PARAMETRIC_2",
"description": "Uses Bilinear but with parametric curves alpha 2."
},
{
"const": "BILINEAR_PARAMETRIC_4",
"description": "Uses Bilinear but with parametric curves alpha 4."
},
{
"const": "BILINEAR_PARAMETRIC_1_5",
"description": "Uses Bilinear but with parametric curves alpha 1.5."
},
{
"const": "BICUBIC",
"description": "Bicubic noise creates 4, 4-point splines for a total of 16 checks. Bcubic can go higher than expected and lower than expected right before a large change in slope."
},
{
"const": "HERMITE",
"description": "Hermite is similar to bicubic, but faster and it can be tuned a little bit"
},
{
"const": "CATMULL_ROM_SPLINE",
"description": "Essentially bicubic with zero tension"
},
{
"const": "HERMITE_TENSE",
"description": "Essentially bicubic with max tension"
},
{
"const": "HERMITE_LOOSE",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_HALF_POSITIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_HALF_NEGATIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_FULL_POSITIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_FULL_NEGATIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
}
]},
"oneof-enum-com-volmit-iris-engine-object-irisimagechannel": {"oneOf": [
{
"const": "RED",
"description": "The red channel of the image"
},
{
"const": "GREEN",
"description": "Thge green channel of the image"
},
{
"const": "BLUE",
"description": "The blue channel of the image"
},
{
"const": "SATURATION",
"description": "The saturation as a channel of the image"
},
{
"const": "HUE",
"description": "The hue as a channel of the image"
},
{
"const": "BRIGHTNESS",
"description": "The brightness as a channel of the image"
},
{
"const": "COMPOSITE_ADD_RGB",
"description": "The composite of RGB as a channel of the image. Takes the average channel value (adding)"
},
{
"const": "COMPOSITE_MUL_RGB",
"description": "The composite of RGB as a channel of the image. Multiplies the channels"
},
{
"const": "COMPOSITE_MAX_RGB",
"description": "The composite of RGB as a channel of the image. Picks the highest channel"
},
{
"const": "COMPOSITE_ADD_HSB",
"description": "The composite of HSB as a channel of the image Takes the average channel value (adding)"
},
{
"const": "COMPOSITE_MUL_HSB",
"description": "The composite of HSB as a channel of the image Multiplies the channels"
},
{
"const": "COMPOSITE_MAX_HSB",
"description": "The composite of HSB as a channel of the image Picks the highest channel"
},
{
"const": "RAW",
"description": "The raw value as a channel (probably doesnt look very good)"
}
]},
"obj-com-volmit-iris-engine-object-irisimagemap": {"anyOf": [
{
"description": "Represents an image map",
"type": "object",
"properties": {
"image": {
"type": "string",
"$ref": "#/definitions/erzimages",
"description": "image\nDefine the png image to read in this noise map\n \nIris Image\n\n \n* Default Value is \nMust be a valid images (use ctrl+space for auto complete!)"
},
"coordinateScale": {
"type": "number",
"minimum": 1,
"description": "coordinateScale\nThe amount of distance a single pixel is when reading this map, reading x=13, would still read pixel 0 if the scale is 32. You can zoom this externally through noise styles for zooming out.\n \nNumber\n\n \n* Default Value is 32.0\n* Minimum allowed is 1.0"
},
"interpolationMethod": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-util-interpolation-interpolationmethod",
"description": "interpolationMethod\nThe interpolation method if the coordinateScale is greater than 1. This blends the image into noise. For nearest neighbor, use NONE.\n \nInterpolationMethod\nAn interpolation method (or function) is simply a method of smoothing a position based on surrounding points on a grid. Bicubic for example is smoother, but has 4 times the checks than Bilinear for example. Try using BILINEAR_STARCAST_9 for beautiful results.\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid InterpolationMethod (use ctrl+space for auto complete!)"
},
"channel": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisimagechannel",
"description": "channel\nThe channel of the image to read from. This basically converts image data into a number betwen 0 to 1 per pixel using a certain 'channel/filter'\n \nImageChannel\nDetermines a derived channel of an image to read\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid ImageChannel (use ctrl+space for auto complete!)"
},
"inverted": {
"type": "boolean",
"description": "inverted\nInvert the channel input\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"tiled": {
"type": "boolean",
"description": "tiled\nTile the image coordinates\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"centered": {
"type": "boolean",
"description": "centered\nCenter 0,0 to the center of the image instead of the top left.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
}
}
},
{"type": "string"}
]},
"erzexpressions": {"enum": [
"rivers",
"idk",
"land-rivers",
"cracks",
"rivers2",
"riverrr",
"rivers3"
]},
"enum-snippet-style": {"enum": []},
"erzimages": {"enum": [
"cataract-badland",
"smallcobwebs",
"magma-rivers",
"hm",
"prototype-rivers",
"voronoi-node",
"cool-small-lakes",
"voronoi",
"copse-ledge",
"land-cracks",
"walls",
"weird-figures",
"wallsv2",
"noise",
"rivers-2",
"criptic-hole",
"sub-zero",
"particles",
"voidcells",
"smallsquare",
"bio-mass",
"biomass",
"cool-rivers-2",
"cobweb",
"dev-rivers",
"lavawaste",
"continents",
"canyon-rivers",
"vascularcliffs",
"island-style",
"thickmesa",
"voronoi-mountains",
"pixels",
"distant-cells",
"MultiCellDistances",
"labyrinth",
"painted-plains",
"knots",
"thick-branches",
"voronoi-noise"
]},
"obj-com-volmit-iris-engine-object-irisgeneratorstyle": {"anyOf": [
{
"description": "A gen style",
"type": "object",
"properties": {
"style": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-noisestyle",
"description": "style\nThe chance is 1 in CHANCE per interval\n \nNoiseStyle\nStyles of noise\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid NoiseStyle (use ctrl+space for auto complete!)"
},
"cellularFrequency": {
"type": "number",
"description": "cellularFrequency\nIf set above 0, this style will be cellularized\n \nNumber\n\n \n* Default Value is 0.0"
},
"cellularZoom": {
"type": "number",
"description": "cellularZoom\nCell zooms\n \nNumber\n\n \n* Default Value is 1.0"
},
"zoom": {
"type": "number",
"minimum": 1.0E-5,
"description": "zoom\nThe zoom of this style\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 1.0E-5"
},
"expression": {
"type": "string",
"$ref": "#/definitions/erzexpressions",
"description": "expression\nInstead of using the style property, use a custom expression to represent this style.\n \nIris Expression\n\nMust be a valid expressions (use ctrl+space for auto complete!)"
},
"imageMap": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisimagemap",
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-image-map",
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
}
],
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
},
"multiplier": {
"type": "number",
"minimum": 1.0E-5,
"description": "multiplier\nThe Output multiplier. Only used if parent is fracture.\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 1.0E-5"
},
"axialFracturing": {
"type": "boolean",
"description": "axialFracturing\nIf set to true, each dimension will be fractured with a different order of input coordinates. This is usually 2 or 3 times slower than normal.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"fracture": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisgeneratorstyle",
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-style",
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
}
],
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
},
"exponent": {
"type": "number",
"minimum": 0.01562,
"maximum": 64,
"description": "exponent\nThe exponent\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 0.01562\n* Maximum allowed is 64.0"
},
"cacheSize": {
"type": "integer",
"minimum": 0,
"maximum": 8192,
"description": "cacheSize\nIf the cache size is set above 0, this generator will be cached\n \nInteger\n\n \n* Default Value is 0\n* Minimum allowed is 0\n* Maximum allowed is 8192"
}
}
},
{"type": "string"}
]}
}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisobjectlimit.json",
"anyOf": [
{
"description": "Translate objects",
"type": "object",
"properties": {
"minimumHeight": {
"type": "integer",
"minimum": 0,
"maximum": 1024,
"description": "minimumHeight\nThe minimum height for placement (bottom of object)\n \nInteger\n\n \n* Default Value is -2048\n* Minimum allowed is 0\n* Maximum allowed is 1024"
},
"maximumHeight": {
"type": "integer",
"minimum": 0,
"maximum": 1024,
"description": "maximumHeight\nThe maximum height for placement (top of object)\n \nInteger\n\n \n* Default Value is 2048\n* Minimum allowed is 0\n* Maximum allowed is 1024"
}
}
},
{"type": "string"}
],
"definitions": {}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisobjectrotation.json",
"anyOf": [
{
"description": "Configures rotation for iris",
"type": "object",
"properties": {
"enabled": {
"type": "boolean",
"description": "enabled\nIf this rotator is enabled or not\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"xAxis": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisaxisrotationclamp",
"description": "xAxis\nThe x axis rotation\n \nAxisRotationClamp (Object)\nRepresents a rotation axis with intervals and maxes. The x and z axis values are defaulted to disabled. The Y axis defaults to on, rotating by 90 degree increments.\n \nYou can instead specify \"snippet/axis-rotation/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-axis-rotation",
"description": "xAxis\nThe x axis rotation\n \nAxisRotationClamp (Object)\nRepresents a rotation axis with intervals and maxes. The x and z axis values are defaulted to disabled. The Y axis defaults to on, rotating by 90 degree increments.\n \nYou can instead specify \"snippet/axis-rotation/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
],
"description": "xAxis\nThe x axis rotation\n \nAxisRotationClamp (Object)\nRepresents a rotation axis with intervals and maxes. The x and z axis values are defaulted to disabled. The Y axis defaults to on, rotating by 90 degree increments.\n \nYou can instead specify \"snippet/axis-rotation/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
"yAxis": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisaxisrotationclamp",
"description": "yAxis\nThe y axis rotation\n \nAxisRotationClamp (Object)\nRepresents a rotation axis with intervals and maxes. The x and z axis values are defaulted to disabled. The Y axis defaults to on, rotating by 90 degree increments.\n \nYou can instead specify \"snippet/axis-rotation/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-axis-rotation",
"description": "yAxis\nThe y axis rotation\n \nAxisRotationClamp (Object)\nRepresents a rotation axis with intervals and maxes. The x and z axis values are defaulted to disabled. The Y axis defaults to on, rotating by 90 degree increments.\n \nYou can instead specify \"snippet/axis-rotation/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
],
"description": "yAxis\nThe y axis rotation\n \nAxisRotationClamp (Object)\nRepresents a rotation axis with intervals and maxes. The x and z axis values are defaulted to disabled. The Y axis defaults to on, rotating by 90 degree increments.\n \nYou can instead specify \"snippet/axis-rotation/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
"zAxis": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisaxisrotationclamp",
"description": "zAxis\nThe z axis rotation\n \nAxisRotationClamp (Object)\nRepresents a rotation axis with intervals and maxes. The x and z axis values are defaulted to disabled. The Y axis defaults to on, rotating by 90 degree increments.\n \nYou can instead specify \"snippet/axis-rotation/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-axis-rotation",
"description": "zAxis\nThe z axis rotation\n \nAxisRotationClamp (Object)\nRepresents a rotation axis with intervals and maxes. The x and z axis values are defaulted to disabled. The Y axis defaults to on, rotating by 90 degree increments.\n \nYou can instead specify \"snippet/axis-rotation/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
],
"description": "zAxis\nThe z axis rotation\n \nAxisRotationClamp (Object)\nRepresents a rotation axis with intervals and maxes. The x and z axis values are defaulted to disabled. The Y axis defaults to on, rotating by 90 degree increments.\n \nYou can instead specify \"snippet/axis-rotation/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
}
},
{"type": "string"}
],
"definitions": {
"enum-snippet-axis-rotation": {"enum": []},
"obj-com-volmit-iris-engine-object-irisaxisrotationclamp": {"anyOf": [
{
"description": "Represents a rotation axis with intervals and maxes. The x and z axis values are defaulted to disabled. The Y axis defaults to on, rotating by 90 degree increments.",
"type": "object",
"properties": {
"enabled": {
"type": "boolean",
"description": "enabled\nShould this axis be rotated at all?\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"min": {
"type": "number",
"minimum": -360,
"maximum": 360,
"description": "min\nThe minimum angle (from) or set this and max to zero for any angle degrees. Set both to the same non-zero value to force it to that angle only\n \nNumber\n\n \n* Default Value is 0.0\n* Minimum allowed is -360.0\n* Maximum allowed is 360.0"
},
"max": {
"type": "number",
"minimum": -360,
"maximum": 360,
"description": "max\nThe maximum angle (to) or set this and min to zero for any angle degrees. Set both to the same non-zero value to force it to that angle only\n \nNumber\n\n \n* Default Value is 0.0\n* Minimum allowed is -360.0\n* Maximum allowed is 360.0"
},
"interval": {
"type": "number",
"minimum": 0,
"maximum": 360,
"description": "interval\nIris spins the axis but not freely. For example an interval of 90 would mean 4 possible angles (right angles) degrees. \nSetting this to 0 means totally free rotation.\n\nNote that a lot of structures can have issues with non 90 degree intervals because the minecraft block resolution is so low.\n \nNumber\n\n \n* Default Value is 0.0\n* Minimum allowed is 0.0\n* Maximum allowed is 360.0"
}
}
},
{"type": "string"}
]}
}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisobjectscale.json",
"anyOf": [
{
"description": "Scale objects",
"type": "object",
"properties": {
"variations": {
"type": "integer",
"minimum": 1,
"maximum": 32,
"description": "variations\nIris Objects are scaled and cached to speed up placements. Because of this extra memory is used, so we evenly distribute variations across the defined scale range, then pick one randomly. If the differences is small, use a lower number. For more possibilities on the scale spectrum, increase this at the cost of memory.\n \nInteger\n\n \n* Default Value is 7\n* Minimum allowed is 1\n* Maximum allowed is 32"
},
"minimumScale": {
"type": "number",
"minimum": 0.01,
"maximum": 50,
"description": "minimumScale\nThe minimum scale\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 0.01\n* Maximum allowed is 50.0"
},
"maximumScale": {
"type": "number",
"minimum": 0.01,
"maximum": 50,
"description": "maximumScale\nThe maximum height for placement (top of object)\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 0.01\n* Maximum allowed is 50.0"
},
"interpolation": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisobjectplacementscaleinterpolator",
"description": "interpolation\nIf this object is scaled up beyond its origin size, specify a 3D interpolator\n \nObjectPlacementScaleInterpolator\nUse 3D Interpolation on scaled objects if they are larger than the origin.\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid ObjectPlacementScaleInterpolator (use ctrl+space for auto complete!)"
}
}
},
{"type": "string"}
],
"definitions": {"oneof-enum-com-volmit-iris-engine-object-irisobjectplacementscaleinterpolator": {"oneOf": [
{
"const": "NONE",
"description": "Don't interpolate, big cubes"
},
{
"const": "TRILINEAR",
"description": "Uses linear interpolation in 3 dimensions, generally pretty good, but slow"
},
{
"const": "TRICUBIC",
"description": "Uses cubic spline interpolation in 3 dimensions, even better, but extreme slowdowns"
},
{
"const": "TRIHERMITE",
"description": "Uses hermite spline interpolation in 3 dimensions, even better, but extreme slowdowns"
}
]}}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisobjecttranslate.json",
"anyOf": [
{
"description": "Translate objects",
"type": "object",
"properties": {
"x": {
"type": "integer",
"minimum": -128,
"maximum": 128,
"description": "x\nThe x shift in blocks\n \nInteger\n\n \n* Default Value is 0\n* Minimum allowed is -128\n* Maximum allowed is 128"
},
"y": {
"type": "integer",
"minimum": -128,
"maximum": 128,
"description": "y\nThe y shift in blocks\n \nInteger\n\n \n* Default Value is 0\n* Minimum allowed is -128\n* Maximum allowed is 128"
},
"yRandom": {
"type": "integer",
"minimum": -128,
"maximum": 128,
"description": "yRandom\nAdds an additional amount of height randomly (translateY + rand(0 - yRandom))\n \nInteger\n\n \n* Default Value is 0\n* Minimum allowed is -128\n* Maximum allowed is 128"
},
"z": {
"type": "integer",
"minimum": -128,
"maximum": 128,
"description": "z\nThe z shift in blocks\n \nInteger\n\n \n* Default Value is 0\n* Minimum allowed is -128\n* Maximum allowed is 128"
}
}
},
{"type": "string"}
],
"definitions": {}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisposition2d.json",
"anyOf": [
{
"description": "Represents a position",
"type": "object",
"properties": {
"x": {
"type": "integer",
"description": "x\nThe x position\n \nInteger\n\n \n* Default Value is 0"
},
"z": {
"type": "integer",
"description": "z\nThe z position\n \nInteger\n\n \n* Default Value is 0"
}
}
},
{"type": "string"}
],
"definitions": {}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisposition.json",
"anyOf": [
{
"description": "Represents a position",
"type": "object",
"properties": {
"x": {
"type": "integer",
"description": "x\nThe x position\n \nInteger\n\n \n* Default Value is 0"
},
"y": {
"type": "integer",
"description": "y\nThe y position\n \nInteger\n\n \n* Default Value is 0"
},
"z": {
"type": "integer",
"description": "z\nThe z position\n \nInteger\n\n \n* Default Value is 0"
}
}
},
{"type": "string"}
],
"definitions": {}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irispotioneffect.json",
"anyOf": [
{
"description": "An iris potion effect",
"type": "object",
"properties": {
"potionEffect": {
"type": "string",
"description": "potionEffect\nThe potion effect to apply in this area\n \nText\n\n \n* Default Value is "
},
"strength": {
"type": "integer",
"minimum": -1,
"maximum": 1024,
"description": "strength\nThe Potion Strength or -1 to disable\n \nInteger\n\n \n* Default Value is -1\n* Minimum allowed is -1\n* Maximum allowed is 1024"
},
"ticks": {
"type": "integer",
"minimum": 1,
"description": "ticks\nThe time the potion will last for\n \nInteger\n\n \n* Default Value is 200\n* Minimum allowed is 1"
},
"ambient": {
"type": "boolean",
"description": "ambient\nIs the effect ambient\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"particles": {
"type": "boolean",
"description": "particles\nIs the effect showing particles\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
}
}
},
{"type": "string"}
],
"definitions": {}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisrange.json",
"anyOf": [
{
"description": "Represents a range",
"type": "object",
"properties": {
"min": {
"type": "number",
"description": "min\nThe minimum value\n \nNumber\n\n \n* Default Value is 16.0"
},
"max": {
"type": "number",
"description": "max\nThe maximum value\n \nNumber\n\n \n* Default Value is 32.0"
}
}
},
{"type": "string"}
],
"definitions": {}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisrate.json",
"anyOf": [
{
"description": "Represents a count of something per time duration",
"type": "object",
"properties": {
"amount": {
"type": "integer",
"description": "amount\nThe amount of things. Leave 0 for infinite (meaning always spawn whenever)\n \nInteger\n\n \n* Default Value is 0"
},
"per": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisduration",
"description": "per\nThe time interval. Leave blank for infinite 0 (meaning always spawn all the time)\n \nDuration (Object)\nRepresents a combined duration. Fill each property to add time into a single duration\n \nYou can instead specify \"snippet/duration/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-duration",
"description": "per\nThe time interval. Leave blank for infinite 0 (meaning always spawn all the time)\n \nDuration (Object)\nRepresents a combined duration. Fill each property to add time into a single duration\n \nYou can instead specify \"snippet/duration/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
],
"description": "per\nThe time interval. Leave blank for infinite 0 (meaning always spawn all the time)\n \nDuration (Object)\nRepresents a combined duration. Fill each property to add time into a single duration\n \nYou can instead specify \"snippet/duration/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
}
},
{"type": "string"}
],
"definitions": {
"obj-com-volmit-iris-engine-object-irisduration": {"anyOf": [
{
"description": "Represents a combined duration. Fill each property to add time into a single duration",
"type": "object",
"properties": {
"milliseconds": {
"type": "integer",
"description": "milliseconds\nMilliseconds (1000ms = 1 second)\n \nInteger\n\n \n* Default Value is 0"
},
"minecraftTicks": {
"type": "integer",
"description": "minecraftTicks\nMinecraft Ticks (20 minecraft ticks = 1 second\n \nInteger\n\n \n* Default Value is 0"
},
"seconds": {
"type": "integer",
"description": "seconds\nSeconds (60 seconds = 1 minute)\n \nInteger\n\n \n* Default Value is 0"
},
"minutes": {
"type": "integer",
"description": "minutes\nMinutes (60 minutes = 1 hour)\n \nInteger\n\n \n* Default Value is 0"
},
"minecraftHours": {
"type": "integer",
"description": "minecraftHours\nMinecraft Hours (about 50 real seconds)\n \nInteger\n\n \n* Default Value is 0"
},
"hours": {
"type": "integer",
"description": "hours\nHours (24 hours = 1 day)\n \nInteger\n\n \n* Default Value is 0"
},
"minecraftDays": {
"type": "integer",
"description": "minecraftDays\nMinecraft Days (1 minecraft day = 20 real minutes)\n \nInteger\n\n \n* Default Value is 0"
},
"minecraftWeeks": {
"type": "integer",
"description": "minecraftWeeks\nMinecraft Weeks (1 minecraft week = 2 real hours and 18 real minutes)\n \nInteger\n\n \n* Default Value is 0"
},
"minecraftLunarCycles": {
"type": "integer",
"description": "minecraftLunarCycles\nMinecraft Lunar Cycles (1 minecraft lunar cycle = 2 real hours and 36 real minutes)\n \nInteger\n\n \n* Default Value is 0"
},
"days": {
"type": "integer",
"description": "days\nREAL (not minecraft) Days\n \nInteger\n\n \n* Default Value is 0"
}
}
},
{"type": "string"}
]},
"enum-snippet-duration": {"enum": []}
}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisravineplacer.json",
"anyOf": [
{
"description": "Translate objects",
"type": "object",
"properties": {
"rarity": {
"type": "integer",
"minimum": 1,
"description": "rarity\nTypically a 1 in RARITY on a per chunk/fork basis\n \nInteger\n\n \n* Default Value is 15\n* Minimum allowed is 1"
},
"ravine": {
"type": "string",
"minLength": 1,
"$ref": "#/definitions/erzravines",
"description": "ravine\nThe ravine to place\n \nIris Ravine\n\n* Minimum Length allowed is 1\nMust be a valid ravines (use ctrl+space for auto complete!)"
}
}
},
{"type": "string"}
],
"definitions": {"erzravines": {"enum": [
"deep/vines",
"sandstone/main",
"drip/main",
"swamp/main",
"rocky/main",
"jungle/main",
"red-sandstone/main",
"sandstone/small",
"amethyst/main",
"drip/small",
"calcite/small",
"mixed-sandstone/main",
"mountain/main",
"red-sandstone/small",
"volcanic/small",
"simple/main",
"deep/drip",
"deep/main",
"simple/small",
"volcanic/main",
"ice/main",
"swamp/small",
"calcite/main",
"rocky/small",
"mixed-sandstone/small"
]}}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irismodregionreplacer.json",
"anyOf": [
{
"description": "A region replacer",
"type": "object",
"properties": {
"find": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/erzregions"},
"description": "find\nA list of regions to find\n \nList<Region>\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list.\nMust be a valid Region (use ctrl+space for auto complete!)"
},
"replace": {
"type": "string",
"$ref": "#/definitions/erzregions",
"description": "replace\nA region to replace it with\n \nIris Region\n\n \n* Default Value is \nMust be a valid regions (use ctrl+space for auto complete!)"
}
}
},
{"type": "string"}
],
"definitions": {"erzregions": {"enum": [
"abaddon",
"terralost",
"woodland",
"dev-2",
"vinland",
"summit",
"eldoria",
"sangria",
"sirenia",
"stormweaver",
"dev",
"snowy-sakura",
"west",
"dreadbog",
"volcano",
"winterhold",
"dawnfog",
"glacial",
"snowleaf",
"arid",
"sakura",
"test",
"sea/waves",
"auroria",
"boreal",
"ashes",
"volcano-island",
"frozen",
"swamp",
"forests",
"sea/mar",
"blossomvale",
"tropical",
"sea/ocean",
"temperate",
"grove",
"ocean",
"permafrost",
"mountain-hills",
"galecrest",
"crag",
"sea/sea"
]}}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisshapedgeneratorstyle.json",
"anyOf": [
{
"description": "This represents a generator with a min and max height",
"type": "object",
"properties": {
"generator": {
"anyOf": [
{
"!required": true,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisgeneratorstyle",
"description": "generator\nThe generator id\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-style",
"description": "generator\nThe generator id\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
],
"description": "generator\nThe generator id\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
"min": {
"type": "integer",
"minimum": -2032,
"maximum": 2032,
"description": "min\nThe min block value\n \nInteger\n\n \n* Default Value is 0\n* Minimum allowed is -2032\n* Maximum allowed is 2032"
},
"max": {
"type": "integer",
"minimum": -2032,
"maximum": 2032,
"description": "max\nThe max block value\n \nInteger\n\n \n* Default Value is 0\n* Minimum allowed is -2032\n* Maximum allowed is 2032"
}
}
},
{"type": "string"}
],
"definitions": {
"enum-snippet-image-map": {"enum": []},
"oneof-enum-com-volmit-iris-engine-object-noisestyle": {"oneOf": [
{
"const": "STATIC",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_BILINEAR",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_BICUBIC",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_HERMITE",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "IRIS",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "CLOVER",
"description": "Clover Noise"
},
{
"const": "CLOVER_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BICUBIC",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "VASCULAR",
"description": "Vascular noise gets higher as the position nears a cell border."
},
{
"const": "FLAT",
"description": "It always returns 0.5"
},
{
"const": "CELLULAR",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BICUBIC",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "NOWHERE",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CELLULAR",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CLOVER",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_SIMPLEX",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_GLOB",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_VASCULAR",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CUBIC",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_SUPERFRACTAL",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_FRACTAL",
"description": "Classic German Engineering"
},
{
"const": "IRIS_DOUBLE",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "IRIS_THICK",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "IRIS_HALF",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise."
},
{
"const": "FRACTAL_SMOKE",
"description": "Very Detailed smoke using simplex fractured with fractal billow simplex at high octaves."
},
{
"const": "VASCULAR_THIN",
"description": "Thinner Veins."
},
{
"const": "SIMPLEX_CELLS",
"description": "Cells of simplex noise"
},
{
"const": "SIMPLEX_VASCULAR",
"description": "Veins of simplex noise"
},
{
"const": "FRACTAL_WATER",
"description": "Very Detailed fluid using simplex fractured with fractal billow simplex at high octaves."
},
{
"const": "PERLIN",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_HALF",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_DOUBLE",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_THICK",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "FRACTAL_BILLOW_PERLIN",
"description": "Billow Fractal Perlin Noise."
},
{
"const": "BIOCTAVE_FRACTAL_BILLOW_PERLIN",
"description": "Billow Fractal Perlin Noise. 2 Octaves"
},
{
"const": "FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. Single octave."
},
{
"const": "FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS_HALF",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS_HALF",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS_THICK",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS_THICK",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. Single octave."
},
{
"const": "BIOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 2 octaves."
},
{
"const": "BIOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 2 octaves."
},
{
"const": "BIOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 2 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 3 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 3 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 3 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 5 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 5 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 5 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 7 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 7 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 7 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 8 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 8 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 8 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 9 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 9 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 9 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 10 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 10 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 10 octaves."
},
{
"const": "BIOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 2 octaves"
},
{
"const": "TRIOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 3 octaves"
},
{
"const": "QUADOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 4 octaves"
},
{
"const": "QUINTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 5 octaves"
},
{
"const": "SEXOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 6 octaves"
},
{
"const": "SEPTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 7 octaves"
},
{
"const": "OCTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 8 octaves"
},
{
"const": "NONOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 9 octaves"
},
{
"const": "VIGOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 10 octaves"
},
{
"const": "GLOB",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_HALF",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_DOUBLE",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_THICK",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "CUBIC",
"description": "Cubic Noise"
},
{
"const": "FRACTAL_CUBIC",
"description": "Fractal Cubic Noise"
},
{
"const": "FRACTAL_CUBIC_IRIS",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_THICK",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_HALF",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_DOUBLE",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "BIOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 2 Octaves"
},
{
"const": "TRIOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 3 Octaves"
},
{
"const": "QUADOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 4 Octaves"
},
{
"const": "CUBIC_IRIS",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_HALF",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_DOUBLE",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_THICK",
"description": "Cubic Noise"
},
{
"const": "CELLULAR_IRIS",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_THICK",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_DOUBLE",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_HALF",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_HEIGHT",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell"
},
{
"const": "CELLULAR_HEIGHT_IRIS",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_DOUBLE",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_THICK",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_HALF",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "VASCULAR_IRIS",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_DOUBLE",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_THICK",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_HALF",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
}
]},
"oneof-enum-com-volmit-iris-util-interpolation-interpolationmethod": {"oneOf": [
{
"const": "NONE",
"description": "No interpolation. Nearest Neighbor (bad for terrain, great for performance)."
},
{
"const": "BILINEAR",
"description": "Uses 4 nearby points in a square to calculate a 2d slope. Very fast but creates square artifacts. See: https://en.wikipedia.org/wiki/Bilinear_interpolation"
},
{
"const": "STARCAST_3",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 3 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_6",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 6 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_9",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 9 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_12",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 12 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "BILINEAR_STARCAST_3",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_6",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_9",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_12",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "HERMITE_STARCAST_3",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_6",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_9",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_12",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "BILINEAR_BEZIER",
"description": "Uses bilinear but on a bezier curve. See: https://en.wikipedia.org/wiki/Bezier_curve"
},
{
"const": "BILINEAR_PARAMETRIC_2",
"description": "Uses Bilinear but with parametric curves alpha 2."
},
{
"const": "BILINEAR_PARAMETRIC_4",
"description": "Uses Bilinear but with parametric curves alpha 4."
},
{
"const": "BILINEAR_PARAMETRIC_1_5",
"description": "Uses Bilinear but with parametric curves alpha 1.5."
},
{
"const": "BICUBIC",
"description": "Bicubic noise creates 4, 4-point splines for a total of 16 checks. Bcubic can go higher than expected and lower than expected right before a large change in slope."
},
{
"const": "HERMITE",
"description": "Hermite is similar to bicubic, but faster and it can be tuned a little bit"
},
{
"const": "CATMULL_ROM_SPLINE",
"description": "Essentially bicubic with zero tension"
},
{
"const": "HERMITE_TENSE",
"description": "Essentially bicubic with max tension"
},
{
"const": "HERMITE_LOOSE",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_HALF_POSITIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_HALF_NEGATIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_FULL_POSITIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_FULL_NEGATIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
}
]},
"oneof-enum-com-volmit-iris-engine-object-irisimagechannel": {"oneOf": [
{
"const": "RED",
"description": "The red channel of the image"
},
{
"const": "GREEN",
"description": "Thge green channel of the image"
},
{
"const": "BLUE",
"description": "The blue channel of the image"
},
{
"const": "SATURATION",
"description": "The saturation as a channel of the image"
},
{
"const": "HUE",
"description": "The hue as a channel of the image"
},
{
"const": "BRIGHTNESS",
"description": "The brightness as a channel of the image"
},
{
"const": "COMPOSITE_ADD_RGB",
"description": "The composite of RGB as a channel of the image. Takes the average channel value (adding)"
},
{
"const": "COMPOSITE_MUL_RGB",
"description": "The composite of RGB as a channel of the image. Multiplies the channels"
},
{
"const": "COMPOSITE_MAX_RGB",
"description": "The composite of RGB as a channel of the image. Picks the highest channel"
},
{
"const": "COMPOSITE_ADD_HSB",
"description": "The composite of HSB as a channel of the image Takes the average channel value (adding)"
},
{
"const": "COMPOSITE_MUL_HSB",
"description": "The composite of HSB as a channel of the image Multiplies the channels"
},
{
"const": "COMPOSITE_MAX_HSB",
"description": "The composite of HSB as a channel of the image Picks the highest channel"
},
{
"const": "RAW",
"description": "The raw value as a channel (probably doesnt look very good)"
}
]},
"obj-com-volmit-iris-engine-object-irisimagemap": {"anyOf": [
{
"description": "Represents an image map",
"type": "object",
"properties": {
"image": {
"type": "string",
"$ref": "#/definitions/erzimages",
"description": "image\nDefine the png image to read in this noise map\n \nIris Image\n\n \n* Default Value is \nMust be a valid images (use ctrl+space for auto complete!)"
},
"coordinateScale": {
"type": "number",
"minimum": 1,
"description": "coordinateScale\nThe amount of distance a single pixel is when reading this map, reading x=13, would still read pixel 0 if the scale is 32. You can zoom this externally through noise styles for zooming out.\n \nNumber\n\n \n* Default Value is 32.0\n* Minimum allowed is 1.0"
},
"interpolationMethod": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-util-interpolation-interpolationmethod",
"description": "interpolationMethod\nThe interpolation method if the coordinateScale is greater than 1. This blends the image into noise. For nearest neighbor, use NONE.\n \nInterpolationMethod\nAn interpolation method (or function) is simply a method of smoothing a position based on surrounding points on a grid. Bicubic for example is smoother, but has 4 times the checks than Bilinear for example. Try using BILINEAR_STARCAST_9 for beautiful results.\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid InterpolationMethod (use ctrl+space for auto complete!)"
},
"channel": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisimagechannel",
"description": "channel\nThe channel of the image to read from. This basically converts image data into a number betwen 0 to 1 per pixel using a certain 'channel/filter'\n \nImageChannel\nDetermines a derived channel of an image to read\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid ImageChannel (use ctrl+space for auto complete!)"
},
"inverted": {
"type": "boolean",
"description": "inverted\nInvert the channel input\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"tiled": {
"type": "boolean",
"description": "tiled\nTile the image coordinates\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"centered": {
"type": "boolean",
"description": "centered\nCenter 0,0 to the center of the image instead of the top left.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
}
}
},
{"type": "string"}
]},
"erzexpressions": {"enum": [
"rivers",
"idk",
"land-rivers",
"cracks",
"rivers2",
"riverrr",
"rivers3"
]},
"enum-snippet-style": {"enum": []},
"erzimages": {"enum": [
"cataract-badland",
"smallcobwebs",
"magma-rivers",
"hm",
"prototype-rivers",
"voronoi-node",
"cool-small-lakes",
"voronoi",
"copse-ledge",
"land-cracks",
"walls",
"weird-figures",
"wallsv2",
"noise",
"rivers-2",
"criptic-hole",
"sub-zero",
"particles",
"voidcells",
"smallsquare",
"bio-mass",
"biomass",
"cool-rivers-2",
"cobweb",
"dev-rivers",
"lavawaste",
"continents",
"canyon-rivers",
"vascularcliffs",
"island-style",
"thickmesa",
"voronoi-mountains",
"pixels",
"distant-cells",
"MultiCellDistances",
"labyrinth",
"painted-plains",
"knots",
"thick-branches",
"voronoi-noise"
]},
"obj-com-volmit-iris-engine-object-irisgeneratorstyle": {"anyOf": [
{
"description": "A gen style",
"type": "object",
"properties": {
"style": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-noisestyle",
"description": "style\nThe chance is 1 in CHANCE per interval\n \nNoiseStyle\nStyles of noise\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid NoiseStyle (use ctrl+space for auto complete!)"
},
"cellularFrequency": {
"type": "number",
"description": "cellularFrequency\nIf set above 0, this style will be cellularized\n \nNumber\n\n \n* Default Value is 0.0"
},
"cellularZoom": {
"type": "number",
"description": "cellularZoom\nCell zooms\n \nNumber\n\n \n* Default Value is 1.0"
},
"zoom": {
"type": "number",
"minimum": 1.0E-5,
"description": "zoom\nThe zoom of this style\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 1.0E-5"
},
"expression": {
"type": "string",
"$ref": "#/definitions/erzexpressions",
"description": "expression\nInstead of using the style property, use a custom expression to represent this style.\n \nIris Expression\n\nMust be a valid expressions (use ctrl+space for auto complete!)"
},
"imageMap": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisimagemap",
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-image-map",
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
}
],
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
},
"multiplier": {
"type": "number",
"minimum": 1.0E-5,
"description": "multiplier\nThe Output multiplier. Only used if parent is fracture.\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 1.0E-5"
},
"axialFracturing": {
"type": "boolean",
"description": "axialFracturing\nIf set to true, each dimension will be fractured with a different order of input coordinates. This is usually 2 or 3 times slower than normal.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"fracture": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisgeneratorstyle",
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-style",
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
}
],
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
},
"exponent": {
"type": "number",
"minimum": 0.01562,
"maximum": 64,
"description": "exponent\nThe exponent\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 0.01562\n* Maximum allowed is 64.0"
},
"cacheSize": {
"type": "integer",
"minimum": 0,
"maximum": 8192,
"description": "cacheSize\nIf the cache size is set above 0, this generator will be cached\n \nInteger\n\n \n* Default Value is 0\n* Minimum allowed is 0\n* Maximum allowed is 8192"
}
}
},
{"type": "string"}
]}
}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisslopeclip.json",
"anyOf": [
{
"description": "Translate objects",
"type": "object",
"properties": {
"minimumSlope": {
"type": "number",
"minimum": 0,
"maximum": 1024,
"description": "minimumSlope\nThe minimum slope for placement\n \nNumber\n\n \n* Default Value is 0.0\n* Minimum allowed is 0.0\n* Maximum allowed is 1024.0"
},
"maximumSlope": {
"type": "number",
"minimum": 0,
"maximum": 1024,
"description": "maximumSlope\nThe maximum slope for placement\n \nNumber\n\n \n* Default Value is 10.0\n* Minimum allowed is 0.0\n* Maximum allowed is 1024.0"
}
}
},
{"type": "string"}
],
"definitions": {}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisstyledrange.json",
"anyOf": [
{
"description": "Represents a range styled with a custom generator",
"type": "object",
"properties": {
"min": {
"type": "number",
"description": "min\nThe minimum value\n \nNumber\n\n \n* Default Value is 16.0"
},
"max": {
"type": "number",
"description": "max\nThe maximum value\n \nNumber\n\n \n* Default Value is 32.0"
},
"style": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisgeneratorstyle",
"description": "style\nThe style to pick the range\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-style",
"description": "style\nThe style to pick the range\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
],
"description": "style\nThe style to pick the range\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
}
},
{"type": "string"}
],
"definitions": {
"enum-snippet-image-map": {"enum": []},
"oneof-enum-com-volmit-iris-engine-object-noisestyle": {"oneOf": [
{
"const": "STATIC",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_BILINEAR",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_BICUBIC",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_HERMITE",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "IRIS",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "CLOVER",
"description": "Clover Noise"
},
{
"const": "CLOVER_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BICUBIC",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "VASCULAR",
"description": "Vascular noise gets higher as the position nears a cell border."
},
{
"const": "FLAT",
"description": "It always returns 0.5"
},
{
"const": "CELLULAR",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BICUBIC",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "NOWHERE",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CELLULAR",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CLOVER",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_SIMPLEX",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_GLOB",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_VASCULAR",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CUBIC",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_SUPERFRACTAL",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_FRACTAL",
"description": "Classic German Engineering"
},
{
"const": "IRIS_DOUBLE",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "IRIS_THICK",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "IRIS_HALF",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise."
},
{
"const": "FRACTAL_SMOKE",
"description": "Very Detailed smoke using simplex fractured with fractal billow simplex at high octaves."
},
{
"const": "VASCULAR_THIN",
"description": "Thinner Veins."
},
{
"const": "SIMPLEX_CELLS",
"description": "Cells of simplex noise"
},
{
"const": "SIMPLEX_VASCULAR",
"description": "Veins of simplex noise"
},
{
"const": "FRACTAL_WATER",
"description": "Very Detailed fluid using simplex fractured with fractal billow simplex at high octaves."
},
{
"const": "PERLIN",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_HALF",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_DOUBLE",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_THICK",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "FRACTAL_BILLOW_PERLIN",
"description": "Billow Fractal Perlin Noise."
},
{
"const": "BIOCTAVE_FRACTAL_BILLOW_PERLIN",
"description": "Billow Fractal Perlin Noise. 2 Octaves"
},
{
"const": "FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. Single octave."
},
{
"const": "FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS_HALF",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS_HALF",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS_THICK",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS_THICK",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. Single octave."
},
{
"const": "BIOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 2 octaves."
},
{
"const": "BIOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 2 octaves."
},
{
"const": "BIOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 2 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 3 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 3 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 3 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 5 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 5 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 5 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 7 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 7 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 7 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 8 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 8 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 8 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 9 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 9 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 9 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 10 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 10 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 10 octaves."
},
{
"const": "BIOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 2 octaves"
},
{
"const": "TRIOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 3 octaves"
},
{
"const": "QUADOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 4 octaves"
},
{
"const": "QUINTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 5 octaves"
},
{
"const": "SEXOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 6 octaves"
},
{
"const": "SEPTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 7 octaves"
},
{
"const": "OCTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 8 octaves"
},
{
"const": "NONOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 9 octaves"
},
{
"const": "VIGOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 10 octaves"
},
{
"const": "GLOB",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_HALF",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_DOUBLE",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_THICK",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "CUBIC",
"description": "Cubic Noise"
},
{
"const": "FRACTAL_CUBIC",
"description": "Fractal Cubic Noise"
},
{
"const": "FRACTAL_CUBIC_IRIS",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_THICK",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_HALF",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_DOUBLE",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "BIOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 2 Octaves"
},
{
"const": "TRIOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 3 Octaves"
},
{
"const": "QUADOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 4 Octaves"
},
{
"const": "CUBIC_IRIS",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_HALF",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_DOUBLE",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_THICK",
"description": "Cubic Noise"
},
{
"const": "CELLULAR_IRIS",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_THICK",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_DOUBLE",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_HALF",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_HEIGHT",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell"
},
{
"const": "CELLULAR_HEIGHT_IRIS",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_DOUBLE",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_THICK",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_HALF",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "VASCULAR_IRIS",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_DOUBLE",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_THICK",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_HALF",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
}
]},
"oneof-enum-com-volmit-iris-util-interpolation-interpolationmethod": {"oneOf": [
{
"const": "NONE",
"description": "No interpolation. Nearest Neighbor (bad for terrain, great for performance)."
},
{
"const": "BILINEAR",
"description": "Uses 4 nearby points in a square to calculate a 2d slope. Very fast but creates square artifacts. See: https://en.wikipedia.org/wiki/Bilinear_interpolation"
},
{
"const": "STARCAST_3",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 3 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_6",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 6 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_9",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 9 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_12",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 12 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "BILINEAR_STARCAST_3",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_6",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_9",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_12",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "HERMITE_STARCAST_3",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_6",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_9",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_12",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "BILINEAR_BEZIER",
"description": "Uses bilinear but on a bezier curve. See: https://en.wikipedia.org/wiki/Bezier_curve"
},
{
"const": "BILINEAR_PARAMETRIC_2",
"description": "Uses Bilinear but with parametric curves alpha 2."
},
{
"const": "BILINEAR_PARAMETRIC_4",
"description": "Uses Bilinear but with parametric curves alpha 4."
},
{
"const": "BILINEAR_PARAMETRIC_1_5",
"description": "Uses Bilinear but with parametric curves alpha 1.5."
},
{
"const": "BICUBIC",
"description": "Bicubic noise creates 4, 4-point splines for a total of 16 checks. Bcubic can go higher than expected and lower than expected right before a large change in slope."
},
{
"const": "HERMITE",
"description": "Hermite is similar to bicubic, but faster and it can be tuned a little bit"
},
{
"const": "CATMULL_ROM_SPLINE",
"description": "Essentially bicubic with zero tension"
},
{
"const": "HERMITE_TENSE",
"description": "Essentially bicubic with max tension"
},
{
"const": "HERMITE_LOOSE",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_HALF_POSITIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_HALF_NEGATIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_FULL_POSITIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_FULL_NEGATIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
}
]},
"oneof-enum-com-volmit-iris-engine-object-irisimagechannel": {"oneOf": [
{
"const": "RED",
"description": "The red channel of the image"
},
{
"const": "GREEN",
"description": "Thge green channel of the image"
},
{
"const": "BLUE",
"description": "The blue channel of the image"
},
{
"const": "SATURATION",
"description": "The saturation as a channel of the image"
},
{
"const": "HUE",
"description": "The hue as a channel of the image"
},
{
"const": "BRIGHTNESS",
"description": "The brightness as a channel of the image"
},
{
"const": "COMPOSITE_ADD_RGB",
"description": "The composite of RGB as a channel of the image. Takes the average channel value (adding)"
},
{
"const": "COMPOSITE_MUL_RGB",
"description": "The composite of RGB as a channel of the image. Multiplies the channels"
},
{
"const": "COMPOSITE_MAX_RGB",
"description": "The composite of RGB as a channel of the image. Picks the highest channel"
},
{
"const": "COMPOSITE_ADD_HSB",
"description": "The composite of HSB as a channel of the image Takes the average channel value (adding)"
},
{
"const": "COMPOSITE_MUL_HSB",
"description": "The composite of HSB as a channel of the image Multiplies the channels"
},
{
"const": "COMPOSITE_MAX_HSB",
"description": "The composite of HSB as a channel of the image Picks the highest channel"
},
{
"const": "RAW",
"description": "The raw value as a channel (probably doesnt look very good)"
}
]},
"obj-com-volmit-iris-engine-object-irisimagemap": {"anyOf": [
{
"description": "Represents an image map",
"type": "object",
"properties": {
"image": {
"type": "string",
"$ref": "#/definitions/erzimages",
"description": "image\nDefine the png image to read in this noise map\n \nIris Image\n\n \n* Default Value is \nMust be a valid images (use ctrl+space for auto complete!)"
},
"coordinateScale": {
"type": "number",
"minimum": 1,
"description": "coordinateScale\nThe amount of distance a single pixel is when reading this map, reading x=13, would still read pixel 0 if the scale is 32. You can zoom this externally through noise styles for zooming out.\n \nNumber\n\n \n* Default Value is 32.0\n* Minimum allowed is 1.0"
},
"interpolationMethod": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-util-interpolation-interpolationmethod",
"description": "interpolationMethod\nThe interpolation method if the coordinateScale is greater than 1. This blends the image into noise. For nearest neighbor, use NONE.\n \nInterpolationMethod\nAn interpolation method (or function) is simply a method of smoothing a position based on surrounding points on a grid. Bicubic for example is smoother, but has 4 times the checks than Bilinear for example. Try using BILINEAR_STARCAST_9 for beautiful results.\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid InterpolationMethod (use ctrl+space for auto complete!)"
},
"channel": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisimagechannel",
"description": "channel\nThe channel of the image to read from. This basically converts image data into a number betwen 0 to 1 per pixel using a certain 'channel/filter'\n \nImageChannel\nDetermines a derived channel of an image to read\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid ImageChannel (use ctrl+space for auto complete!)"
},
"inverted": {
"type": "boolean",
"description": "inverted\nInvert the channel input\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"tiled": {
"type": "boolean",
"description": "tiled\nTile the image coordinates\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"centered": {
"type": "boolean",
"description": "centered\nCenter 0,0 to the center of the image instead of the top left.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
}
}
},
{"type": "string"}
]},
"erzexpressions": {"enum": [
"rivers",
"idk",
"land-rivers",
"cracks",
"rivers2",
"riverrr",
"rivers3"
]},
"enum-snippet-style": {"enum": []},
"erzimages": {"enum": [
"cataract-badland",
"smallcobwebs",
"magma-rivers",
"hm",
"prototype-rivers",
"voronoi-node",
"cool-small-lakes",
"voronoi",
"copse-ledge",
"land-cracks",
"walls",
"weird-figures",
"wallsv2",
"noise",
"rivers-2",
"criptic-hole",
"sub-zero",
"particles",
"voidcells",
"smallsquare",
"bio-mass",
"biomass",
"cool-rivers-2",
"cobweb",
"dev-rivers",
"lavawaste",
"continents",
"canyon-rivers",
"vascularcliffs",
"island-style",
"thickmesa",
"voronoi-mountains",
"pixels",
"distant-cells",
"MultiCellDistances",
"labyrinth",
"painted-plains",
"knots",
"thick-branches",
"voronoi-noise"
]},
"obj-com-volmit-iris-engine-object-irisgeneratorstyle": {"anyOf": [
{
"description": "A gen style",
"type": "object",
"properties": {
"style": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-noisestyle",
"description": "style\nThe chance is 1 in CHANCE per interval\n \nNoiseStyle\nStyles of noise\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid NoiseStyle (use ctrl+space for auto complete!)"
},
"cellularFrequency": {
"type": "number",
"description": "cellularFrequency\nIf set above 0, this style will be cellularized\n \nNumber\n\n \n* Default Value is 0.0"
},
"cellularZoom": {
"type": "number",
"description": "cellularZoom\nCell zooms\n \nNumber\n\n \n* Default Value is 1.0"
},
"zoom": {
"type": "number",
"minimum": 1.0E-5,
"description": "zoom\nThe zoom of this style\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 1.0E-5"
},
"expression": {
"type": "string",
"$ref": "#/definitions/erzexpressions",
"description": "expression\nInstead of using the style property, use a custom expression to represent this style.\n \nIris Expression\n\nMust be a valid expressions (use ctrl+space for auto complete!)"
},
"imageMap": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisimagemap",
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-image-map",
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
}
],
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
},
"multiplier": {
"type": "number",
"minimum": 1.0E-5,
"description": "multiplier\nThe Output multiplier. Only used if parent is fracture.\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 1.0E-5"
},
"axialFracturing": {
"type": "boolean",
"description": "axialFracturing\nIf set to true, each dimension will be fractured with a different order of input coordinates. This is usually 2 or 3 times slower than normal.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"fracture": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisgeneratorstyle",
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-style",
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
}
],
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
},
"exponent": {
"type": "number",
"minimum": 0.01562,
"maximum": 64,
"description": "exponent\nThe exponent\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 0.01562\n* Maximum allowed is 64.0"
},
"cacheSize": {
"type": "integer",
"minimum": 0,
"maximum": 8192,
"description": "cacheSize\nIf the cache size is set above 0, this generator will be cached\n \nInteger\n\n \n* Default Value is 0\n* Minimum allowed is 0\n* Maximum allowed is 8192"
}
}
},
{"type": "string"}
]}
}
}

View File

@@ -0,0 +1,996 @@
{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisgeneratorstyle.json",
"anyOf": [
{
"description": "A gen style",
"type": "object",
"properties": {
"style": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-noisestyle",
"description": "style\nThe chance is 1 in CHANCE per interval\n \nNoiseStyle\nStyles of noise\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid NoiseStyle (use ctrl+space for auto complete!)"
},
"cellularFrequency": {
"type": "number",
"description": "cellularFrequency\nIf set above 0, this style will be cellularized\n \nNumber\n\n \n* Default Value is 0.0"
},
"cellularZoom": {
"type": "number",
"description": "cellularZoom\nCell zooms\n \nNumber\n\n \n* Default Value is 1.0"
},
"zoom": {
"type": "number",
"minimum": 1.0E-5,
"description": "zoom\nThe zoom of this style\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 1.0E-5"
},
"expression": {
"type": "string",
"$ref": "#/definitions/erzexpressions",
"description": "expression\nInstead of using the style property, use a custom expression to represent this style.\n \nIris Expression\n\nMust be a valid expressions (use ctrl+space for auto complete!)"
},
"imageMap": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisimagemap",
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-image-map",
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
}
],
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
},
"multiplier": {
"type": "number",
"minimum": 1.0E-5,
"description": "multiplier\nThe Output multiplier. Only used if parent is fracture.\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 1.0E-5"
},
"axialFracturing": {
"type": "boolean",
"description": "axialFracturing\nIf set to true, each dimension will be fractured with a different order of input coordinates. This is usually 2 or 3 times slower than normal.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"fracture": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisgeneratorstyle",
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-style",
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
}
],
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
},
"exponent": {
"type": "number",
"minimum": 0.01562,
"maximum": 64,
"description": "exponent\nThe exponent\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 0.01562\n* Maximum allowed is 64.0"
},
"cacheSize": {
"type": "integer",
"minimum": 0,
"maximum": 8192,
"description": "cacheSize\nIf the cache size is set above 0, this generator will be cached\n \nInteger\n\n \n* Default Value is 0\n* Minimum allowed is 0\n* Maximum allowed is 8192"
}
}
},
{"type": "string"}
],
"definitions": {
"enum-snippet-image-map": {"enum": []},
"oneof-enum-com-volmit-iris-engine-object-noisestyle": {"oneOf": [
{
"const": "STATIC",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_BILINEAR",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_BICUBIC",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_HERMITE",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "IRIS",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "CLOVER",
"description": "Clover Noise"
},
{
"const": "CLOVER_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BICUBIC",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "VASCULAR",
"description": "Vascular noise gets higher as the position nears a cell border."
},
{
"const": "FLAT",
"description": "It always returns 0.5"
},
{
"const": "CELLULAR",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BICUBIC",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "NOWHERE",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CELLULAR",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CLOVER",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_SIMPLEX",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_GLOB",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_VASCULAR",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CUBIC",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_SUPERFRACTAL",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_FRACTAL",
"description": "Classic German Engineering"
},
{
"const": "IRIS_DOUBLE",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "IRIS_THICK",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "IRIS_HALF",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise."
},
{
"const": "FRACTAL_SMOKE",
"description": "Very Detailed smoke using simplex fractured with fractal billow simplex at high octaves."
},
{
"const": "VASCULAR_THIN",
"description": "Thinner Veins."
},
{
"const": "SIMPLEX_CELLS",
"description": "Cells of simplex noise"
},
{
"const": "SIMPLEX_VASCULAR",
"description": "Veins of simplex noise"
},
{
"const": "FRACTAL_WATER",
"description": "Very Detailed fluid using simplex fractured with fractal billow simplex at high octaves."
},
{
"const": "PERLIN",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_HALF",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_DOUBLE",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_THICK",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "FRACTAL_BILLOW_PERLIN",
"description": "Billow Fractal Perlin Noise."
},
{
"const": "BIOCTAVE_FRACTAL_BILLOW_PERLIN",
"description": "Billow Fractal Perlin Noise. 2 Octaves"
},
{
"const": "FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. Single octave."
},
{
"const": "FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS_HALF",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS_HALF",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS_THICK",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS_THICK",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. Single octave."
},
{
"const": "BIOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 2 octaves."
},
{
"const": "BIOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 2 octaves."
},
{
"const": "BIOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 2 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 3 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 3 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 3 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 5 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 5 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 5 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 7 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 7 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 7 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 8 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 8 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 8 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 9 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 9 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 9 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 10 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 10 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 10 octaves."
},
{
"const": "BIOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 2 octaves"
},
{
"const": "TRIOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 3 octaves"
},
{
"const": "QUADOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 4 octaves"
},
{
"const": "QUINTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 5 octaves"
},
{
"const": "SEXOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 6 octaves"
},
{
"const": "SEPTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 7 octaves"
},
{
"const": "OCTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 8 octaves"
},
{
"const": "NONOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 9 octaves"
},
{
"const": "VIGOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 10 octaves"
},
{
"const": "GLOB",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_HALF",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_DOUBLE",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_THICK",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "CUBIC",
"description": "Cubic Noise"
},
{
"const": "FRACTAL_CUBIC",
"description": "Fractal Cubic Noise"
},
{
"const": "FRACTAL_CUBIC_IRIS",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_THICK",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_HALF",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_DOUBLE",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "BIOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 2 Octaves"
},
{
"const": "TRIOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 3 Octaves"
},
{
"const": "QUADOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 4 Octaves"
},
{
"const": "CUBIC_IRIS",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_HALF",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_DOUBLE",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_THICK",
"description": "Cubic Noise"
},
{
"const": "CELLULAR_IRIS",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_THICK",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_DOUBLE",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_HALF",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_HEIGHT",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell"
},
{
"const": "CELLULAR_HEIGHT_IRIS",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_DOUBLE",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_THICK",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_HALF",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "VASCULAR_IRIS",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_DOUBLE",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_THICK",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_HALF",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
}
]},
"oneof-enum-com-volmit-iris-util-interpolation-interpolationmethod": {"oneOf": [
{
"const": "NONE",
"description": "No interpolation. Nearest Neighbor (bad for terrain, great for performance)."
},
{
"const": "BILINEAR",
"description": "Uses 4 nearby points in a square to calculate a 2d slope. Very fast but creates square artifacts. See: https://en.wikipedia.org/wiki/Bilinear_interpolation"
},
{
"const": "STARCAST_3",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 3 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_6",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 6 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_9",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 9 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_12",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 12 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "BILINEAR_STARCAST_3",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_6",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_9",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_12",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "HERMITE_STARCAST_3",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_6",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_9",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_12",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "BILINEAR_BEZIER",
"description": "Uses bilinear but on a bezier curve. See: https://en.wikipedia.org/wiki/Bezier_curve"
},
{
"const": "BILINEAR_PARAMETRIC_2",
"description": "Uses Bilinear but with parametric curves alpha 2."
},
{
"const": "BILINEAR_PARAMETRIC_4",
"description": "Uses Bilinear but with parametric curves alpha 4."
},
{
"const": "BILINEAR_PARAMETRIC_1_5",
"description": "Uses Bilinear but with parametric curves alpha 1.5."
},
{
"const": "BICUBIC",
"description": "Bicubic noise creates 4, 4-point splines for a total of 16 checks. Bcubic can go higher than expected and lower than expected right before a large change in slope."
},
{
"const": "HERMITE",
"description": "Hermite is similar to bicubic, but faster and it can be tuned a little bit"
},
{
"const": "CATMULL_ROM_SPLINE",
"description": "Essentially bicubic with zero tension"
},
{
"const": "HERMITE_TENSE",
"description": "Essentially bicubic with max tension"
},
{
"const": "HERMITE_LOOSE",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_HALF_POSITIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_HALF_NEGATIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_FULL_POSITIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_FULL_NEGATIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
}
]},
"oneof-enum-com-volmit-iris-engine-object-irisimagechannel": {"oneOf": [
{
"const": "RED",
"description": "The red channel of the image"
},
{
"const": "GREEN",
"description": "Thge green channel of the image"
},
{
"const": "BLUE",
"description": "The blue channel of the image"
},
{
"const": "SATURATION",
"description": "The saturation as a channel of the image"
},
{
"const": "HUE",
"description": "The hue as a channel of the image"
},
{
"const": "BRIGHTNESS",
"description": "The brightness as a channel of the image"
},
{
"const": "COMPOSITE_ADD_RGB",
"description": "The composite of RGB as a channel of the image. Takes the average channel value (adding)"
},
{
"const": "COMPOSITE_MUL_RGB",
"description": "The composite of RGB as a channel of the image. Multiplies the channels"
},
{
"const": "COMPOSITE_MAX_RGB",
"description": "The composite of RGB as a channel of the image. Picks the highest channel"
},
{
"const": "COMPOSITE_ADD_HSB",
"description": "The composite of HSB as a channel of the image Takes the average channel value (adding)"
},
{
"const": "COMPOSITE_MUL_HSB",
"description": "The composite of HSB as a channel of the image Multiplies the channels"
},
{
"const": "COMPOSITE_MAX_HSB",
"description": "The composite of HSB as a channel of the image Picks the highest channel"
},
{
"const": "RAW",
"description": "The raw value as a channel (probably doesnt look very good)"
}
]},
"obj-com-volmit-iris-engine-object-irisimagemap": {"anyOf": [
{
"description": "Represents an image map",
"type": "object",
"properties": {
"image": {
"type": "string",
"$ref": "#/definitions/erzimages",
"description": "image\nDefine the png image to read in this noise map\n \nIris Image\n\n \n* Default Value is \nMust be a valid images (use ctrl+space for auto complete!)"
},
"coordinateScale": {
"type": "number",
"minimum": 1,
"description": "coordinateScale\nThe amount of distance a single pixel is when reading this map, reading x=13, would still read pixel 0 if the scale is 32. You can zoom this externally through noise styles for zooming out.\n \nNumber\n\n \n* Default Value is 32.0\n* Minimum allowed is 1.0"
},
"interpolationMethod": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-util-interpolation-interpolationmethod",
"description": "interpolationMethod\nThe interpolation method if the coordinateScale is greater than 1. This blends the image into noise. For nearest neighbor, use NONE.\n \nInterpolationMethod\nAn interpolation method (or function) is simply a method of smoothing a position based on surrounding points on a grid. Bicubic for example is smoother, but has 4 times the checks than Bilinear for example. Try using BILINEAR_STARCAST_9 for beautiful results.\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid InterpolationMethod (use ctrl+space for auto complete!)"
},
"channel": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisimagechannel",
"description": "channel\nThe channel of the image to read from. This basically converts image data into a number betwen 0 to 1 per pixel using a certain 'channel/filter'\n \nImageChannel\nDetermines a derived channel of an image to read\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid ImageChannel (use ctrl+space for auto complete!)"
},
"inverted": {
"type": "boolean",
"description": "inverted\nInvert the channel input\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"tiled": {
"type": "boolean",
"description": "tiled\nTile the image coordinates\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"centered": {
"type": "boolean",
"description": "centered\nCenter 0,0 to the center of the image instead of the top left.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
}
}
},
{"type": "string"}
]},
"erzexpressions": {"enum": [
"rivers",
"idk",
"land-rivers",
"cracks",
"rivers2",
"riverrr",
"rivers3"
]},
"enum-snippet-style": {"enum": []},
"erzimages": {"enum": [
"cataract-badland",
"smallcobwebs",
"magma-rivers",
"hm",
"prototype-rivers",
"voronoi-node",
"cool-small-lakes",
"voronoi",
"copse-ledge",
"land-cracks",
"walls",
"weird-figures",
"wallsv2",
"noise",
"rivers-2",
"criptic-hole",
"sub-zero",
"particles",
"voidcells",
"smallsquare",
"bio-mass",
"biomass",
"cool-rivers-2",
"cobweb",
"dev-rivers",
"lavawaste",
"continents",
"canyon-rivers",
"vascularcliffs",
"island-style",
"thickmesa",
"voronoi-mountains",
"pixels",
"distant-cells",
"MultiCellDistances",
"labyrinth",
"painted-plains",
"knots",
"thick-branches",
"voronoi-noise"
]},
"obj-com-volmit-iris-engine-object-irisgeneratorstyle": {"anyOf": [
{
"description": "A gen style",
"type": "object",
"properties": {
"style": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-noisestyle",
"description": "style\nThe chance is 1 in CHANCE per interval\n \nNoiseStyle\nStyles of noise\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid NoiseStyle (use ctrl+space for auto complete!)"
},
"cellularFrequency": {
"type": "number",
"description": "cellularFrequency\nIf set above 0, this style will be cellularized\n \nNumber\n\n \n* Default Value is 0.0"
},
"cellularZoom": {
"type": "number",
"description": "cellularZoom\nCell zooms\n \nNumber\n\n \n* Default Value is 1.0"
},
"zoom": {
"type": "number",
"minimum": 1.0E-5,
"description": "zoom\nThe zoom of this style\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 1.0E-5"
},
"expression": {
"type": "string",
"$ref": "#/definitions/erzexpressions",
"description": "expression\nInstead of using the style property, use a custom expression to represent this style.\n \nIris Expression\n\nMust be a valid expressions (use ctrl+space for auto complete!)"
},
"imageMap": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisimagemap",
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-image-map",
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
}
],
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
},
"multiplier": {
"type": "number",
"minimum": 1.0E-5,
"description": "multiplier\nThe Output multiplier. Only used if parent is fracture.\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 1.0E-5"
},
"axialFracturing": {
"type": "boolean",
"description": "axialFracturing\nIf set to true, each dimension will be fractured with a different order of input coordinates. This is usually 2 or 3 times slower than normal.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"fracture": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisgeneratorstyle",
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-style",
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
}
],
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
},
"exponent": {
"type": "number",
"minimum": 0.01562,
"maximum": 64,
"description": "exponent\nThe exponent\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 0.01562\n* Maximum allowed is 64.0"
},
"cacheSize": {
"type": "integer",
"minimum": 0,
"maximum": 8192,
"description": "cacheSize\nIf the cache size is set above 0, this generator will be cached\n \nInteger\n\n \n* Default Value is 0\n* Minimum allowed is 0\n* Maximum allowed is 8192"
}
}
},
{"type": "string"}
]}
}
}

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@@ -0,0 +1,22 @@
{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/iristimeblock.json",
"anyOf": [
{
"description": "Represents a time of day (24h time, not 12h am/pm). Set both to the same number for any time. If they are both set to -1, it will always be not allowed.",
"type": "object",
"properties": {
"startHour": {
"type": "number",
"description": "startHour\nThe beginning hour. Set both to the same number for any time. If they are both set to -1, it will always be not allowed.\n \nNumber\n\n \n* Default Value is 0.0"
},
"endHour": {
"type": "number",
"description": "endHour\nThe ending hour. Set both to the same number for any time. If they are both set to -1, it will always be not allowed.\n \nNumber\n\n \n* Default Value is 0.0"
}
}
},
{"type": "string"}
],
"definitions": {}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/iristree.json",
"anyOf": [
{
"description": "Tree replace options for this object placer",
"type": "object",
"properties": {
"treeTypes": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/enum-org-bukkit-treetype"},
"description": "treeTypes\nThe types of trees overwritten by this object\n \nList of TreeTypes\n\n* At least one entry must be defined, or just remove this list.\nMust be a valid TreeType (use ctrl+space for auto complete!)"
},
"anyTree": {
"type": "boolean",
"description": "anyTree\nIf enabled, overrides any TreeType\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"sizes": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/obj-com-volmit-iris-engine-object-iristreesize"},
"description": "sizes\nThe size of the square of saplings this applies to (2 means a 2 * 2 sapling area)\n \nList of TreeSizes (Objects)\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list."
},
"anySize": {
"type": "boolean",
"description": "anySize\nIf enabled, overrides trees of any size\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
}
}
},
{"type": "string"}
],
"definitions": {
"enum-org-bukkit-treetype": {"enum": [
"TREE",
"BIG_TREE",
"REDWOOD",
"TALL_REDWOOD",
"BIRCH",
"JUNGLE",
"SMALL_JUNGLE",
"COCOA_TREE",
"JUNGLE_BUSH",
"RED_MUSHROOM",
"BROWN_MUSHROOM",
"SWAMP",
"ACACIA",
"DARK_OAK",
"MEGA_REDWOOD",
"TALL_BIRCH",
"CHORUS_PLANT",
"CRIMSON_FUNGUS",
"WARPED_FUNGUS",
"AZALEA",
"MANGROVE",
"TALL_MANGROVE",
"CHERRY"
]},
"obj-com-volmit-iris-engine-object-iristreesize": {"anyOf": [
{
"description": "Sapling override object picking options",
"type": "object",
"properties": {
"width": {
"type": "integer",
"description": "width\nThe width of the sapling area\n \nInteger\n\n \n* Default Value is 1"
},
"depth": {
"type": "integer",
"description": "depth\nThe depth of the sapling area\n \nInteger\n\n \n* Default Value is 1"
}
}
},
{"type": "string"}
]}
}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/iristreesettings.json",
"anyOf": [
{
"description": "Tree growth override settings",
"type": "object",
"properties": {
"enabled": {
"type": "boolean",
"description": "enabled\nTurn replacing on and off\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"mode": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-iristreemodes",
"description": "mode\nObject picking modes\n \nTreeModes\nSapling override object picking options\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid TreeModes (use ctrl+space for auto complete!)"
}
}
},
{"type": "string"}
],
"definitions": {"oneof-enum-com-volmit-iris-engine-object-iristreemodes": {"oneOf": [
{
"const": "FIRST",
"description": "Check biome, then region, then dimension, pick the first one that has options"
},
{
"const": "ALL",
"description": "Check biome, regions, and dimensions, and pick any option from the total list"
}
]}}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/iristreesize.json",
"anyOf": [
{
"description": "Sapling override object picking options",
"type": "object",
"properties": {
"width": {
"type": "integer",
"description": "width\nThe width of the sapling area\n \nInteger\n\n \n* Default Value is 1"
},
"depth": {
"type": "integer",
"description": "depth\nThe depth of the sapling area\n \nInteger\n\n \n* Default Value is 1"
}
}
},
{"type": "string"}
],
"definitions": {}
}

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisspawner.json",
"description": "Represents an entity spawn during initial chunk generation",
"type": "object",
"properties": {
"preprocessors": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/erzscripts"},
"description": "preprocessors\nPreprocess this object in-memory when it's loaded, run scripts using the variable 'Iris.getPreprocessorObject()' and modify properties about this object before it's used.\n \nList<Script>\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list.\nMust be a valid Script (use ctrl+space for auto complete!)"
},
"spawns": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisentityspawn"},
"description": "spawns\nThe entity spawns to add\n \nList of EntitySpawns (Objects)\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list."
},
"initialSpawns": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisentityspawn"},
"description": "initialSpawns\nThe entity spawns to add initially. EXECUTES PER CHUNK!\n \nList of EntitySpawns (Objects)\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list."
},
"energyMultiplier": {
"type": "number",
"description": "energyMultiplier\nThe energy multiplier when calculating spawn energy usage\n \nNumber\n\n \n* Default Value is 1.0"
},
"maxEntitiesPerChunk": {
"type": "integer",
"description": "maxEntitiesPerChunk\nThis spawner will not spawn in a given chunk if that chunk has more than the defined amount of living entities.\n \nInteger\n\n \n* Default Value is 1"
},
"timeBlock": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-iristimeblock",
"description": "timeBlock\nThe block of 24 hour time to contain this spawn in.\n \nTimeBlock (Object)\nRepresents a time of day (24h time, not 12h am/pm). Set both to the same number for any time. If they are both set to -1, it will always be not allowed.\n \nYou can instead specify \"snippet/time-block/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-time-block",
"description": "timeBlock\nThe block of 24 hour time to contain this spawn in.\n \nTimeBlock (Object)\nRepresents a time of day (24h time, not 12h am/pm). Set both to the same number for any time. If they are both set to -1, it will always be not allowed.\n \nYou can instead specify \"snippet/time-block/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
],
"description": "timeBlock\nThe block of 24 hour time to contain this spawn in.\n \nTimeBlock (Object)\nRepresents a time of day (24h time, not 12h am/pm). Set both to the same number for any time. If they are both set to -1, it will always be not allowed.\n \nYou can instead specify \"snippet/time-block/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
"weather": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisweather",
"description": "weather\nThe block of 24 hour time to contain this spawn in.\n \nWeather\nRepresents a weather type\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid Weather (use ctrl+space for auto complete!)"
},
"maximumRate": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisrate",
"description": "maximumRate\nThe maximum rate this spawner can fire\n \nRate (Object)\nRepresents a count of something per time duration\n \nYou can instead specify \"snippet/rate/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-rate",
"description": "maximumRate\nThe maximum rate this spawner can fire\n \nRate (Object)\nRepresents a count of something per time duration\n \nYou can instead specify \"snippet/rate/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
],
"description": "maximumRate\nThe maximum rate this spawner can fire\n \nRate (Object)\nRepresents a count of something per time duration\n \nYou can instead specify \"snippet/rate/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
"maximumRatePerChunk": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisrate",
"description": "maximumRatePerChunk\nThe maximum rate this spawner can fire on a specific chunk\n \nRate (Object)\nRepresents a count of something per time duration\n \nYou can instead specify \"snippet/rate/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-rate",
"description": "maximumRatePerChunk\nThe maximum rate this spawner can fire on a specific chunk\n \nRate (Object)\nRepresents a count of something per time duration\n \nYou can instead specify \"snippet/rate/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
],
"description": "maximumRatePerChunk\nThe maximum rate this spawner can fire on a specific chunk\n \nRate (Object)\nRepresents a count of something per time duration\n \nYou can instead specify \"snippet/rate/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
"allowedLightLevels": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisrange",
"description": "allowedLightLevels\nThe light levels this spawn is allowed to run in (0-15 inclusive)\n \nRange (Object)\nRepresents a range\n \nYou can instead specify \"snippet/range/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-range",
"description": "allowedLightLevels\nThe light levels this spawn is allowed to run in (0-15 inclusive)\n \nRange (Object)\nRepresents a range\n \nYou can instead specify \"snippet/range/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
],
"description": "allowedLightLevels\nThe light levels this spawn is allowed to run in (0-15 inclusive)\n \nRange (Object)\nRepresents a range\n \nYou can instead specify \"snippet/range/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
"group": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisspawngroup",
"description": "group\nWhere should these spawns be placed\n \nSpawnGroup\nTerrain modes are used to decide the generator type currently used\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid SpawnGroup (use ctrl+space for auto complete!)"
}
},
"definitions": {
"obj-com-volmit-iris-engine-object-irisrange": {"anyOf": [
{
"description": "Represents a range",
"type": "object",
"properties": {
"min": {
"type": "number",
"description": "min\nThe minimum value\n \nNumber\n\n \n* Default Value is 16.0"
},
"max": {
"type": "number",
"description": "max\nThe maximum value\n \nNumber\n\n \n* Default Value is 32.0"
}
}
},
{"type": "string"}
]},
"oneof-enum-com-volmit-iris-engine-object-irisspawngroup": {"oneOf": [
{
"const": "NORMAL",
"description": "Spawns on the terrain surface"
},
{
"const": "CAVE",
"description": "Spawns in cave-air and low light level areas"
},
{
"const": "UNDERWATER",
"description": "Spawns underwater"
},
{
"const": "BEACH",
"description": "Spawns in beaches"
}
]},
"enum-snippet-time-block": {"enum": []},
"enum-snippet-duration": {"enum": []},
"obj-com-volmit-iris-engine-object-iristimeblock": {"anyOf": [
{
"description": "Represents a time of day (24h time, not 12h am/pm). Set both to the same number for any time. If they are both set to -1, it will always be not allowed.",
"type": "object",
"properties": {
"startHour": {
"type": "number",
"description": "startHour\nThe beginning hour. Set both to the same number for any time. If they are both set to -1, it will always be not allowed.\n \nNumber\n\n \n* Default Value is 0.0"
},
"endHour": {
"type": "number",
"description": "endHour\nThe ending hour. Set both to the same number for any time. If they are both set to -1, it will always be not allowed.\n \nNumber\n\n \n* Default Value is 0.0"
}
}
},
{"type": "string"}
]},
"erzscripts": {"enum": []},
"erzentities": {"enum": [
"standard/passive/tropicalfish",
"standard/neutral/llama",
"standard/hostile/vex",
"standard/hostile/zombified-piglin",
"unique/skelepirate",
"standard/passive/turtle",
"standard/passive/fox",
"standard/passive/skeletonhorse",
"standard/hostile/blaze",
"standard/hostile/shulker",
"standard/passive/salmon",
"standard/passive/strider",
"standard/passive/squid",
"unique/fred",
"standard/neutral/zombifiedpiglin",
"standard/passive/cat",
"standard/hostile/creeper",
"standard/hostile/stray",
"standard/neutral/panda",
"standard/hostile/endermite",
"standard/passive/mule",
"unique/dan",
"standard/passive/glowsquid",
"standard/hostile/witherskeleton",
"standard/neutral/bee",
"standard/passive/frog",
"standard/hostile/evoker",
"standard/passive/sniffer",
"unique/lightning",
"standard/boss/enderdragon",
"standard/hostile/silverfish",
"unique/brian",
"standard/hostile/enderman",
"standard/neutral/wolf",
"standard/passive/tadpole",
"unique/amenhotep",
"standard/hostile/slime",
"standard/passive/mooshroom",
"standard/passive/snowman",
"standard/passive/pufferfish",
"standard/passive/allay",
"standard/passive/cod",
"standard/passive/rabbit",
"standard/passive/donkey",
"standard/neutral/cavespider",
"standard/hostile/ghast",
"standard/passive/ocelot",
"standard/hostile/elderguardian",
"standard/hostile/vindicator",
"standard/hostile/skeleton",
"standard/neutral/dolphin",
"standard/passive/cow",
"mythicmobs/skeletalknight",
"mythicmobs/duendillo-corredor",
"standard/hostile/guardian",
"standard/passive/pig",
"standard/passive/wanderingtrader",
"standard/hostile/warden",
"standard/hostile/hoglin",
"standard/hostile/zombievillager",
"standard/neutral/traderlama",
"standard/passive/bat",
"standard/hostile/zoglin",
"standard/passive/sheep",
"unique/aeternum",
"standard/hostile/phantom",
"standard/neutral/enderman",
"standard/hostile/slimebaby",
"standard/neutral/spider",
"standard/passive/parrot",
"unique/pandaUwU",
"standard/hostile/piglinbrute",
"standard/hostile/ravager",
"standard/hostile/zombie",
"standard/hostile/witch",
"standard/passive/chicken",
"mythicmobs/capibara",
"standard/passive/axolotl",
"standard/hostile/husk",
"standard/hostile/magmacube",
"standard/passive/villager",
"standard/neutral/goat",
"unique/phantomapi",
"standard/neutral/piglin",
"standard/passive/camel",
"standard/boss/wither",
"standard/hostile/drowned",
"standard/passive/horse",
"standard/hostile/pillager",
"mythicmobs/deer",
"mythicmobs/planta-carnivora",
"standard/neutral/polarbear",
"standard/neutral/irongolem"
]},
"enum-snippet-rate": {"enum": []},
"obj-com-volmit-iris-engine-object-irisrate": {"anyOf": [
{
"description": "Represents a count of something per time duration",
"type": "object",
"properties": {
"amount": {
"type": "integer",
"description": "amount\nThe amount of things. Leave 0 for infinite (meaning always spawn whenever)\n \nInteger\n\n \n* Default Value is 0"
},
"per": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisduration",
"description": "per\nThe time interval. Leave blank for infinite 0 (meaning always spawn all the time)\n \nDuration (Object)\nRepresents a combined duration. Fill each property to add time into a single duration\n \nYou can instead specify \"snippet/duration/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-duration",
"description": "per\nThe time interval. Leave blank for infinite 0 (meaning always spawn all the time)\n \nDuration (Object)\nRepresents a combined duration. Fill each property to add time into a single duration\n \nYou can instead specify \"snippet/duration/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
],
"description": "per\nThe time interval. Leave blank for infinite 0 (meaning always spawn all the time)\n \nDuration (Object)\nRepresents a combined duration. Fill each property to add time into a single duration\n \nYou can instead specify \"snippet/duration/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
}
},
{"type": "string"}
]},
"obj-com-volmit-iris-engine-object-irisduration": {"anyOf": [
{
"description": "Represents a combined duration. Fill each property to add time into a single duration",
"type": "object",
"properties": {
"milliseconds": {
"type": "integer",
"description": "milliseconds\nMilliseconds (1000ms = 1 second)\n \nInteger\n\n \n* Default Value is 0"
},
"minecraftTicks": {
"type": "integer",
"description": "minecraftTicks\nMinecraft Ticks (20 minecraft ticks = 1 second\n \nInteger\n\n \n* Default Value is 0"
},
"seconds": {
"type": "integer",
"description": "seconds\nSeconds (60 seconds = 1 minute)\n \nInteger\n\n \n* Default Value is 0"
},
"minutes": {
"type": "integer",
"description": "minutes\nMinutes (60 minutes = 1 hour)\n \nInteger\n\n \n* Default Value is 0"
},
"minecraftHours": {
"type": "integer",
"description": "minecraftHours\nMinecraft Hours (about 50 real seconds)\n \nInteger\n\n \n* Default Value is 0"
},
"hours": {
"type": "integer",
"description": "hours\nHours (24 hours = 1 day)\n \nInteger\n\n \n* Default Value is 0"
},
"minecraftDays": {
"type": "integer",
"description": "minecraftDays\nMinecraft Days (1 minecraft day = 20 real minutes)\n \nInteger\n\n \n* Default Value is 0"
},
"minecraftWeeks": {
"type": "integer",
"description": "minecraftWeeks\nMinecraft Weeks (1 minecraft week = 2 real hours and 18 real minutes)\n \nInteger\n\n \n* Default Value is 0"
},
"minecraftLunarCycles": {
"type": "integer",
"description": "minecraftLunarCycles\nMinecraft Lunar Cycles (1 minecraft lunar cycle = 2 real hours and 36 real minutes)\n \nInteger\n\n \n* Default Value is 0"
},
"days": {
"type": "integer",
"description": "days\nREAL (not minecraft) Days\n \nInteger\n\n \n* Default Value is 0"
}
}
},
{"type": "string"}
]},
"enum-snippet-range": {"enum": []},
"oneof-enum-com-volmit-iris-engine-object-irisweather": {"oneOf": [
{
"const": "NONE",
"description": "Represents when weather is not causing downfall"
},
{
"const": "DOWNFALL",
"description": "Represents rain or snow"
},
{
"const": "DOWNFALL_WITH_THUNDER",
"description": "Represents rain or snow with thunder"
},
{
"const": "ANY",
"description": "Any weather"
}
]},
"obj-com-volmit-iris-engine-object-irisentityspawn": {"anyOf": [
{
"description": "Represents an entity spawn during initial chunk generation",
"type": "object",
"properties": {
"entity": {
"type": "string",
"$ref": "#/definitions/erzentities",
"description": "entity\nThe entity\n \nIris Entity\n\n \n* Default Value is \nMust be a valid entities (use ctrl+space for auto complete!)"
},
"energyMultiplier": {
"type": "number",
"description": "energyMultiplier\nThe energy multiplier when calculating spawn energy usage\n \nNumber\n\n \n* Default Value is 1.0"
},
"rarity": {
"type": "integer",
"minimum": 1,
"description": "rarity\nThe 1 in RARITY chance for this entity to spawn\n \nInteger\n\n \n* Default Value is 1\n* Minimum allowed is 1"
},
"minSpawns": {
"type": "integer",
"minimum": 1,
"description": "minSpawns\nThe minumum of this entity to spawn\n \nInteger\n\n \n* Default Value is 1\n* Minimum allowed is 1"
},
"maxSpawns": {
"type": "integer",
"minimum": 1,
"description": "maxSpawns\nThe max of this entity to spawn\n \nInteger\n\n \n* Default Value is 1\n* Minimum allowed is 1"
}
}
},
{"type": "string"}
]}
}
}

5
README.md Normal file
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# Made by Nearest
## Inspired by RePixelatedMC, DAYLØS and the builds made by NextDoorPsycho
## I wanted to say thanks to everyone who helped me in the Volmit Software Discord Server, especially CrazyDev22

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{
"name": "Abyssal Lakes",
"color": "#2FAB7B",
"derivative": "CRIMSON_FOREST",
"vanillaDerivative": "CRIMSON_FOREST",
"biomeSkyScatter": ["CRIMSON_FOREST"],
"biomeScatter": ["CRIMSON_FOREST"],
"children": ["abaddon/lava-rivers"],
"customDerivitives": [
{
"skyColor": "#521111",
"fogColor": "#660000",
"id": "abyssal_lakes",
"category": "nether"
}
],
"childStyle": {
"style": "GLOB",
"zoom": 0.28,
"exponent": 7.2
},
"childShrinkFactor": 1,
"generators": [{
"generator": "smooth-land",
"max": 10,
"min": 2
}],
"wall":{
"palette": [{"block": "minecraft:mud"}]
},
"layers": [
{
"style":{
"style": "NOWHERE_SIMPLEX"
},
"zoom": 0.5,
"palette": [
{"block": "minecraft:crimson_nylium","weight": 30},
{"block": "minecraft:netherrack","weight": 15}
]
},
{
"minHeight": 1,
"maxHeight": 2,
"palette": [{"block": "minecraft:soul_sand"}]
},
{
"minHeight": 2,
"maxHeight": 4,
"palette": [{"block": "minecraft:mud"}]
}
],
"decorators": [
{
"forcePlace": true,
"chance": 0.1,
"palette": [{"block": "minecraft:crimson_roots"}]
},
{
"forcePlace": true,
"chance": 0.05,
"palette": [{"block": "minecraft:crimson_fungus"}]
}
],
"objects": [
{
"mode": "PAINT",
"forbiddenCollisions": [
"trees/crimson/crimsonwood1",
"trees/crimson/crimsonwood2",
"trees/crimson/crimsonwood3",
"trees/crimson/crimsonwood4",
"trees/crimson/crimsonwood5"
],
"chance": 0.10,
"density": 1,
"place": [
"clutter/singleicespike1",
"clutter/singleicespike2",
"clutter/singleicespike3",
"clutter/singleicespike4"
],
"rotation":{
"enabled": true,
"yAxis":{
"enabled": true,
"interval": 90,
"max": 270,
"min": 0
}
},
"edit": [
{
"find": [{"block": "minecraft:packed_ice"}],"replace":{
"style":{
"style": "NOWHERE_SIMPLEX"
},
"zoom": 0.5,
"palette": [
{"block": "minecraft:blackstone"}
]
}
}
]
},
{
"forbiddenCollisions": [
"clutter/singleicespike1",
"clutter/singleicespike2",
"clutter/singleicespike3",
"clutter/singleicespike4",
"clutter/singleicespike5"
],
"chance": 1,
"density": 1,
"mode": "CENTER_HEIGHT",
"place": [
"trees/crimson/crimsonwood1",
"trees/crimson/crimsonwood2",
"trees/crimson/crimsonwood3",
"trees/crimson/crimsonwood4",
"trees/crimson/crimsonwood5"
],
"rotation":{
"enabled": true,
"yAxis":{
"enabled": true,
"interval": 90,
"max": 360,
"min": -360
}
}
}
]
}

View File

@@ -0,0 +1,92 @@
{
"name": "Domain Of Perdition",
"color": "#2FAB7B",
"derivative": "WARPED_FOREST",
"vanillaDerivative": "WARPED_FOREST",
"biomeSkyScatter": ["WARPED_FOREST"],
"biomeScatter": ["WARPED_FOREST"],
"children": ["abaddon/forsaken-cliffs"],
"customDerivitives": [
{
"skyColor": "#521111",
"fogColor": "#660000",
"id": "domain_of_perdition",
"category": "nether"
}
],
"childStyle":{
"style": "CELLULAR_IRIS_HALF",
"zoom": 4
},
"childShrinkFactor": 1,
"generators": [{
"generator": "smooth-land",
"max": 10,
"min": 2
}],
"wall":{
"palette": [{"block": "minecraft:netherrack"}]
},
"layers": [
{
"style":{
"style": "NOWHERE_SIMPLEX"
},
"zoom": 0.5,
"palette": [
{"block": "minecraft:warped_nylium","weight": 30},
{"block": "minecraft:moss_block","weight": 15}
]
},
{
"minHeight": 1,
"maxHeight": 2,
"palette": [{"block": "minecraft:netherrack"}]
},
{
"minHeight": 2,
"maxHeight": 4,
"palette": [{"block": "minecraft:mud"}]
}
],
"decorators": [
{
"forcePlace": true,
"chance": 0.3,
"palette": [{"block": "minecraft:nether_sprouts"}]
},
{
"forcePlace": true,
"chance": 0.1,
"palette": [{"block": "minecraft:warped_roots"}]
},
{
"forcePlace": true,
"chance": 0.1,
"palette": [{"block": "minecraft:warped_fungus"}]
}
],
"objects": [
{
"chance": 1,
"density": 1,
"mode": "CENTER_HEIGHT",
"place": [
"trees/mushroom/warped1",
"trees/mushroom/warped2",
"trees/mushroom/warped3",
"trees/mushroom/warped4",
"trees/mushroom/warped5"
],
"rotation":{
"enabled": true,
"yAxis":{
"enabled": true,
"interval": 90,
"max": 360,
"min": -360
}
}
}
]
}

View File

@@ -0,0 +1,101 @@
{
"name": "Forsaken Cliffs",
"color": "#2FAB7B",
"derivative": "WARPED_FOREST",
"vanillaDerivative": "WARPED_FOREST",
"biomeSkyScatter": ["WARPED_FOREST"],
"biomeScatter": ["WARPED_FOREST"],
"children": ["abaddon/lava-rivers"],
"customDerivitives": [
{
"skyColor": "#521111",
"fogColor": "#660000",
"id": "domain_of_perdition",
"category": "nether"
}
],
"childStyle": {
"style": "GLOB",
"zoom": 0.28,
"exponent": 7.2
},
"childShrinkFactor": 1,
"generators": [{
"generator": "mountain",
"max": 100,
"min": 2
}],
"wall":{
"palette": [{"block": "minecraft:netherrack"}]
},
"layers": [
{
"style":{
"style": "NOWHERE_SIMPLEX"
},
"zoom": 0.5,
"palette": [
{"block": "minecraft:warped_nylium","weight": 30},
{"block": "minecraft:moss_block","weight": 15}
]
},
{
"minHeight": 1,
"maxHeight": 2,
"palette": [{"block": "minecraft:netherrack"}]
},
{
"minHeight": 2,
"maxHeight": 4,
"palette": [{"block": "minecraft:mud"}]
}
],
"decorators": [
{
"forcePlace": true,
"chance": 0.1,
"palette": [{"block": "minecraft:nether_sprouts"}]
},
{
"forcePlace": true,
"chance": 0.1,
"palette": [{"block": "minecraft:warped_roots"}]
},
{
"forcePlace": true,
"chance": 0.1,
"palette": [{"block": "minecraft:warped_fungus"}]
}
],
"objects": [
{
"chance": 1,
"density": 1,
"mode": "CENTER_HEIGHT",
"place": [
"custom/trees/warped/generic1",
"custom/trees/warped/generic1",
"custom/trees/warped/generic3",
"custom/trees/warped/generic4",
"custom/trees/warped/generic5",
"custom/trees/warped/generic6",
"custom/trees/warped/generic7",
"custom/trees/warped/generic8",
"custom/trees/warped/generic9",
"custom/trees/warped/generic10",
"custom/trees/warped/generic11",
"custom/trees/warped/generic12",
"custom/trees/warped/generic13"
],
"rotation":{
"enabled": true,
"yAxis":{
"enabled": true,
"interval": 90,
"max": 360,
"min": -360
}
}
}
]
}

View File

@@ -0,0 +1,80 @@
{
"name": "Gehenna",
"color": "#2FAB7B",
"derivative": "CRIMSON_FOREST",
"vanillaDerivative": "CRIMSON_FOREST",
"biomeSkyScatter": ["CRIMSON_FOREST"],
"biomeScatter": ["CRIMSON_FOREST"],
"children": ["abaddon/lava-rivers"],
"customDerivitives": [
{
"skyColor": "#521111",
"fogColor": "#660000",
"id": "gehenna",
"category": "nether"
}
],
"childStyle": {
"style": "GLOB",
"zoom": 0.28,
"exponent": 7.2
},
"childShrinkFactor": 1,
"generators": [{
"generator": "smooth-land",
"max": 10,
"min": 2
}],
"wall":{
"palette": [{"block": "minecraft:mud"}]
},
"layers": [
{
"style":{
"style": "NOWHERE_SIMPLEX"
},
"zoom": 0.5,
"palette": [
{"block": "minecraft:soul_sand","weight": 30},
{"block": "minecraft:soul_soil","weight": 20},
{"block": "minecraft:mud","weight": 15}
]
},
{
"minHeight": 1,
"maxHeight": 2,
"palette": [{"block": "minecraft:netherrack"}]
},
{
"minHeight": 2,
"maxHeight": 4,
"palette": [{"block": "minecraft:netherrack"}]
}
],
"decorators": [
{
"style":{
"style": "GLOB_IRIS",
"zoom": 0.53
},
"chance": 0.07,
"palette": [{"block": "minecraft:nether_wart","data": {"age": 0}}]
},
{
"style":{
"style": "GLOB_IRIS",
"zoom": 0.53
},
"chance": 0.13,
"palette": [{"block": "minecraft:nether_wart","data": {"age": 2}}]
},
{
"style":{
"style": "GLOB_IRIS",
"zoom": 0.53
},
"chance": 0.22,
"palette": [{"block": "minecraft:nether_wart","data": {"age": 3}}]
}
]
}

View File

@@ -0,0 +1,69 @@
{
"name": "Hellfire",
"derivative": "BASALT_DELTAS",
"vanillaDerivative": "BASALT_DELTAS",
"rarity": 3,
"customDerivitives": [{
"id": "hellfire",
"category": "nether",
"skyColor": "#521111",
"fogColor": "#660000"
}],
"generators": [{
"generator": "mountain",
"max": 130,
"min": 5
},
{
"generator": "mountain",
"max": 170,
"min": 130
}],
"layers": [
{
"style": {"style": "NOWHERE_SIMPLEX"},
"zoom": 0.5,
"palette": [
{
"block": "minecraft:crimson_nylium",
"weight": 30
},
{"block": "minecraft:netherrack","weight": 20}
]
},
{
"style": {"style": "NOWHERE_SIMPLEX"},
"zoom": 0.5,
"minHeight": 0,
"maxHeight": 2,
"palette": [{"block": "minecraft:blackstone","weight": 30},
{"block": "minecraft:smooth_basalt","weight": 15}]
},
{
"minHeight": 6,
"maxHeight": 10,
"style": {"style": "STATIC"},
"palette": [
{
"block": "minecraft:obsidian",
"weight": 4
},
{"block": "minecraft:netherrack"}
]
},
{
"minHeight": 3,
"maxHeight": 6,
"palette": [{"block": "minecraft:cobbled_deepslate"}]
}
],
"wall":{
"palette": [
{"block": "minecraft:blackstone"},
{"block": "minecraft:cobbled_deepslate"}
],
"style":{
"style": "STATIC"
}
}
}

View File

@@ -0,0 +1,53 @@
{
"name": "Lava Rivers",
"color": "#2FAB7B",
"derivative": "CRIMSON_FOREST",
"vanillaDerivative": "CRIMSON_FOREST",
"biomeSkyScatter": ["CRIMSON_FOREST"],
"biomeScatter": ["CRIMSON_FOREST"],
"customDerivitives": [
{
"skyColor": "#521111",
"fogColor": "#660000",
"id": "abyssal_lakes",
"category": "nether"
}
],
"generators": [{
"generator": "mountain",
"max": 5,
"min": 2
}],
"wall": {"palette": [{
"block": "minecraft:lava",
"data": {"level": 1}
}]},
"layers": [
{
"minHeight": 0,
"maxHeight": 3,
"palette": [{"block": "minecraft:cave_air"}]
},
{
"minHeight": 1,
"maxHeight": 1,
"palette": [{
"block": "minecraft:lava",
"data": {"level": 0}
}]
},
{
"minHeight": 1,
"maxHeight": 4,
"palette": [{
"block": "minecraft:lava",
"data": {"level": 1}
}]
},
{
"minHeight": 2,
"maxHeight": 4,
"palette": [{"block": "minecraft:gravel"}]
}
]
}

View File

@@ -0,0 +1,193 @@
{
"name": "Bayou hils",
"derivative": "DESERT",
"rarity": 1,
"vanillaDerivative": "DESERT",
"generators": [
{
"min": 5,
"max": 35,
"generator": "plain-hills"
},
{
"min": 5,
"max": 20,
"generator": "canyon"
}
],
"color": "#d0c54e",
"customDerivitives": [{
"id": "bayou_hills",
"downfallType": "none",
"grassColor": "#e5db66",
"foliageColor": "#98d256"
}],
"children": ["arid/bayou-plains"],
"childShrinkFactor": 0.3,
"childStyle": {
"style": "GLOB",
"zoom": 1.7,
"fracture": {
"style": "SIMPLEX",
"multiplier": 10
}
},
"layers": [
{
"maxHeight": 1,
"minHeight": 1,
"slopeCondition": {"maximumSlope": 2},
"palette": [{"block": "minecraft:grass_block"}]
},
{
"slopeCondition": {"maximumSlope": 2},
"maxHeight": 5,
"minHeight": 3,
"palette": [
{
"block": "minecraft:dirt",
"weight": 7
},
{
"block": "minecraft:coarse_dirt",
"weight": 1
}
]
},
{
"slopeCondition": {"maximumSlope": 2},
"maxHeight": 5,
"minHeight": 3,
"palette": [
{
"block": "minecraft:dirt",
"weight": 1
},
{
"block": "minecraft:coarse_dirt",
"weight": 1
},
{
"block": "minecraft:stone",
"weight": 2
}
]
},
{
"slopeCondition": {"minimumSlope": 2.4},
"style": {
"style": "FRACTAL_WATER",
"zoom": 2,
"fracture": {
"style": "STATIC",
"multiplier": 25
}
},
"zoom": 0.3,
"maxHeight": 4,
"minHeight": 3,
"palette": [
{
"block": "minecraft:terracotta",
"weight": 1
},
{
"block": "minecraft:light_gray_terracotta",
"weight": 1
},
{
"block": "minecraft:stone",
"weight": 1
},
{
"block": "minecraft:andesite",
"weight": 1
},
{
"block": "minecraft:light_gray_concrete_powder",
"weight": 1
}
]
},
{
"slopeCondition": {
"minimumSlope": 2,
"maximumSlope": 2.4
},
"maxHeight": 5,
"minHeight": 3,
"palette": [
{
"block": "minecraft:stone",
"weight": 1
},
{
"block": "minecraft:andesite",
"weight": 1
}
]
}
],
"decorators": [
{
"variance": {
"style": "SIMPLEX",
"fracture": {
"style": "STATIC",
"multiplier": 15
}
},
"chance": 0.2,
"palette": [
{
"block": "minecraft:short_grass"
}
]
},
{
"chance": 0.01,
"palette": [{"block": "minecraft:tall_grass"}]
},
{
"chance": 0.05,
"palette": [{"block": "minecraft:dead_bush"}]
},
{
"chance": 0.05,
"palette": [{"block": "minecraft:fern"}]
}
],
"objects": [{
"slopeCondition":{
"minimumSlope": 0,
"maximumSlope": 0.5
},
"place": [
"custom/trees/bayou/bayou1",
"custom/trees/bayou/bayou2",
"custom/trees/bayou/bayou3"
],
"density": 1,
"chance": 1,
"translate": {"y": -5},
"rotation": {
"enabled": true,
"yAxis": {
"enabled": true,
"interval": 90,
"min": -360,
"max": 360
}
}
}],
"carving": {"caves": [{
"breakSurface": true,
"cave": "hill/temperate",
"rarity": 14,
"caveStartHeight": {
"max": 190,
"min": 90,
"style": {"style": "STATIC"}
}
}]}
}

View File

@@ -0,0 +1,212 @@
{
"name": "Bayou Plains",
"derivative": "DESERT",
"rarity": 1,
"vanillaDerivative": "DESERT",
"generators": [
{
"min": 3,
"max": 10,
"generator": "plain"
},
{
"min": 5,
"max": 10,
"generator": "canyon"
}
],
"color": "#b1a62f",
"customDerivitives": [{
"id": "bayou_plains",
"downfallType": "none",
"grassColor": "#e5db66",
"foliageColor": "#98d256"
}],
"layers": [
{
"maxHeight": 1,
"minHeight": 1,
"slopeCondition": {"maximumSlope": 1.3},
"palette": [{"block": "minecraft:grass_block"}]
},
{
"slopeCondition": {"maximumSlope": 1.3},
"maxHeight": 5,
"minHeight": 3,
"palette": [
{
"block": "minecraft:dirt",
"weight": 7
},
{
"block": "minecraft:coarse_dirt",
"weight": 1
}
]
},
{
"slopeCondition": {"maximumSlope": 1.3},
"maxHeight": 5,
"minHeight": 3,
"palette": [
{
"block": "minecraft:dirt",
"weight": 1
},
{
"block": "minecraft:coarse_dirt",
"weight": 1
},
{
"block": "minecraft:stone",
"weight": 2
}
]
},
{
"slopeCondition": {"minimumSlope": 1.4},
"style": {
"style": "FRACTAL_WATER",
"zoom": 2,
"fracture": {
"style": "STATIC",
"multiplier": 25
}
},
"zoom": 0.3,
"maxHeight": 4,
"minHeight": 3,
"palette": [
{
"block": "minecraft:terracotta",
"weight": 1
},
{
"block": "minecraft:light_gray_terracotta",
"weight": 1
},
{
"block": "minecraft:stone",
"weight": 1
},
{
"block": "minecraft:andesite",
"weight": 1
},
{
"block": "minecraft:light_gray_concrete_powder",
"weight": 1
}
]
},
{
"slopeCondition": {
"minimumSlope": 2,
"maximumSlope": 2.4
},
"maxHeight": 5,
"minHeight": 3,
"palette": [
{
"block": "minecraft:stone",
"weight": 1
},
{
"block": "minecraft:andesite",
"weight": 1
}
]
}
],
"decorators": [
{
"variance": {
"style": "SIMPLEX",
"fracture": {
"style": "STATIC",
"multiplier": 15
}
},
"chance": 0.6,
"palette": [
{
"block": "minecraft:short_grass"
}
]
},
{
"chance": 0.01,
"palette": [{"block": "minecraft:tall_grass"}]
},
{
"chance": 0.05,
"palette": [{"block": "minecraft:dead_bush"}]
},
{
"chance": 0.05,
"palette": [{"block": "minecraft:fern"}]
}
],
"objects": [{
"densityStyle": {
"max": 3,
"min": 0,
"style": {
"style": "SIMPLEX",
"zoom": 10
}
},
"slopeCondition":{
"minimumSlope": 0,
"maximumSlope": 1.2
},
"edit": [{"find": [{"block": "minecraft:acacia_wood"}],"replace":{"palette": [{"block": "minecraft:acacia_log"}]}}],
"place": [
"trees/acacia/t5",
"trees/acacia/t6",
"trees/acacia/t7",
"trees/acacia/t8",
"trees/acacia/t9",
"trees/acacia/t10",
"trees/acacia/t11",
"trees/acacia/t12"
],
"density": 1,
"chance": 0.1,
"translate": {"y": -1},
"rotation": {
"enabled": true,
"yAxis": {
"enabled": true,
"interval": 90,
"min": -360,
"max": 360
}
}
},
{
"chance": 0.20,
"density": 1,
"slopeCondition":{
"minimumSlope": 0,
"maximumSlope": 0.8
},
"translate":{
"y": -1
},
"place": [
"custom/trees/bayou/bayou1",
"custom/trees/bayou/bayou2",
"custom/trees/bayou/bayou3"
],
"rotation": {
"enabled": true,
"yAxis": {
"enabled": true,
"interval": 90,
"min": -360,
"max": 360
}
}
}]
}

211
biomes/arid/hill.json Normal file
View File

@@ -0,0 +1,211 @@
{
"name": "Savanna hils",
"derivative": "DESERT",
"rarity": 2,
"vanillaDerivative": "DESERT",
"generators": [
{
"min": 5,
"max": 35,
"generator": "plain-hills"
},
{
"min": 5,
"max": 20,
"generator": "canyon"
}
],
"color": "#d0c54e",
"customDerivitives": [{
"id": "savanna",
"downfallType": "none",
"grassColor": "#e5db66",
"foliageColor": "#98d256"
}],
"children": ["arid/plains"],
"childShrinkFactor": 0.3,
"childStyle": {
"style": "GLOB",
"zoom": 1.7,
"fracture": {
"style": "SIMPLEX",
"multiplier": 10
}
},
"layers": [
{
"maxHeight": 1,
"minHeight": 1,
"slopeCondition": {"maximumSlope": 2},
"palette": [{"block": "minecraft:grass_block"}]
},
{
"slopeCondition": {"maximumSlope": 2},
"maxHeight": 5,
"minHeight": 3,
"palette": [
{
"block": "minecraft:dirt",
"weight": 7
},
{
"block": "minecraft:coarse_dirt",
"weight": 1
}
]
},
{
"slopeCondition": {"maximumSlope": 2},
"maxHeight": 5,
"minHeight": 3,
"palette": [
{
"block": "minecraft:dirt",
"weight": 1
},
{
"block": "minecraft:coarse_dirt",
"weight": 1
},
{
"block": "minecraft:stone",
"weight": 2
}
]
},
{
"slopeCondition": {"minimumSlope": 2.4},
"style": {
"style": "FRACTAL_WATER",
"zoom": 2,
"fracture": {
"style": "STATIC",
"multiplier": 25
}
},
"zoom": 0.3,
"maxHeight": 4,
"minHeight": 3,
"palette": [
{
"block": "minecraft:terracotta",
"weight": 1
},
{
"block": "minecraft:light_gray_terracotta",
"weight": 1
},
{
"block": "minecraft:stone",
"weight": 1
},
{
"block": "minecraft:andesite",
"weight": 1
},
{
"block": "minecraft:light_gray_concrete_powder",
"weight": 1
}
]
},
{
"slopeCondition": {
"minimumSlope": 2,
"maximumSlope": 2.4
},
"maxHeight": 5,
"minHeight": 3,
"palette": [
{
"block": "minecraft:stone",
"weight": 1
},
{
"block": "minecraft:andesite",
"weight": 1
}
]
}
],
"decorators": [
{
"variance": {
"style": "SIMPLEX",
"fracture": {
"style": "STATIC",
"multiplier": 15
}
},
"chance": 0.6,
"palette": [
{
"block": "minecraft:short_grass"
}
]
},
{
"chance": 0.01,
"palette": [{"block": "minecraft:tall_grass"}]
},
{
"chance": 0.05,
"palette": [{"block": "minecraft:dead_bush"}]
},
{
"chance": 0.05,
"palette": [{"block": "minecraft:fern"}]
}
],
"objects": [{
"densityStyle": {
"max": 3,
"min": 0,
"style": {
"style": "SIMPLEX",
"zoom": 10
}
},
"slopeCondition":{
"minimumSlope": 0,
"maximumSlope": 2.1
},
"edit": [{"find": [{"block": "minecraft:acacia_wood"}],"replace":{"palette": [{"block": "minecraft:acacia_log"}]}}],
"place": [
"trees/acacia/t1",
"trees/acacia/t2",
"trees/acacia/t3",
"trees/acacia/t4",
"trees/acacia/t5",
"trees/acacia/t6",
"trees/acacia/t7",
"trees/acacia/t8",
"trees/acacia/t9",
"trees/acacia/t10",
"trees/acacia/t11",
"trees/acacia/t12"
],
"density": 1,
"chance": 0.1,
"translate": {"y": -1},
"rotation": {
"enabled": true,
"yAxis": {
"enabled": true,
"interval": 90,
"min": -360,
"max": 360
}
}
}],
"carving": {"caves": [{
"breakSurface": true,
"cave": "hill/temperate",
"rarity": 14,
"caveStartHeight": {
"max": 190,
"min": 90,
"style": {"style": "STATIC"}
}
}]}
}

View File

@@ -0,0 +1,42 @@
{
"vanillaDerivative": "SAVANNA",
"name": "River",
"customDerivitives": [{
"id": "savanna",
"downfallType": "none",
"grassColor": "#e5db66",
"foliageColor": "#98d256"
}],
"layers": [
{
"style": {"style": "IRIS"},
"zoom": 0.3,
"palette": [
{"block": "minecraft:sand"},
{"block": "minecraft:dirt"}
]
},
{
"minHeight": 2,
"maxHeight": 3,
"style": {"style": "STATIC"},
"palette": [
{"block": "minecraft:sand"},
{"block": "minecraft:terracotta"},
{"block": "minecraft:gravel"},
{"block": "minecraft:sand"},
{"block": "minecraft:dirt"},
{
"weight": 2,
"block": "minecraft:sand"
}
]
}
],
"generators": [{
"generator": "river",
"min": -80,
"max": -70
}],
"derivative": "SAVANNA"
}

191
biomes/arid/plains.json Normal file
View File

@@ -0,0 +1,191 @@
{
"name": "Savanna plains",
"derivative": "DESERT",
"rarity": 2,
"vanillaDerivative": "DESERT",
"generators": [
{
"min": 3,
"max": 10,
"generator": "plain"
},
{
"min": 5,
"max": 10,
"generator": "canyon"
}
],
"color": "#b1a62f",
"customDerivitives": [{
"id": "savanna",
"downfallType": "none",
"grassColor": "#e5db66",
"foliageColor": "#98d256"
}],
"layers": [
{
"maxHeight": 1,
"minHeight": 1,
"slopeCondition": {"maximumSlope": 1.3},
"palette": [{"block": "minecraft:grass_block"}]
},
{
"slopeCondition": {"maximumSlope": 1.3},
"maxHeight": 5,
"minHeight": 3,
"palette": [
{
"block": "minecraft:dirt",
"weight": 7
},
{
"block": "minecraft:coarse_dirt",
"weight": 1
}
]
},
{
"slopeCondition": {"maximumSlope": 1.3},
"maxHeight": 5,
"minHeight": 3,
"palette": [
{
"block": "minecraft:dirt",
"weight": 1
},
{
"block": "minecraft:coarse_dirt",
"weight": 1
},
{
"block": "minecraft:stone",
"weight": 2
}
]
},
{
"slopeCondition": {"minimumSlope": 1.4},
"style": {
"style": "FRACTAL_WATER",
"zoom": 2,
"fracture": {
"style": "STATIC",
"multiplier": 25
}
},
"zoom": 0.3,
"maxHeight": 4,
"minHeight": 3,
"palette": [
{
"block": "minecraft:terracotta",
"weight": 1
},
{
"block": "minecraft:light_gray_terracotta",
"weight": 1
},
{
"block": "minecraft:stone",
"weight": 1
},
{
"block": "minecraft:andesite",
"weight": 1
},
{
"block": "minecraft:light_gray_concrete_powder",
"weight": 1
}
]
},
{
"slopeCondition": {
"minimumSlope": 2,
"maximumSlope": 2.4
},
"maxHeight": 5,
"minHeight": 3,
"palette": [
{
"block": "minecraft:stone",
"weight": 1
},
{
"block": "minecraft:andesite",
"weight": 1
}
]
}
],
"decorators": [
{
"variance": {
"style": "SIMPLEX",
"fracture": {
"style": "STATIC",
"multiplier": 15
}
},
"chance": 0.6,
"palette": [
{
"block": "minecraft:short_grass"
}
]
},
{
"chance": 0.01,
"palette": [{"block": "minecraft:tall_grass"}]
},
{
"chance": 0.05,
"palette": [{"block": "minecraft:dead_bush"}]
},
{
"chance": 0.05,
"palette": [{"block": "minecraft:fern"}]
}
],
"objects": [{
"densityStyle": {
"max": 3,
"min": 0,
"style": {
"style": "SIMPLEX",
"zoom": 10
}
},
"slopeCondition":{
"minimumSlope": 0,
"maximumSlope": 1.2
},
"edit": [{"find": [{"block": "minecraft:acacia_wood"}],"replace":{"palette": [{"block": "minecraft:acacia_log"}]}}],
"place": [
"trees/acacia/t1",
"trees/acacia/t2",
"trees/acacia/t3",
"trees/acacia/t4",
"trees/acacia/t5",
"trees/acacia/t6",
"trees/acacia/t7",
"trees/acacia/t8",
"trees/acacia/t9",
"trees/acacia/t10",
"trees/acacia/t11",
"trees/acacia/t12"
],
"density": 1,
"chance": 0.1,
"translate": {"y": -1},
"rotation": {
"enabled": true,
"yAxis": {
"enabled": true,
"interval": 90,
"min": -360,
"max": 360
}
}
}]
}

Some files were not shown because too many files have changed in this diff Show More