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Documentation Index

Fetch the complete documentation index at: https://mintlify.com/VolmitSoftware/Iris/llms.txt

Use this file to discover all available pages before exploring further.

Dimensions are the highest level of organization in Iris. They define entire worlds with their own regions, biomes, and generation settings.

What is a Dimension?

A dimension represents a complete world generator configuration. Each dimension contains:
  • Multiple regions that define areas of the world
  • Terrain generation settings
  • Biome placement rules
  • Environmental properties (overworld, nether, end)
  • Post-processing and decoration settings

Creating Your First Dimension

1

Create the JSON file

Create a new file in dimensions/ folder:
{
  "name": "My Custom Dimension",
  "regions": ["plains-region", "mountains-region"],
  "fluidHeight": 63,
  "dimensionHeight": {
    "min": -64,
    "max": 320
  },
  "mode": {
    "type": "NORMAL"
  }
}
2

Configure regions

Specify which regions your dimension will use in the regions array. These must match existing region files.
3

Test your dimension

Use /iris create <world> <dimension-name> to generate a world with your dimension.

Essential Configuration Fields

Basic Properties

FieldTypeDescription
nameStringHuman-readable name of the dimension (required)
regionsString[]List of region file names to include (required)
environmentEnumWorld type: NORMAL, NETHER, or THE_END
versionIntegerDimension version for compatibility tracking

Height & Terrain

FieldTypeDefaultDescription
dimensionHeightRange-64 to 320Min and max Y coordinates for the dimension
fluidHeightInteger63Sea level / water placement height
logicalHeightInteger256Maximum teleport height
caveLavaHeightInteger8Lava lake height in caves

Biome Placement

FieldTypeDefaultDescription
landBiomeStyleStyleCELLULAR_IRIS_DOUBLEHow land biomes are distributed
seaBiomeStyleStyleCELLULAR_IRIS_DOUBLEHow ocean biomes are distributed
shoreBiomeStyleStyleCELLULAR_IRIS_DOUBLEHow shore biomes are distributed
caveBiomeStyleStyleCELLULAR_IRIS_DOUBLEHow cave biomes are distributed
biomeZoomDouble1.0Scale multiplier for biome sizes
landZoomDouble1.0Scale for land mass distribution
seaZoomDouble1.0Scale for ocean distribution
regionZoomDouble1.0Scale for region sizes

Advanced Generation

Coordinate Fracturing creates natural-looking swirls and waves:
{
  "coordFractureDistance": 20,
  "coordFractureZoom": 8,
  "dimensionAngleDeg": 12
}
  • coordFractureDistance (0-8192): Distance that warps push terrain features
  • coordFractureZoom (0.0001-512): Frequency of warping patterns
  • dimensionAngleDeg (0-360): Rotation angle to reduce sharp corners

Continental Settings

{
  "landChance": 0.625,
  "continentalStyle": {
    "style": "CELLULAR_IRIS_DOUBLE",
    "zoom": 1.0
  },
  "continentZoom": 1.0
}

Post-Processing

FieldTypeDefaultDescription
postProcessingBooleantrueEnable post-processing
postProcessingSlabsBooleantrueAdd slabs for smooth terrain
postProcessingWallsBooleantrueAdd walls on steep slopes
decorateBooleantruePlace decorators

Block Palettes

{
  "rockPalette": [
    { "block": "stone", "weight": 10 },
    { "block": "andesite", "weight": 1 }
  ],
  "fluidPalette": [
    { "block": "water" }
  ],
  "rockZoom": 5
}

Advanced Features

Bedrock Generation

{
  "bedrock": true
}
Set to false to disable bedrock layer.

Tree Settings

{
  "treeSettings": {
    "growthMultiplier": 1.0
  }
}

Entity Spawning

{
  "entitySpawners": ["passive-animals", "hostile-mobs"],
  "infiniteEnergy": false,
  "maximumEnergy": 1000
}

Carving & Caves

{
  "carving": {
    "enabled": true,
    "caveStyle": "NORMAL"
  },
  "fluidBodies": {
    "rivers": true,
    "lakes": true
  }
}

Ore Generation

{
  "ores": [
    {
      "ore": "coal_ore",
      "minHeight": 0,
      "maxHeight": 128,
      "chance": 0.5
    }
  ]
}

Deposits

{
  "deposits": [
    {
      "type": "VEIN",
      "material": "emerald_ore",
      "rarity": 100
    }
  ]
}

Jigsaw Structures

{
  "jigsawStructures": [
    {
      "structure": "village",
      "rarity": 256,
      "separation": 8
    }
  ],
  "jigsawStructureDivisor": 18
}

Strongholds

{
  "stronghold": "custom-stronghold",
  "strongholdJumpDistance": 1280,
  "maxStrongholds": 14
}

Loot Tables

{
  "loot": {
    "tables": ["dungeon-loot", "treasure-loot"]
  }
}

Block Drops

{
  "blockDrops": [
    {
      "block": "stone",
      "drops": [
        {
          "item": "cobblestone",
          "chance": 1.0
        }
      ]
    }
  ]
}

Testing & Debug Options

{
  "focus": "test-biome",
  "focusRegion": "test-region",
  "debugChunkCrossSections": false,
  "explodeBiomePalettes": false,
  "studioMode": "NORMAL"
}
  • focus: Force only one biome to generate (testing)
  • focusRegion: Force only one region to generate (testing)
  • debugChunkCrossSections: Visualize chunk boundaries
  • explodeBiomePalettes: Separate palette layers visually

Common Configurations

Vanilla-like Overworld

{
  "name": "Overworld",
  "environment": "NORMAL",
  "regions": ["plains", "forests", "mountains", "oceans"],
  "dimensionHeight": { "min": -64, "max": 320 },
  "fluidHeight": 63,
  "landChance": 0.625,
  "biomeZoom": 1.0,
  "bedrock": true
}

Floating Islands

{
  "name": "Sky Islands",
  "environment": "NORMAL",
  "regions": ["floating-islands"],
  "dimensionHeight": { "min": 0, "max": 256 },
  "fluidHeight": 0,
  "bedrock": false,
  "landChance": 0.3
}

Nether-like Dimension

{
  "name": "Infernal Realm",
  "environment": "NETHER",
  "regions": ["nether-wastes", "soul-sand-valley"],
  "dimensionHeight": { "min": 0, "max": 128 },
  "fluidHeight": 32,
  "caveLavaHeight": 31,
  "bedrock": true
}
A dimension is the entire world generator, while a region is a collection of biomes within that dimension. Think of dimensions as continents and regions as countries.
Yes! Create different JSON files for each dimension and use /iris create to generate separate worlds.
Modify the dimensionHeight min and max values. Note that Iris generates internally from 0 to (max - min), then shifts by the min height.
Higher values create larger biomes. A value of 2.0 doubles the biome size, 0.5 halves it.
Set disableExplorerMaps: true if you experience crashes when cartographers generate explorer maps.

Next Steps

  • Learn about Regions to organize your biomes
  • Explore Biomes for detailed terrain control
  • Add Objects to place structures