Core Properties
The human readable name of this dimensionConstraints: Minimum length 2
Define all of the regions to include in this dimension. Dimensions → Regions → Biomes → Objects etcConstraints: Minimum 1 item
The version of this dimension. Changing this will stop users from accidentally upgrading (and breaking their worlds).Constraints: Minimum 0
Height & Dimensions
Define the min and max Y bounds of this dimension. Iris internally generates from 0 to (max - min). For example at -64 to 320, Iris is internally generating to 0 to 384, then on outputting chunks, it shifts it down by the min height (64 blocks).The fluid height is placed at (fluid height + min height). So a fluid height of 63 would actually show up in the world at 1.
The fluid height for this dimensionConstraints: 0-1024
Maximum height at which players can be teleported to through gameplay.Constraints: 1-2032
The Subterrain Fluid Layer HeightConstraints: 0-318
Biome & Region Placement
The placement style of regions
The placement style of land/sea
The placement style of land biomes
The placement style of shore biomes
The placement style of sea biomes
The placement style of cave biomes
Zoom & Scale
Zoom in or out the biome size. Higher = bigger biomesConstraints: 0.0001-512
Change the size of regionsConstraints: 0.0001-512
This zooms in the land spaceConstraints: 0.0001-512
This zooms oceanic biomesConstraints: 0.0001-512
Zoom in continentsConstraints: 0.0001-512
The rock zoom mostly for zooming in on a wispy paletteConstraints: 0.0001-512
Coordinate Manipulation
You can rotate the input coordinates by an angle. This can make terrain appear more natural (less sharp corners and lines). This literally rotates the entire dimension by an angle. Hint: Try 12 degrees or something not on a 90 or 45 degree angle.Constraints: 0-360
Coordinate fracturing applies noise to the input coordinates. This creates the ‘iris swirls’ and wavy features. The distance pushes these waves further into places they shouldnt be. This is a block value multiplier.Constraints: 0-8192
Coordinate fracturing zoom. Higher = less frequent warping, Lower = more frequent and rapid warping / swirls.Constraints: 0.0001-512
Land & Water
The land chance. Up to 1.0 for total land or 0.0 for total seaConstraints: 0-1
The palette of blocks for ‘stone’
The palette of blocks for ‘water’
World Features
Should bedrock be generated or not.
Carving configuration for the dimension (caves, ravines, etc)
Configuration of fluid bodies such as rivers & lakes
Define global deposit generators
Collection of ores to be generated
Overlay additional noise on top of the interoplated terrain.
Decoration & Post-Processing
Generate decorations or not
Use post processing or not
Add slabs in post processing
Add painted walls in post processing
Disable this to stop placing objects, entities, features & updates
Prevent Leaf decay as if placed in creative mode
Structures
Jigsaw structures
The jigsaw structure divisor to use when generating missing jigsaw placement values
If defined, Iris will place the given jigsaw structure where minecraft should place the overworld stronghold.
The average distance between strongholds
Define the maximum strongholds to place
Entities & Spawning
Spawn Entities in this dimension over time. Iris will continually replenish these mobs just like vanilla does.
If true, the spawner system has infinite energy. This is NOT recommended because it would allow for mobs to keep spawning over and over without a rate limit
This is the maximum energy you can have in a dimensionConstraints: 0-10000
Environment
The world environment (NORMAL, NETHER, THE_END)
Define options for this dimension
Define the mode of this dimension (required!)
Loot & Block Drops
Reference loot tables in this area
Define custom block drops for this dimension
Scripting
A list of scripts executed on engine setup. File extension: .engine.kts
A list of scripts executed on data setup. File extension: .data.kts
A list of scripts executed on chunk update. File extension: .update.kts
Testing & Debug
Keep this either undefined or empty. Setting any biome name into this will force iris to only generate the specified biome. Great for testing.
Keep this either undefined or empty. Setting any region name into this will force iris to only generate the specified region. Great for testing.
If set to true, Iris will remove chunks to allow visualizing cross sections of chunks easily
Every X/Z % debugCrossSectionsMod == 0 cuts the chunkConstraints: 2-16
Vertically split up the biome palettes with 3 air blocks in between to visualize them
Studio Mode for testing different parts of the world
Advanced Settings
Tree growth override settings
A list of globally applied pre-processors
Collection of disabled components
Prevent cartographers to generate explorer maps (Iris worlds only). ONLY TOUCH IF YOUR SERVER CRASHES WHILE GENERATING EXPLORER MAPS
Use legacy rarity instead of modern one. WARNING: Changing this may break expressions and image maps