# Table of Contents - [Iris | Iris](#iris-iris) - [Volmit Docs Directory | Directory](#volmit-docs-directory-directory) - [Get Started | Gloss](#get-started-gloss) - [React | React](#react-react) - [Mastering | Iris](#mastering-iris) - [Objects | Iris](#objects-iris) - [Entities | Iris](#entities-iris) - [Packaging & Publishing your Dimensions | Iris](#packaging-publishing-your-dimensions-iris) - [Jigsaw | Iris](#jigsaw-iris) - [Dimensions | Iris](#dimensions-iris) - [Dim Parameters Part 1 | Iris](#dim-parameters-part-1-iris) - [Biome Parameters Part 1 | Iris](#biome-parameters-part-1-iris) - [Biome Parameters Part 2 | Iris](#biome-parameters-part-2-iris) - [Loot | Iris](#loot-iris) - [Dim Parameters Part 2 | Iris](#dim-parameters-part-2-iris) - [Dim Parameters Part 3 | Iris](#dim-parameters-part-3-iris) - [Biomes | Iris](#biomes-iris) - [Objects | Iris](#objects-iris) - [Universal Parameters | Iris](#universal-parameters-iris) - [What is Adapt? | Adapt](#what-is-adapt-adapt) - [Holograms | Gloss](#holograms-gloss) - [Getting Started | React](#getting-started-react) - [Commands | Adapt](#commands-adapt) - [Actions | React](#actions-react) - [Boards | Gloss](#boards-gloss) - [Skills Overview | Adapt](#skills-overview-adapt) - [Filters | Gloss](#filters-gloss) - [Agility | Adapt](#agility-adapt) - [Groups | Gloss](#groups-gloss) - [Collect Garbage | React](#collect-garbage-react) - [Purge Entities | React](#purge-entities-react) - [Architect | Adapt](#architect-adapt) - [Emojis | Gloss](#emojis-gloss) - [Animations | Gloss](#animations-gloss) - [Purge Chunks | React](#purge-chunks-react) - [Placeholders | React](#placeholders-react) - [Blocking | Adapt](#blocking-adapt) - [Axe | Adapt](#axe-adapt) - [Samplers | React](#samplers-react) - [Brewing | Adapt](#brewing-adapt) - [FAQ | React](#faq-react) - [Permissions | Gloss](#permissions-gloss) - [Spigot | React](#spigot-react) - [Integrations | Gloss](#integrations-gloss) - [Crafting | Adapt](#crafting-adapt) - [Discovery | Adapt](#discovery-adapt) - [Enchanting | Adapt](#enchanting-adapt) - [Excavation | Adapt](#excavation-adapt) - [Herbalism | Adapt](#herbalism-adapt) - [Hunter | Adapt](#hunter-adapt) - [Nether | Adapt](#nether-adapt) - [Pickaxe | Adapt](#pickaxe-adapt) - [Ranged | Adapt](#ranged-adapt) - [Rift | Adapt](#rift-adapt) - [Seaborne | Adapt](#seaborne-adapt) - [Stealth | Adapt](#stealth-adapt) - [Sword | Adapt](#sword-adapt) - [Taming | Adapt](#taming-adapt) - [Config | Adapt](#config-adapt) - [API, and Skill Blacklisting | Adapt](#api-and-skill-blacklisting-adapt) - [Placeholder API | Adapt](#placeholder-api-adapt) - [אדפט | Adapt](#-adapt) - [Unarmed | Adapt](#unarmed-adapt) - [XP Curves | Adapt](#xp-curves-adapt) - [Adaptions / Skills | Adapt](#adaptions-skills-adapt) - [Adapt | Adapt](#adapt-adapt) - [TragOul | Adapt](#tragoul-adapt) - [מיומנויות בשימוש | Adapt](#-adapt) - [פקודות | Adapt](#-adapt) - [מיומנויות | Adapt](#-adapt) --- # Iris | Iris This documentation is for [Iris - Dimension Engine](https://www.spigotmc.org/resources/iris-world-gen-the-dimension-engine.84586/) (spigot) [](https://docs.volmit.com/iris/getting-started) ![Cover](https://docs.volmit.com/iris/~gitbook/image?url=https%3A%2F%2F3612174173-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-LH1Gn8DuUpLfebICk_2%252Fuploads%252FG4X0NpQElRCtWlvThfnr%252F2021-03_1.png%3Falt%3Dmedia%26token%3Dae7c449d-80d6-41a8-ab73-4aa1f99cbe68&width=245&dpr=4&quality=100&sign=ca4e45b4&sv=2) First time using Iris? Or making a new world? Check out the setup guide! [](https://docs.volmit.com/iris/pregeneration) ![Cover](https://docs.volmit.com/iris/~gitbook/image?url=https%3A%2F%2F3612174173-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-LH1Gn8DuUpLfebICk_2%252Fuploads%252Fhc1dfPdOfDer0GC3TTCq%252Funknown.webp%3Falt%3Dmedia%26token%3D9c8590ba-74a3-4eed-9c1a-9c86ca833489&width=245&dpr=4&quality=100&sign=a1cd3b92&sv=2) Want to prep your world? Speed up chunk loading? Check out pregeneration! [](https://docs.volmit.com/iris/plugin/command-system) ![Cover](https://docs.volmit.com/iris/~gitbook/image?url=https%3A%2F%2F3612174173-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-LH1Gn8DuUpLfebICk_2%252Fuploads%252FAZ3w3GtX0UzPErRIeujC%252Fimage.png%3Falt%3Dmedia%26token%3D9641d855-dc1e-4680-bff9-7c1ad69605c3&width=245&dpr=4&quality=100&sign=7a48cabf&sv=2) Are commands confusing? Want some tips? Check the commands! [](https://docs.volmit.com/iris/plugin/configuration) ![Cover](https://docs.volmit.com/iris/~gitbook/image?url=https%3A%2F%2F3612174173-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-LH1Gn8DuUpLfebICk_2%252Fuploads%252FpENJe8UbWsGHZlU1c5QW%252Fgear-4-1566681.jpg%3Falt%3Dmedia%26token%3D8f2f886d-56d3-4842-b951-4bcf25c553bb&width=245&dpr=4&quality=100&sign=a907350&sv=2) Found the config.yml? Want to know what's what? Check the configuration! [](https://docs.volmit.com/iris/engine/introduction) ![Cover](https://docs.volmit.com/iris/~gitbook/image?url=https%3A%2F%2F3612174173-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-LH1Gn8DuUpLfebICk_2%252Fuploads%252F91RgnulSfKgrVdhZQsOe%252Fimage.png%3Falt%3Dmedia%26token%3Ddf536a55-4462-469f-a6a7-cd888f341ea2&width=245&dpr=4&quality=100&sign=1809e255&sv=2) Want to make your pack? Want to edit the overworld? Check the Iris Engine! [](https://docs.volmit.com/iris/plugin/compatibility) ![Cover](https://docs.volmit.com/iris/~gitbook/image?url=https%3A%2F%2F3612174173-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-LH1Gn8DuUpLfebICk_2%252Fuploads%252FBfBCBvPFcgd8cGn61Yxn%252Fbusiness-graphics-1236300.jpg%3Falt%3Dmedia%26token%3D932a349e-b082-4347-9d5f-a84b082a7819&width=245&dpr=4&quality=100&sign=414c3121&sv=2) Want to use other plugins? Want to use datapacks? Check for compatibility! The plugin often develops quicker than the wiki is updated, so there may be inconsistencies. Does something seem off? Contact us on our [Discord Server](https://discord.com/invite/3xxPTpT) Last updated 1 year ago Was this helpful? --- # Volmit Docs Directory | Directory **Iris** The Ultimate Dimension Engine. [Iris Documentation](https://docs.volmit.com/iris/) Purchase Iris: [Spigot](https://www.spigotmc.org/resources/iris-dimension-engine.84586/) [PolyMart](https://polymart.org/resource/iris-dimension-engine.3623) [BuiltByBit](https://builtbybit.com/resources/iris-dimension-engine.56258/) **Adapt** Leveling, Skills, and Abilities. [Adapt Documentation](https://docs.volmit.com/adapt/) Purchase Adapt: [Spigot](https://www.spigotmc.org/resources/adapt-leveling-skills-and-abilities.103790/) [PolyMart](https://polymart.org/resource/adapt-leveling-skills-abilities.3622) [BuiltByBit](https://builtbybit.com/resources/adapt-leveling-skills-and-abilities.56260/) **HoloUi** Immersive Holographics and Menus [HoloUi Documentation](https://docs.volmit.com/holoui/) Purchase HoloUi: Spigot PolyMart BuiltByBit **React** Smart Server Performance. [React Documentation](https://docs.volmit.com/react/) Purchase React: [Polymart](https://polymart.org/resource/react.4736) [BuiltByBit](https://builtbybit.com/resources/react-smart-server-performance.56257/) **Gloss** (Discontinued) [Gloss Documentation](https://docs.volmit.com/gloss/) Last updated 4 months ago Was this helpful? --- # Get Started | Gloss [](https://docs.volmit.com/gloss/#whats-gloss) What's Gloss? ----------------------------------------------------------------- PLACEHOLDER It requires [Mortar](https://www.spigotmc.org/resources/mortar.65761/) but is easy to use. Just drag and drop the plugins into your server This wiki is a **work in progress**. If something is missing, please visit our [Discord](https://discord.com/invite/3xxPTpT) server. ![](https://docs.volmit.com/gloss/~gitbook/image?url=https%3A%2F%2F794004925-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-L_XWFg8fbOiuh9Vrnpe%252F-MS8N9v_t91o1ZLC-qmP%252F-MS8NMpy60k6WqiArEjb%252Fspaces_-L_XWFg8fbOiuh9Vrnpe_avatar.png%3Falt%3Dmedia%26token%3D9ade44cd-76bf-476b-9a2b-6530dc69f1e3&width=768&dpr=4&quality=100&sign=6fa82526&sv=2) [](https://docs.volmit.com/gloss/#download-gloss-on-spigot) Download Gloss on [Spigot](https://www.spigotmc.org/resources/gloss-legendary-holograms-boards.65840/) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ [NextHolograms](https://docs.volmit.com/gloss/plugin/holograms) Last updated 4 years ago Was this helpful? --- # React | React [](https://docs.volmit.com/react/#whats-react) What's React? ----------------------------------------------------------------- React is a performance plugin, designed to monitor the situations of your server and determine if there is a problem. If there is a problem, react will _react_ to it by stopping the instability from the source. React also offers many features for analyzing the situation for yourself, which is very important for discovering and comparing your data versus another server you have, or comparing setups. This can also be useful for developing plugins if you are into that. ![](https://docs.volmit.com/react/~gitbook/image?url=https%3A%2F%2F2772014897-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-LAeYKwDhd_lD0S04O__%252Fuploads%252FA6ff1qDexhw27bDNs087%252FTitle%2520Card.png%3Falt%3Dmedia%26token%3Db416b35e-6a98-463e-9536-5ef5c42bf1d8&width=768&dpr=4&quality=100&sign=44b717df&sv=2) Tile Card for react #### [](https://docs.volmit.com/react/#download-react-on-spigot) Download React on Spigot or compile from the Github! There are a few things you should know about react, like its capabilities, Integrations, and features available to you as a server owner before you start getting into react! #### [](https://docs.volmit.com/react/#download-react-on-spigot-1) ​ [NextGetting Started](https://docs.volmit.com/react/getting-started) Last updated 1 year ago --- # Mastering | Iris For now we have just thrown in what we had a couple versions ago in this section. It'll be the most outdated section of all for a while. Please be careful :\] Iris in general is very user friendly, you just need to understand the basics. If you don't understand the basics, however, you will be in for a frustrating time in this section, and face lots of problems. We strongly suggest that you toy with the example dimension, region, and biome to familiarize yourself with VSCode, have created and built at least one dimension and know - or have at least read - most of the basics in [Understanding](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding) . These pages will feel more like Java Docs (if you know what those are). Here, you'll need it [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering#tab-here-youll-need-it) Copy ______ _ _ _ / ____| | | | | | | | | __ ___ ___ __| | | | _ _ ___| | __ | | |_ |/ _ \ / _ \ / _ | | | | | | |/ __| |/ / | |__| | (_) | (_) | (_| | | |___| |_| | (__| < \_____|\___/ \___/ \____| |______\____|\___|_|\_\ [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering#support) Support ----------------------------------------------------------------------------------------- We offer support on our [Discord](https://discord.com/invite/3xxPTpT) . Ask questions you cannot answer using the Wiki there. We ask you to look on the Wiki for a solution for your issue before going there. Thank you for using Iris! We are now getting into seriously complex territory. This means that not all support members may have the skill level required to answer your questions. Please bear with us as we try to figure it out ourselves, ha-ha. * The Volmit Software Team [PreviousEntities](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/entities) [NextObjects](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects) Last updated 4 years ago Was this helpful? --- # Objects | Iris [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/objects#general-information) General information ----------------------------------------------------------------------------------------------------------------------------- Objects are Iris' schematics. They are used to place objects in the world. They cannot be directly modified, so this will be a short guide on how objects can be: * Created, * Edited, * Added to the world, and * ~Imported from EWG~ ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/objects#create-a-new-object) Create a new object You can create a new object by building one in game and then saving it. The object can be any size under 512 x 256 x 512. Note that sizes that large will be heavy on the server to place. After building the object, you can select it using the wand (get a wand using the wand command) and then save it using the save command. You can modify your selection with the other commands in the object command section. We recommend checking out the video above to see what they do precisely. ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/objects#editing-an-object) Editing an object You cannot directly edit an object from a file, but you can edit it in-game. You can do so by using the paste command, editing the structure and then using the same set of steps as with [Create a new object](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/objects#create-a-new-object) above. ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/objects#adding-an-object-to-the-world) Adding an object to the world Within every dimension, region and biome, there is an array of objects that can be spawned. It will often look something like this: Copy "objects": [{\ "chance": 1,\ "density": 2,\ "place": [\ "trees/oak/generic1",\ "trees/oak/generic2",\ "trees/oak/generic3",\ "trees/oak/generic4"\ ]\ }] * `chance` - The chance to place this object in a chunk. Max is 1 * `density` - How many to place per chunk if the chance to place in this chunk is successful. * `place` - An array of objects to place. If multiple are specified, a random one is chosen. You can add as many objects to this section as you like. Biomes often have lots and lots of different objects to spawn, all with different chances and densities. If you want more information on editing objects, check out the Mastering Objects section below [Objects](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects) ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/objects#import-and-object-from-ewg) Import and object from EWG Note: This feature has been removed from Iris and no longer works on Iris 1.5 and above. It is just documented here for legacy reasons. You can import objects from Epic World Generator by putting `.EWG` schematic files in the `*/plugins/Iris/convert` folder and using the convert command. [PreviousGenerators](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/generators) [NextJigsaw](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/jigsaw) Last updated 3 years ago Was this helpful? --- # Entities | Iris Entities are, well, entities used within Iris. They can be any normal mob in minecraft and even customized. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/entities#entity-file) Entity File -------------------------------------------------------------------------------------------------------------- Entities should be located within the `entities` directory within your pack. Each should be named appropriately pandaUwU.json Copy { "type": "PANDA", "silent": true, "surface": "ANIMAL", "passengers": [{\ "type": "FOX",\ "customName": "&eUwU",\ "customNameVisible": false\ }] } The file above is for a panda that spawns with foxes on its back. This can be referenced within Iris spawners or initial entity spawns in biomes/regions * `type` - The type of mob. Should be from [this](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html) list * `surface` - What kind of surface should this mob be spawned on. See the table bellow: Surface Description `LAND` (Default) The mob can be spawned on any solid blocks `WATER` The mob can spawn within water blocks `ANIMAL` Spawn only on grass, dirt and other surfaces animals can spawn on `OVERWORLD` Spawn on any land OR water block. Useful for turtles `LAVA` Spawn only on lava blocks ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/entities#spawners) Spawners Coming soon. Requires Iris 1.6+ ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/entities#initial-entity-spawns) Initial Entity Spawns This feature is inactive in Iris 1.6+ as Iris has switched to using the new spawners feature. It may be enabled again in the future but right now, use spawners In each dimension, region and biome, there is a section called `entityInitialSpawns`. Copy "entityInitialSpawns": [\ {\ "entity": "cow",\ "maxSpawns": 1,\ "minSpawns": 1,\ "rarity": 7\ },\ {\ "entity": "pig",\ "maxSpawns": 1,\ "minSpawns": 1,\ "rarity": 7\ },\ {\ "entity": "chicken",\ "maxSpawns": 1,\ "minSpawns": 1,\ "rarity": 7\ },\ {\ "entity": "sheep",\ "maxSpawns": 1,\ "minSpawns": 1,\ "rarity": 7\ },\ {\ "entity": "pandaUwU",\ "maxSpawns": 3,\ "minSpawns": 1,\ "rarity": 50 \ }\ ], * `entity` - This is the name of the entity class to spawn. As you can see, we used the `pandaUwU` file used in the example above. * `minSpawns` - Minimum about of mobs to spawn in the chunk if the chance to spawn passes * `maxSpawns` - Same as above, but the max * `rarity` - The 1 in chance for these mobs to spawn in a chunk [PreviousLoot](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot) [NextMastering](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering) Last updated 3 years ago Was this helpful? --- # Packaging & Publishing your Dimensions | Iris [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/packaging-and-publishing#packaging-your-project) Packaging your Project -------------------------------------------------------------------------------------------------------------------------------------- You can package your project by using the studio package command. This compresses the project (copy) and strips away unused objects and files (only in the package, your project is not modified itself). This can be used for sending dimensions to others quickly. Simply place this `.iris` file in a packs folder to use it. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/packaging-and-publishing#publishing-your-project-on-iris) Publishing your Project on Iris -------------------------------------------------------------------------------------------------------------------------------------------------------- You can publish your project to the [Iris GitHub community](https://github.com/IrisDimensions) so that anyone can use /iris create type=YOURWORLD. Iris will then download your project & start generating it for them. To do this, you must fill a few requirements: 1. Your project must be on GitHub (sorry, not any other Git site for now) and be setup properly, 2. The dimension should be unique or have content in it that offers something new. Simply make a [Pull Request to this list](https://github.com/VolmitSoftware/Iris/blob/master/listing.json) and add your dimension name, followed by a space and the URL to your GitHub project. [PreviousUniversal Parameters](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters) Last updated 3 years ago Was this helpful? --- # Jigsaw | Iris [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/jigsaw#tutorial-video) Tutorial Video ------------------------------------------------------------------------------------------------------------------ Tutorial Video [https://drive.google.com/file/d/1pLXhOwIar5LP3u9Nm1GdHQmJF0QuNm4D/view?usp=sharingdrive.google.com](https://drive.google.com/file/d/1pLXhOwIar5LP3u9Nm1GdHQmJF0QuNm4D/view?usp=sharing) Download the pack from the Tutorial [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/jigsaw#astrashs-written-tutorial) Astrash's written tutorial ----------------------------------------------------------------------------------------------------------------------------------------- This is a tutorial based on Astrash written tutorial in discord. Jigsaw pieces are basically objects with jigsaw connectors plus some other stuff. A jigsaw piece is just a config file, with an object attached to it - multiple pieces could share the same object (if that's what you want to do) Pieces can be created with /iris jigsaw create , this is where you place your connectors. When you use that command, a copy of that specified object will spawn in the world, with that copy, right click block faces to add connectors, and shift right click to remove. Once finished you can use /iris jigsaw save to save that jigsaw piece, and a config file will be automatically generated with your connectors. Connectors are stored as json objects, and have some key properties. For now the only important parts you have to worry about are "pools", "position" and "direction". INSERT CODE EXAMPLE HERE Copy { "targetName": "*", "innerConnector": false, "name": "", "pools": ["\ stronghold/paths"\ ], "position": { "x": -3, "y": -5, "z": 0 }, "direction": "WEST_NEGATIVE_X" } Once you create a piece, there will be a folder called jigsaw-pieces in your pack folder, which will be automatically set up with the essentials for a piece, the only thing you really need to change is the "pools" option, which is where you tell Iris what you want that connector to attach to Now try creating a test object the way any object would be made, maybe something like square like so ![](https://docs.volmit.com/iris/~gitbook/image?url=https%3A%2F%2F3612174173-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-LH1Gn8DuUpLfebICk_2%252F-MgKfveLzLLPOlXm1lOU%252F-MgKg5O8-PufUMEX7jFn%252Fimage.png%3Falt%3Dmedia%26token%3Dd65d4a54-ff96-4177-a0f8-b3509d9df096&width=768&dpr=4&quality=100&sign=c4cb870d&sv=2) Just for the sake of learning, try make 3 pieces like so ![](https://docs.volmit.com/iris/~gitbook/image?url=https%3A%2F%2F3612174173-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-LH1Gn8DuUpLfebICk_2%252F-MgKfveLzLLPOlXm1lOU%252F-MgKgFdSuHgJxm4SB0h4%252Fimage.png%3Falt%3Dmedia%26token%3D5cd6b5c9-be6c-4189-b9f9-50fcb351d4d8&width=768&dpr=4&quality=100&sign=b44eb6c9&sv=2) The next step after you have your pieces is to create a **Jigsaw structure**, here is an example of the stronghold structure. Ensure you make a folder called jigsaw-structures and create a new json file titled after your structure. This could be called anything you want. Copy the config here and fill out the piece with the one you have already made Copy { "maxDepth": 3, "pieces": [\ "name of the piece you created"\ ] } ![](https://docs.volmit.com/iris/~gitbook/image?url=https%3A%2F%2F3612174173-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-LH1Gn8DuUpLfebICk_2%252F-MgKfveLzLLPOlXm1lOU%252F-MgKgQsKr6VOQFAzDqfx%252Funknown.png%3Falt%3Dmedia%26token%3D476bf4d8-6859-4fe1-902e-f6a1fce32737&width=768&dpr=4&quality=100&sign=83c20b95&sv=2) The piece you put in the structure is essentially your starting piece, where the jigsaw system will expand outwards from. You should only have one jigsaw structure file per structure (note you could also provide several starting pieces). Once this is made, try out /iris jigsaw place - if you did everything correctly, you should have a single piece spawn in the world. The next step is defining a Jigsaw pool. A jigsaw pool is basically a group of jigsaw pieces, defined in a file. First of all, create a folder called jigsaw-pools, then similary to the structure setup, make a json file named whatever you'd like (for example i use path for my group of path pieces in the stronghold) Within that file you just created, simply list out pieces you've created like so Copy { "pieces": [\ "piece-1",\ "piece-2",\ "piece-3 and so on"\ ] } Continuing on with **pools**, when Iris picks a connector to continue the structure, it will take a look at that connector's configured "pools" option, and see what pieces it can place next. So **in order for a connector to place stuff, you will need to define pools** (as outlined above) to that list for each connector As an example, when iris looks at this connector, it will look at "pools", see the "stronghold/paths" pool, and pick a jigsaw piece from that list to connect to. Once it picks a piece from that list of pools, it will check 1. if it has a valid connector, and 2. if that piece will collide with any other piece. If check #2 fails, then Iris will try place another piece from the pool. If none of those pieces can be placed, then Iris will simply not place anything at the connector. Copy { "targetName": "*", "innerConnector": false, "rotateConnector": false "name": "", "pools": [\ "stronghold/paths"\ ], position": { "x": -3, "y": -5, "z": 0 }, "direction": "WEST_NEGATIVE_X" } Also another thing to note - if a piece is set up with a connector inside its bounding box, then you will most likely need to set innerConnector to true, since it will check for collision with its self in addition to other pieces Here is an example of multiple pools, note that: * the green pool also has a piece in it that connects to a purple pool * the purple L pieces are free to rotate on all axes ("rotateConnector": true) whereas all other pieces only rotate on the Y axis ![](https://docs.volmit.com/iris/~gitbook/image?url=https%3A%2F%2F3612174173-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-LH1Gn8DuUpLfebICk_2%252F-MgKfveLzLLPOlXm1lOU%252F-MgKgZBNO0gho2YgkEfZ%252Funknown.png%3Falt%3Dmedia%26token%3Deccc82b5-2bd3-46cd-aa08-22e4c8c1acd8&width=768&dpr=4&quality=100&sign=89763eb5&sv=2) If you have any further questions or get stuck and want to get some help, please ask on Discord. [PreviousObjects](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/objects) [NextLoot](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot) Last updated 3 years ago Was this helpful? --- # Dimensions | Iris This page has not yet been updated in accordance with the new structure. Most information should still be valid, but keep this warning in mind. Default [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions#tab-default) exampleDimension.json Copy { "postProcessing": false, "environment": "NORMAL", "regions": [\ "hot",\ "temperate",\ "temperate",\ "cold"\ ], "caves": false, "focus": "", "name": "Example", "fluidHeight": 63, "carving": false, "version": 1 } [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions#post-processing) Post Processing -------------------------------------------------------------------------------------------------------------------- **Use Post Processing or not.** Post processing is the unessential, finishing touches that iris does to make the world more pretty, at the cost of a **sleight performance hit**. It is fine to leave this on. If you turn it off, you may not see the **Slabber** , **Pot-Hole-Filler, Nipple-Remover, Stacker-Fixer** working, this is because you just turned them off. (More on Post Processing [here](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2#post-processing) ) [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions#environment) Environment ------------------------------------------------------------------------------------------------------------ **The world Environment.** This is fairly straightforward, only 3 possible options **NORMAL, NETHER,** and **THE\_END.** [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions#regions-essential) Regions (Essential) -------------------------------------------------------------------------------------------------------------------------- **Define all regions to include in this dimension.** This is **essential** for any dimension file. The listings in here are required for you to see any kind of impact or biomes generate. ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions#if-you-want-anything-to-generate-you-need-to-have-biomes-in-regions-and-regions-in-the-dimension-fol) IF YOU WANT ANYTHING TO GENERATE YOU NEED TO HAVE BIOMES IN REGIONS, AND REGIONS IN THE DIMENSION FOLDER! [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions#caves) Caves ------------------------------------------------------------------------------------------------ **Generate Caves or not.** Literally just a true or false as to allow iris generate **IRIS caves** not to be confused with **Vanilla Caves** [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions#focus-mode-helpful) Focus mode (Helpful) ---------------------------------------------------------------------------------------------------------------------------- **Keep this undefined or empty, setting this to a value will force the overworld to only generate that biome. Great for testing, Must be a valid biome.** Focus mode allows you to have a specific biome be the only biome that shows up when you are making your biome. This was used in almost every step of developing the Overworld pack, and others. Below you would only see a desert ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions#focus-hot-desert) "focus": "hot-desert", [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions#name) Name ---------------------------------------------------------------------------------------------- **The human readable name of this dimension** Name of Dimension. no real explanation needed [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions#carving) Carving ---------------------------------------------------------------------------------------------------- **Carve Terrain or not** Carving is a 3D Noise layer that will just **CUT** through mountains and terrain, making some neat cliffs in mountain regions. This has a reasonable performance hit, but is on by default- well worth it in out opinion. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions#version) Version ---------------------------------------------------------------------------------------------------- **The Version of this dimension, Changing this will prevent you from accidentally upgrading your file and corrupting the world.** The version of the configuration files in the pack. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions#post-overview) Post Overview ---------------------------------------------------------------------------------------------------------------- We highly recommend that you familiarize yourself, and toy around with them before diving straight into the heavy lifting- that is, **dimensional manipulation**. (that sounds funny) But in all seriousness the Dimensional file is likely the hardest of the files to learn, as all are relatively self explanatory in most other circumstances. [PreviousObjects](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects) [NextDim Parameters Part 1](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2) Last updated 4 years ago Was this helpful? --- # Dim Parameters Part 1 | Iris [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2#all-dimensional-boolean-parameters-boolean-values) All Dimensional Boolean Parameters (Boolean Values) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- These are the Boolean values that are toggle able in the dimension file. The ones below may not have their default values, but are just values set for the purpose of explanations. Copy "carving": false, "caves": false, "decorate": true, "debugSmartBore": false, "placeObjects": true, "postProcessing": true, "postProcessCaves": false, "postProcessingSlabs": false, "postProcessingWalls": false, "preventLeafDecay": false, "vanillaCaves": false, "vanillaStructures": false, [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2#carving) Carving -------------------------------------------------------------------------------------------------------------------------------- **Carve Terrain or not** Carving is a 3D Noise layer that will just **CUT** through mountains and terrain, making some neat cliffs in mountain regions. This has a reasonable performance hit, but is on by default- well worth it in out opinion. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2#caves) Caves ---------------------------------------------------------------------------------------------------------------------------- **Generate Caves or not.** Literally just a true or false as to allow iris generate **IRIS caves** not to be confused with **Vanilla Caves** [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2#decorate) Decorate ---------------------------------------------------------------------------------------------------------------------------------- **Generate Decorations or not.** Literally just a true or false as to allow iris generate predefined decorators in each biome. Example: if you have a biome decorator that says to generate flowers, toggling this in the dimension will toggle it everywhere [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2#debug-smart-bore) Debug Smart Bore -------------------------------------------------------------------------------------------------------------------------------------------------- **Instead of filling objects with air, fill with cobweb so you can see** This is to help show you where iris thinks blocks are, and are not. It places cobwebs in the air blocks to show you where the **Structure** module thinks it should Cut blocks and stuff out, without overwriting the other surroundings. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2#place-objects) Place Objects -------------------------------------------------------------------------------------------------------------------------------------------- **Disable this to stop placing objects in biomes** This is the _'hand that gives, or the hand that takes away'_ in regards to objects. It prevents the placement of all iris schematics in biomes. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2#post-processing) Post Processing ------------------------------------------------------------------------------------------------------------------------------------------------ **Use Post Processing or not.** Post processing is the unessential, finishing touches that iris does to make the world more pretty, at the cost of a **sleight performance hit**. It is fine to leave this on. If you turn it off, you may not see the **Slabber** , **Pot-Hole-Filler, Nipple-Remover, Stacker-Fixer** working, this is because you just turned them off. Slabber **Pot-Hole-Filler** Nipple-Remover Stacker-Fixer The module that puts slabs on slopes for a more natural look. The generator might make a small hole, Iris will remove this. The generator might make a small bump, Iris will remove this. Prevents the rare occurrence, of buttons stacking as a decorator. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2#post-process-caves) Post Process Caves ------------------------------------------------------------------------------------------------------------------------------------------------------ **Use post processing in caves or not** Post processing is the unessential, finishing touches that iris does to make the world more pretty, at the cost of a **sleight performance hit**. It is fine to leave this on. If you turn it off, you may not see the **Slabber** , **Pot-Hole-Filler, Nipple-Remover, Stacker-Fixer** working, this is because you just turned them off. See [post processing](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2#post-processing) for an explanation. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2#post-processing-slabs-walls) Post Processing Slabs/Walls ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ **Add Slabs or walls to the post processor instead.** Post processing is the unessential, finishing touches that iris does to make the world more pretty, at the cost of a **sleight performance hit**. It is fine to leave this on. If you turn it off, you may not see the **Slabber** , **Pot-Hole-Filler, Nipple-Remover, Stacker-Fixer** working, this is because you just turned them off. See [post processing](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2#post-processing) for an explanation. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2#prevent-leaf-decay) Prevent Leaf Decay ------------------------------------------------------------------------------------------------------------------------------------------------------ **Prevent Leaf Decay** Whenever iris places a schematic, or anything leaf related- especially with big trees. We use this in iris Overworld Dimension for the trees we place. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2#vanilla-caves) Vanilla Caves -------------------------------------------------------------------------------------------------------------------------------------------- **Generate Vanilla caves and Cave things** Working vanilla caves that can intersect with iris caves. this creates some gnarly looking caves and ravines. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2#vanilla-structures) Vanilla Structures ------------------------------------------------------------------------------------------------------------------------------------------------------ **Generate Vanilla Structures** Currently not working in the way that you might intend, this for now is **default to false** because it cause instability, gen failure, and other sorts of issues. We plan to just make out own villages in the future. [PreviousDimensions](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions) [NextDim Parameters Part 2](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2-1) Last updated 4 years ago Was this helpful? --- # Biome Parameters Part 1 | Iris Copy { "biomeZoom": 0, "carvingBiome": "beach", "childShrinkFactor": 0, "derivative": "BEACH", "lockLayers": false, "lockLayersMax": 0, "name": "Beach", "rarity": 0, "fluidType": "", "debugColor": "", } [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-1#biome-zoom) Biome Zoom ------------------------------------------------------------------------------------------------------------------------------ **This zooms in the biome colors if multiple derivatives are chosen:** Imagine using a crumpled ball of paper, then zooming into it. that's what this does. margionally pointless with only 1 derivative Default: **1** Min: **1.0e-4** Max: **512** [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-1#carving-biome) Carving Biome ------------------------------------------------------------------------------------------------------------------------------------ When iris carves in this biome, this is the biome that gets plastered in that region. This is a great way to make carves sound spooky in the dark. Any vanilla biome is supported here. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-1#child-shrink-factor) Child Shrink Factor ------------------------------------------------------------------------------------------------------------------------------------------------ This defines the layers of materials in this biome. Each layer has a palette and min/max height and some other properties. Usually a grassy/sandy layer then a dirt layer then a stone layer. Iris will fill in the remaining blocks below your layers with stone. List of _BiomePaletteLayers (Objects)_ [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-1#derivative-from-here) Derivative (from [here](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/biomes#derivatives) ) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Derivatives are fairly straightforward, in what they do- should hopefully be a simple concept to understand. That being said, it plays an important role in biome creation. This will determine what mobs spawn (that can be tweaked to prevent this), What the color of blocks will be (Grass being green to dark brown etc), and some of the sounds you may hear (can also be tweaked). **As a visual see below:** Blocks Mob Spawns Audio Will change depending on what the derivative is, and you **can not change this anywhere but here.** The mobs that spawn will mirror whatever the derivative is in vanilla terms (Cow in forest, Ghast in Nether Wastes) mobs can be changed elsewhere. Some of the audio you might hear in this biome is from the derivative, this can be changed elsewhere. Copy "derivative":"FOREST" [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-1#lock-layers) Lock Layers -------------------------------------------------------------------------------------------------------------------------------- The layers to iterate below the surface for locked layer biomes (mesa). This is very good at creating a mesa or stacked style of terrain, There is nothing from carving to smoothing that will cancel this from generating. this affects the terrain layer and below. ASSUMING that you marked it as **true** [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-1#lock-layers-max) Lock Layers Max ---------------------------------------------------------------------------------------------------------------------------------------- This is an important key to remember, if you are locking layers, and you have a set of layers. This represents the max possible layers that can stack, assuming that locklayers is on, and you have layers defined. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-1#name) Name ------------------------------------------------------------------------------------------------------------------ **The human readable name of this biome** Name of biome. no real explanation needed [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-1#rarity) Rarity ---------------------------------------------------------------------------------------------------------------------- **The rarity of this biome (integer)** Generally speaking the higher the number is, the more common it is, but if you have only a few biomes try to keep the results as you would want, try and keep it under 256 (you can go higher), but higher would make the biome almost invisible in a general schema of 100 biomes, as every biome (and region) is a roll at random EACH usage so if its 1-in-10, there will NOT guarantee a biome every 10, as its a random roll. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-1#fluid-type) Fluid Type ------------------------------------------------------------------------------------------------------------------------------ **The fluid type that should spawn here** The type of fluid if this biome is underwater. To 'defer' this value to whatever the parent dimension fluid type is, use an empty string. you can see fluid settings(dim) [here](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#fluid-breakdown) . [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-1#debug-color) Debug Color -------------------------------------------------------------------------------------------------------------------------------- **Debug color for visualizing this biome with a color in the MAP.** ie: #F13AF5 This in the map changes the visual representation of a biome so you can see it more clearly, in the image below any of the colors represent a biome, and how the noise/layers interact with them. ![](https://docs.volmit.com/iris/~gitbook/image?url=https%3A%2F%2F3612174173-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-LH1Gn8DuUpLfebICk_2%252F-MJO7jvg-_HaLbyLdUJo%252F-MJOC7M8qHXjYWg8vuBS%252Fvmbkb2j.png%3Falt%3Dmedia%26token%3D36006f64-a439-4971-b67e-7b8da36f0b2e&width=768&dpr=4&quality=100&sign=4c9a5466&sv=2) This is a visual representation of the VISION that the map provides If you want to know how to use this tool to see biomes go here [PreviousBiomes](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes) [NextBiome Parameters Part 2](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2) Last updated 4 years ago Was this helpful? --- # Biome Parameters Part 2 | Iris Copy { "biomeScatter": [], "biomeSkyScatter": [], "childStyle": {}, "biomeStyle": {}, "blockDrops": [], "children": [], "debugColor": "", "decorators": [], "deposits": [], "effects": [], "entityInitialSpawns": [], "entitySpawnOverrides": [], "fluidType": "", "generators": [], "layers": [], "loot": {}, "objects": [], "seaLayers": [], "slab": {}, "structures": [], "text": [], "wall": {} } [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2#biome-scatter) Biome Scatter ------------------------------------------------------------------------------------------------------------------------------------ **You can instead specify multiple biome derivatives to randomly scatter colors in this biome FLOOR.** This sets the gradients of colors that are done by derivatives, this is great to set the ground colors to look bruised or else-wise. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2#biome-sky-scatter) Biome Sky Scatter -------------------------------------------------------------------------------------------------------------------------------------------- **You can instead specify multiple biome derivatives to randomly scatter colors in this biome SKY.** Since 1.13 supports 3D biomes, you can add different derivative colors for anything above the terrain. (Think swampy tree leaves with a desert looking grass surface) This is a great way for setting a 3D color dynamic in leaves or in biome-sky related changes. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2#child-style) Child Style -------------------------------------------------------------------------------------------------------------------------------- **The child (if set) shape if, and when it is generated** If this biome has children biomes, and the gen layer chooses one of this biomes children, How will it be shaped? The [map](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-1#debug-color) represents the biomes/children very well, See [Style](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#style-generator-breakdown) to see how to use it [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2#biome-style) Biome Style -------------------------------------------------------------------------------------------------------------------------------- **Carve Terrain or not** This changes the dispersion of the biome colors if multiple derivatives are chosen. Please See [Style](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#style-generator-breakdown) to see how to use it, this is just a shape filter [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2#block-drops) Block Drops -------------------------------------------------------------------------------------------------------------------------------- **Define custom block drops for this biome** Drops are the **items** that are dropped when broken**. This is a universal parameter** see [here](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#drops-breakdown) to see how to use it. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2#children) Children -------------------------------------------------------------------------------------------------------------------------- **Have a biome generate in the midst of this biome** List any biome names (file names without.json) here as children. Portions of this biome can sometimes morph into their children. Iris supports cyclic relationships such as A > B > A > B. **Iris will stop checking 9 biomes down the tree**. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2#decorators) Decorators ------------------------------------------------------------------------------------------------------------------------------ **Decorators are used for things like tall grass, bisected flowers, and even kelp or cactus (random heights)** This is the best place where you can set the flowers, and organics that are in a per biome basis. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2#deposits) Deposits -------------------------------------------------------------------------------------------------------------------------- **Creates ore & other block deposits underground** This ADDS this list of deposits to the dimensional/regional parent. This is explained [here](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#deposits-breakdown) , this can be set for multiple parents thus its a dimensional parameter [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2#effects) Effects \* --------------------------------------------------------------------------------------------------------------------------- **Effects that play in this biome.** Effects are ambient effects such as potion effects, random sounds, or even particles around each player. This has a large explanation [here](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#effects) . [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2#entity-initial-spawns) Entity Initial Spawns ---------------------------------------------------------------------------------------------------------------------------------------------------- **Entity spawns during generation** What entity spawns here during the generation of this world. This may soon have support for mythic/other mob providers in the future [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2#entity-spawn-overrides) Entity Spawn Overrides ------------------------------------------------------------------------------------------------------------------------------------------------------ **If the following entity type spawns, spawn this entity. Set to unknown for any entity spawn.** This is a fantastic way to prevent the spawn of a cow or any other vanilla spawned mobs. Maybe Mythic mobs in the future etc... [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2#generators) Generators ------------------------------------------------------------------------------------------------------------------------------ **Generators are a form of STYLE generators:** Style/Generator is the 4-D _(that's one more D than 3D)_ rules that draw the carve layer. Please refer to the Universal Parameters [here](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#style-generator-breakdown) to see the usage of generators [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2#layers) Layers ---------------------------------------------------------------------------------------------------------------------- [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2#loot) Loot ------------------------------------------------------------------------------------------------------------------ **What Generates in conatiners here in this biome** This is a global parameter, and a regional, AND a biome parameter. [this](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#loot-explained) is a great breakdown of loot. Beware that by default this stacks with other parent loot rolls unless otherwise specified [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2#objects) Objects ------------------------------------------------------------------------------------------------------------------------ Modes "CENTER\_HEIGHT": The default place mode. This mode picks a center point (where the center of the object will be) and takes the height. That height is used for the whole object. "MAX\_HEIGHT": Samples a lot of points where the object will cover (horizontally) and picks the highest height, that height is then used to place the object. This mode is useful for preventing any part of your object from being buried though it will float off of cliffs. "FAST\_MAX\_HEIGHT": Samples only 4 points where the object will cover (horizontally) and picks the highest height, that height is then used to place the object. This mode is useful for preventing any part of your object from being buried though it will float off of cliffs. "MIN\_HEIGHT": Samples a lot of points where the object will cover (horizontally) and picks the lowest height, that height is then used to place the object. This mode is useful for preventing any part of your object from overhanging a cliff though it gets buried a lot "FAST\_MIN\_HEIGHT": Samples only 4 points where the object will cover (horizontally) and picks the lowest height, that height is then used to place the object. This mode is useful for preventing any part of your object from overhanging a cliff though it gets buried a lot "STILT": Stilting is MAX\_HEIGHT but it repeats the bottom most block of your object until it hits the surface. This is expensive because it has to first sample every height value for each x,z position of your object. Avoid using this unless its structures for performance reasons. "FAST\_STILT": Just like stilting but very inaccurate. Useful for stilting a lot of objects without too much care on accuracy (you can use the over-stilt value to force stilts under ground further) "PAINT": Samples the height of the terrain at every x,z position of your object and pushes it down to the surface. It's pretty much like a melt function over the terrain. "VACUUM": Applies multiple terrain features into the parallax layer before this object places to distort the height, essentially vacuuming the terrain's heightmap closer to the bottom of this object. Uses MAX\_HEIGHT to place [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2#sea-layers) Sea Layers ------------------------------------------------------------------------------------------------------------------------------ [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2#slab) Slab ------------------------------------------------------------------------------------------------------------------ [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2#structures) Structures ------------------------------------------------------------------------------------------------------------------------------ [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2#text) Text ------------------------------------------------------------------------------------------------------------------ **This is an interesting way to quite literally put text on the surface** Please refer to [this](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#text) , for a full explanation of how to use this interesting tool. you can make a trademark per biome if you wanted. the possibilities are strangely endless. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2#wall) Wall ------------------------------------------------------------------------------------------------------------------ [PreviousBiome Parameters Part 1](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-1) [NextUniversal Parameters](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters) Last updated 4 years ago Was this helpful? --- # Loot | Iris [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#topics) Topics ------------------------------------------------------------------------------------------------ 1. [Video Tutorial](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#video-tutorial) 2. [Introduction](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#introduction) 3. [Default in the example](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#default-in-the-example) 4. [General Explanation](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#general-explanation) 5. [Settings](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#settings) 1. [Name \*](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#1-name) 2. [Loot \*](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#2-loot) 3. [Min- & MaxPicked](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#3-min-and-maxpicked) 4. [Rarity](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#4-rarity) Every setting with a `*` is mandatory for this file [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#introduction) Introduction ------------------------------------------------------------------------------------------------------------ Loot are `json` files and they are placed in the `loot` folder. Loot tables can be referenced when defining loot in different dimensions, biomes, regions and even structures. They decide which items spawn in the chests they are assigned to. Note that loottables are somewhat sensitive and can quite easily be broken by, for example, placing the minimal amount of items higher than the maximal amount the chest can actually hold. Make sure the settings you make are possible beforehand. Check out [Loot in Biomes](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/biomes#10-loot) to add the loot table you configure using this page to biomes. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#default-in-the-example) Default in the example -------------------------------------------------------------------------------------------------------------------------------- The Loot file is called `loot1.json` and can be found in the `loot` folder: Copy { "name": "loot1", "loot": [\ {\ "type": "wooden_sword",\ "rarity": 3,\ "slotTypes": "STORAGE"\ "minAmount": 1,\ "maxAmount": 3,\ "displayName": "Le Slap",\ "enchantments": [\ {\ "enchantment": "KNOCKBACK",\ "chance": 0.2,\ "minLevel": 1,\ "maxLevel": 2\ }\ ],\ },\ {\ "type": "fishing_rod",\ "rarity": 11,\ "slotTypes": "STORAGE"\ "maxAmount": 1,\ "minDurability": 0.5,\ },\ {\ "type": "sugar",\ "rarity": 4,\ "slotTypes": "STORAGE"\ "maxAmount": 3,\ }\ ] "minPicked": 3, "maxPicked": 30, "rarity": 2 } [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#general-explanation) General Explanation -------------------------------------------------------------------------------------------------------------------------- Loot tables have many different RNG based rolls. 1. [Rarity in the table](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#4-rarity) 2. [Rarity in the item](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#2-loot) [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#settings) Settings ---------------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#id-1-name) 1 - Name \* Copy "name": "loot1" This is the name of the loot table which does not affect anything other than the result of getting area information with the Statistics command. To make sure you don't confuse yourself or Iris, name this the exact same as the file name. ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#id-2-loot) 2 - Loot \* Copy "loot": [\ {\ "type": "wooden_sword",\ "rarity": 3,\ "slotTypes": "STORAGE"\ "minAmount": 1,\ "maxAmount": 3,\ "displayName": "Le Slap",\ "enchantments": [\ {\ "enchantment": "KNOCKBACK",\ "chance": 0.2,\ "minLevel": 1,\ "maxLevel": 2\ }\ ],\ },\ {\ "type": "fishing_rod",\ "rarity": 11,\ "slotTypes": "STORAGE"\ "maxAmount": 1,\ "minDurability": 0.5,\ },\ {\ "type": "sugar",\ "rarity": 4,\ "slotTypes": "STORAGE"\ "maxAmount": 3,\ }\ ] The loot array contains all types of loot that can spawn using this loot configuration. Each element contains the following: Type\* [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#tab-type) Rarity\* [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#tab-rarity) SlotType\* [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#tab-slottype) Min- & MaxAmount [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#tab-min-and-maxamount) DisplayName [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#tab-displayname) Enchantments [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#tab-enchantments) Copy "type": "wooden_sword" The item Copy "rarity": 3 The chance this item is picked on each iteration. Always 1 / x chance **if this element is picked**. Copy "slotTypes": "STORAGE" The type of the slot the item can spawn in. Types: 1. `STORAGE` Most used, simple slot like in a chest, barrel, etc. 2. `FUEL` Fuel slot of any type of furnace 3. `FURNACE` Furnace slot of a normal furnace 4. `SMOKER`Furnace slot of a smoker 5. `BLAST_FURNACE`Furnace slot of a blast furnace Copy "minAmount": 1, "maxAmount": 3 Respectively the minimal and maximal boundary on the amount of this type of item that is / are picked Copy "displayName": "Le Slap" The name of the item Copy "enchantments": [\ {\ "enchantment": "KNOCKBACK",\ "chance": 0.2,\ "minLevel": 1,\ "maxLevel": 2\ }\ ] The (possible) enchantments applied to the item. This should only work on items that can actually get that enchantment but that may not always be the case. Option Setting Effect "enchantment": "KNOCKBACK" Applied enchantment "chance": 0.2 Chance of application "minLevel": 1 Minimal level "maxLevel": 2 Maximal level Note that the minimal and maximal level are equally distributing all levels inbetween and including themselves after chance is picked. This means that _if_ the enchantment is applied, the chance of _all levels of the enchantment_ is equal. There are far more settings under loot which do stuff like add lore, durability and more. All these settings (with a short explanation, hopefully) are findable with the ctrl + space keycombination in VSCode. ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#id-3-min-and-maxpicked) 3 - Min- & MaxPicked Copy "minPicked": 3, "maxPicked": 30 Respectively the minimal and maximal boundary on the amount of times this loot tree that is picked ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#id-4-rarity) 4 - Rarity Copy "rarity": 2 The overall chance a container this loot table is assigned to gets loot from this. This is absolute chance, meaning if this random roll fails, nothing will come from this table. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot#mastering) Mastering ------------------------------------------------------------------------------------------------------ If you cannot find the settings you're looking for here, check out the [Template Mastering Page](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/loot) [PreviousJigsaw](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/jigsaw) [NextEntities](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/entities) Last updated 3 years ago Was this helpful? --- # Dim Parameters Part 2 | Iris [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2-1#all-dimensional-key-value-parameters-numerical-values) All Dimensional Key Value Parameters (Numerical Values) -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- These are the Boolean values that are toggle able in the dimension file. The ones below may not have their default values, but are just values set for the purpose of explanations. Copy "version": 2, "biomeZoom": 0, "continentZoom": 0, "coordFractureDistance": 0, "coordFractureZoom": 0, "fluidHeight": 0, "dimensionAngleDeg": 0, "landChance": 0, "landZoom": 0, "lootTries": 0, "regionZoom": 0, "rockZoom": 0, "terrainZoom": 0, "seaZoom": 0, [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2-1#version) Version ---------------------------------------------------------------------------------------------------------------------------------- **The Version of this dimension, Changing this will prevent you from accidentally upgrading your file and corrupting the world.** The version of the configuration files in the pack. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2-1#fluid-height) Fluid Height -------------------------------------------------------------------------------------------------------------------------------------------- **The fluid height for this dimension.** The vanilla default is 63, this makes the base water level at 63 [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2-1#dimensional-angle) Dimensional Angle ------------------------------------------------------------------------------------------------------------------------------------------------------ **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. Try 12 degrees or something not on a 90 or 45 degree angle. Default Value is 0.0, Maximum allowed is 360.0, Minimum allowed is 0.0 [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2-1#land-chance) Land Chance ------------------------------------------------------------------------------------------------------------------------------------------ **The land chance. Up to 1.0 for total land or 0.0 for total sea** This is the land to ocean percentage. The minimum is 0, and max is 1. _Our recommendation is 0.625_ [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2-1#loot-tries) Loot Tries ---------------------------------------------------------------------------------------------------------------------------------------- **Try to fill a container with loot up to this many times to avoid too many empty chests.** Defaulted at 5, the amount of times that a global loot table will be tried to place an item inside of a chest, increasing this will fill a chest with things, reducing it will empty. no lower than zero, no higher than 512\* (you _can_ go higher but why) [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2-1#coordinate-fracture-distance-zoom) Coordinate Fracture Distance/Zoom -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- **Coordinate Zoom:** Higher = less frequent warping, Lower = more frequent and rapid warping / swirls. **Coordinate Fracture Distance:** Applies noise to the input coordinates. This creates the 'iris swirls' and wavy features. The distance pushes these waves further into places they shouldn't be. This is a block value multiplier. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2-1#zooming) Zooming ---------------------------------------------------------------------------------------------------------------------------------- **This zooms in the elements by a multiplier:** Imagine using a crumpled ball of paper, then zooming into it. that's what this does. Land Zoom Region Zoom Biome Zoom Terrain Zoom Sea Zoom Rock Zoom Default: **1** Min: **1.0e-4** Max: **512** Default: **1** Min: **1.0e-4** Max: **512** Default: **1** Min: **1.0e-4** Max: **512** Default: **2** Min: **1.0e-4** Max: **512** Default: **1** Min: **1.0e-4** Max: **512** Default: **5** Min: **1.0e-4** Max: **512** This zooms in the land space Change the size of regions This zooms in the biome colors if multiple derivatives are chosen This stretches the terrain. This zooms oceanic biomes The rock zoom mostly for zooming in on a wispy palette Note that for **Terrain zoom** Higher than 2.0 may cause weird rounding artifacts. Lower = more terrain changes per block \*\*\*\* [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2-1#non-numerical-dimensional-key-values-yeesh) Non-Numerical Dimensional Key Values (yeesh) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Copy "resourcePack": "", "environment": "NORMAL", "focus": "", "name": "Hello Iris", [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2-1#environment) Environment ------------------------------------------------------------------------------------------------------------------------------------------ **The world Environment.** This is fairly straightforward, only 3 possible options **NORMAL, NETHER,** and **THE\_END.** [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2-1#focus-mode-helpful) Focus mode (Helpful) ---------------------------------------------------------------------------------------------------------------------------------------------------------- **Keep this undefined or empty, setting this to a value will force the overworld to only generate that biome. Great for testing, Must be a valid biome.** Focus mode allows you to have a specific biome be the only biome that shows up when you are making your biome. This was used in almost every step of developing the Overworld pack, and others. Below you would only see a desert ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2-1#focus-hot-desert) "focus": "hot-desert", [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2-1#name) Name ---------------------------------------------------------------------------------------------------------------------------- **The human readable name of this dimension** Name of Dimension. no real explanation needed [PreviousDim Parameters Part 1](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2) [NextDim Parameters Part 3](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-3) Last updated 4 years ago Was this helpful? --- # Dim Parameters Part 3 | Iris [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-3#all-dimensional-array-set-objected-parameters) All Dimensional Array/Set/Objected Parameters ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ These are the values that list, compile, or involve other objects in the dimension file. The ones below may not have their default values, but are just values set for the purpose of explanations. **All of these have a default value so you don't need all of these values, this is merely just to tell you what they do.** All Object Values [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-3#tab-all-object-values) All Object Values Expanded [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-3#tab-all-object-values-expanded) Copy // These are the Non-Style Based Object Values "blockDrops": [], "carveLayers": [], "deposits": [], "entityInitialSpawns": [], "entitySpawnOverrides": [], "fluidPalette": {}, "loot": {}, "mutations": [], "overlayNoise": [], "rockPalette": {}, "sky": {}, "text": [], // These are All Style Based Object Values "regionStyle": {}, "caveBiomeStyle": {}, "continentalStyle": {}, "islandBiomeChanceStyle": {}, "islandBiomeStyle": {}, "lakeBiomeStyle": {}, "landBiomeStyle": {}, "riverBiomeStyle": {}, "seaBiomeStyle": {}, "shoreBiomeStyle": {}, "skylandBiomeStyle": {}, Copy ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-3#block-drops) Block Drops **Define custom block drops for this dimension** Block Drops are the **items** that are dropped when broken, or are tossed into chests as **loot**. Drops are a **UNIVERSAL PARAMETER,** Here is the link for a TOTAL Breakdown of this \[[Here](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#drops-breakdown)\ \] ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-3#carve-layers) Carve Layers **Define carve layers, If you put this in the file you need to have it defined or remove it. it will cause problems.** the carve layers are Max Height Min Height Style Threshold The highest possible carve layer. The lowest possible carve layer. This is a complex topic, go [here](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#style-breakdown) for explanation. carved = (x,y,z) > Threshold Between 0 and 1 this is a multiplier. ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-3#cave-layers) Cave Layers **Define cave layers, If you put this in the file you need to have it defined or remove it. it will cause problems.** Can Break Surface Cave Thickness Cave Zoom The highest possible carve layer. The lowest possible carve layer. This is a complex topic, go [here](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#style-breakdown) for explanation Fluid Horizontal Slope Vertical Slope Fluid is child of a layer, in this case its the cave layer. see [here](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#fluid-breakdown) for more info. This is the horizontal slope that a cave generators follows. Learn about slope [here](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#slope-breakdown) . This is the vertical slope that a cave generators follows. Learn about slope [here](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#slope-breakdown) . ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-3#deposits) Deposits **Define biome deposit generators that add onto the existing regional and global deposit generators** This is the best way to set ORES that are for the dimension: Overworld, or Nether etc. This can also be set in a REGION or in a BIOME. To see Usage go \[[Here](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#breakdown)\ \] ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-3#entity-initial-spawns) Entity Initial Spawns **Represents an entity spawn during initial chunk generation** When an entity is spawned this is run to determine any interaction with that spawn. This is usually a list of objects (entities) Entity Max Spawns Min Spawns Rarity This is the entity, if you have a plugin that has a unique ID entity, put that here. EG: "COW" Max of this entity to spawn on a Single entity chance Spawn Min of this entity to spawn on a Single entity chance Spawn The rarity of the Spawn, Min=1, higher = more rare ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-3#entity-spawn-overrides) Entity Spawn Overrides Cancel Source Spawn Entity Rarity Trigger This is a Boolean that prevents the spawn of 'entity' if trigger is passed. This is the entity, if you have a plugin that has a unique ID entity, put that here. EG: "COW" The rarity of the Spawn, assuming the trigger is not false, Min=1, higher = more rare In the event of "ENTITY" spawns, This trigger is true. **This represents the Event of an event spawn** When an entity is spawned this is run to determine any interaction with that spawn. This is usually to either challenge that, or change that ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-3#fluid-palette) **Fluid Palette** **The palette of blocks for fluid** This is the palette where you set what the fluid is going to be. This is what is generally water in the Overworld, only 1 water-level fluid can be set, you can use sub-water layers using [\[Fluid\]](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#fluid-breakdown) subsets in other parents. To learn about how to use palettes go [here](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#palette-explained) . Zoom is the only really specific information that is unique, this only uses the style, and multiplies a zoom scale, default at 1. ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-3#loot) **L**oot **Try to fill a container with loot up to this many times to avoid too many empty chests.** Loot tables are unique to each file. The Dimensional files are global loot, Region and Biome loot all have their own files respectively. To learn about loot go [here](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#drops-explained) . ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-3#mutations) Mutations **Define biome mutations for this dimension** Mutations are an interesting example of Subdivided Biomes. Whenever a biome is next to another biome, you will get a have a connection between the two, this is a great way to cross-fade trees when you have biomes mixing. You need to make the trees and organics that you want to show up, this is meerly just a region where things will propagate. Below is an example of a mutation file Mutation [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-3#tab-mutation) Copy "mutations": [\ {\ "checks": 8,\ "objects": [\ {\ "chance": 0.4,\ "density": 1,\ "rotation": {\ "yAxis": {\ "min": 0,\ "max": 0,\ "interval": 90,\ "enabled": true\ },\ "enabled": true\ },\ "place": [\ "dual-tree/corrupted-swamp-1",\ "dual-tree/corrupted-swamp-2",\ ]\ }\ ],\ "radius": 12,\ "sideB": [\ "mushroom-forest",\ ],\ "sideA": [\ "swamp-roofed-forest",\ ]\ }\ \ Checks\ \ Objects\ \ Radius\ \ Side A/B\ \ How many times Per chunk will this check for a connection\ \ This is what iris does to the objects, look here to see what happens to the objects\ \ This is a per-block scan radius for placing this mutation\ \ This determines the sides of the mutation, this name is the name of the biome file.\ \ ### \ \ [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-3#overlay-noise)\ \ Overlay Noise\ \ **Overlay additional noise on top of the interpolated terrain.** For example, if you want to overlay IRIS dtyle generator over a flat terrain of the global dimension you can do that here. See [Generator](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#style-generator-breakdown)\ to see how to use generators, and the min and max values just affect the min and max block value changes.\ \ ### \ \ [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-3#rock-palette)\ \ Rock Palette\ \ **The palette of blocks for 'stone'** Assuming that you are in the ground, what are the stones around you going to look like? but this involves [Style](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#style-generator-breakdown)\ , and [Palette](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#palette-breakdown)\ , with zoom, that zoom just being a multiplier of the zoom in or out as usual.\ \ ### \ \ [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-3#sky)\ \ Sky\ \ **Literally the Sky Create an inverted dimension in the sky (like the nether)** This is essentially creating an additional terrain layer directly above you. (inverted) if you want to learn how to use this, it had every single possible parameter that Overworld has. LMAO see [Dimension Basics](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/dimensions)\ for that. you can put everything that you have in the Overworld in here and you will get a mirror of the Overworld\ \ [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-3#all-style-based-objective-values)\ \ ALL STYLE BASED OBJECTIVE VALUES\ \ \ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\ \ All of these have the SAME usage, please refer [here](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#style-generator-breakdown)\ , to understand how to use style. This specific area will just tell you what they are for\ \ * Region Style\ \ * Placement style of regions\ \ \ * Cave Biome Style\ \ * Placement style of cave biomes\ \ \ * Continental Style\ \ * Placement of land/sea\ \ \ * Island Biome Chance Style\ \ * Placement style of biomes (fractal water looks cool)\ \ \ * Island Biome Style\ \ * Placement style of island Biomes\ \ \ * Lake Biome Style\ \ * Placement style of lake biomes\ \ \ * Land Biome Style\ \ * Placement style of land/Overworld biomes\ \ \ * River Biome Style\ \ * Placement style of river biomes\ \ \ * Sea Biome Style\ \ * Placement style of sea biomes\ \ \ * Shore Biome Style\ \ * Placement style of shore biomes\ \ \ * Skyland Biome Style\ \ * Placement style of Biomes that are set above the terrain\ \ \ \ [PreviousDim Parameters Part 2](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-2-1)\ [NextBiomes](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes)\ \ Last updated 4 years ago\ \ Was this helpful? --- # Biomes | Iris This page has not yet been updated in accordance with the new structure. Most information should still be valid, but keep this warning in mind. The information below is a variant of the Biome tutorial, and we would recommend that you familiarize yourself with that first. this would then make more sense especially the complexity will become less complex. #### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes#parameters) Parameters: * **Name** - What is the biome called in-game, filename refers only to what internal schema know * **Layer** - What blocks makeup the biome floor, and sub-terrain (_not including caves)_ * **Objects** - This lists the 'things' that you want to place all over the place _eg: trees, rocks, etc..._ * **Generators** - The way the terrain Height-map is designed * **Derivative** - This sets the Vanilla Color, Mob spawn, Weather, and some other event Many of these here will give you a world that 'looks' like a normal world, but Iris is able to give you so much customization that you can have many types of variants that can look otherworldly. ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes#these-are-some-examples-of-other-uses-of-the-defaults) These are some examples of other uses of the defaults: Mars Cliffs [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes#tab-mars-cliffs) Nether [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes#tab-nether) Vanilla Swamp [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes#tab-vanilla-swamp) mariainSandCliffs.json Copy { "rarity": 3, "name": "High Sand Cliffs", "derivative": "CRIMSON_FOREST", "layers": [\ {\ "palette": [\ {\ "block": "red_sand"\ },\ {\ "block": "orange_concrete_powder"\ }\ ],\ "maxHeight": 2,\ "minHeight": 1,\ "style": {\ "style": "STATIC",\ "zoom": 0.0135\ }\ }\ ], "generators": [\ {\ "generator": "sands-cliffs",\ "min": 112,\ "max": 220\ }\ ] } nether.json Copy { "name": "Nether Wastes", "derivative": "NETHER_WASTES", "layers": [\ {\ "palette": [\ {\ "block": "netherrack"\ }\ ],\ "style": {\ "style": "FLAT"\ }\ }\ ], "generators": [\ {\ "generator": "hell",\ "min": 141,\ "max": 186\ }\ ] } swamp-forest.json Copy { "name": "Swamp Forest", "derivative": "SWAMP", "rarity": 4, "layers": [\ {\ "palette": [\ {\ "block": "grass_block"\ }\ ]\ },\ {\ "palette": [\ \ {\ "block": "dirt"\ }\ ],\ "maxHeight": 3,\ "minHeight": 2\ }\ ], "objects": [\ {\ "place": [\ "tree/swamp/1",\ "tree/swamp/2",\ "tree/swamp/3",\ "tree/swamp/4",\ "tree/swamp/5"\ ],\ "translate": {\ "y": 1\ },\ "chance": 1,\ "density": 3\ }\ ], "generators": [\ {\ "generator": "vanilla",\ "max": 4,\ "min": -1\ }\ ] } ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes#recap) Recap: Much of what you have seen above, IS used in the example projects, when it comes to what a final project biome looks like, they would look like something like this Frozen Pines [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes#tab-frozen-pines) Copy { "biomeSkyScatter": [\ "SNOWY_TAIGA",\ "SNOWY_MOUNTAINS"\ ], "objects": [\ {\ "chance": 0.02,\ "density": 3,\ "snow": 0.35,\ "rotation": {\ "yAxis": {\ "min": 0,\ "max": 0,\ "interval": 90,\ "enabled": true\ },\ "enabled": true\ },\ "place": [\ "ice-spikes/ic-1",\ "ice-spikes/ic-2"\ ],\ "translate": {\ "x": 0,\ "y": 0,\ "z": 0\ }\ },\ {\ "chance": 0.8,\ "snow": 1,\ "rotation": {\ "yAxis": {\ "min": 0,\ "max": 0,\ "interval": 90,\ "enabled": true\ },\ "enabled": true\ },\ "place": [\ "evergreen/fantasy_evergreen_large1",\ "evergreen/fantasy_evergreen_large1"\ ],\ "translate": {\ "x": 0,\ "y": -2,\ "z": 0\ }\ },\ {\ "chance": 0.05,\ "density": 3,\ "snow": 0.35,\ "rotation": {\ "yAxis": {\ "min": 0,\ "max": 0,\ "interval": 90,\ "enabled": true\ },\ "enabled": true\ },\ "place": [\ "ice-spikes/ice-spec-1",\ "ice-spikes/ice-spec-2"\ ],\ "translate": {\ "x": 0,\ "y": 0,\ "z": 0\ }\ }\ ], "biomeZoom": 30, "derivative": "SNOWY_TAIGA_MOUNTAINS", "biomeStyle": { "style": "IRIS" }, "decorators": [\ {\ "chance": 1,\ "variance": {\ "style": "IRIS",\ "zoom": 0.25\ },\ "palette": [\ {\ "data": {\ "layers": 1\ },\ "block": "snow"\ },\ {\ "data": {\ "layers": 2\ },\ "block": "snow"\ },\ {\ "data": {\ "layers": 3\ },\ "block": "snow"\ },\ {\ "data": {\ "layers": 4\ },\ "block": "snow"\ }\ ]\ }\ ], "children": [\ "frozen-vander"\ ], "name": "Frozen Pines", "layers": [\ {\ "minHeight": 2,\ "maxHeight": 3,\ "palette": [\ {\ "block": "snow_block"\ }\ ]\ },\ {\ "minHeight": 2,\ "maxHeight": 4,\ "palette": [\ {\ "block": "packed_ice"\ }\ ]\ },\ {\ "minHeight": 6,\ "maxHeight": 18,\ "style": {\ "style": "STATIC"\ },\ "palette": [\ {\ "block": "stone"\ },\ {\ "block": "andesite"\ },\ {\ "block": "stone"\ }\ ]\ }\ ], "generators": [\ {\ "min": 3,\ "max": 16,\ "generator": "plain"\ },\ {\ "min": 13,\ "max": 48,\ "generator": "mountain"\ }\ ], "childShrinkFactor": 20, "wall": { "style": { "style": "STATIC" }, "palette": [\ {\ "block": "stone"\ },\ {\ "block": "andesite"\ },\ {\ "block": "stone"\ }\ ] }, "biomeScatter": [\ "SNOWY_TAIGA_MOUNTAINS",\ "TAIGA_HILLS",\ "MOUNTAINS",\ "ICE_SPIKES"\ ] } [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes#post-overview) Post Overview ------------------------------------------------------------------------------------------------------------ We highly recommend that you familiarize yourself, and toy around with them before diving straight into the heavy lifting- that is, advanced biome manipulation. Biomes are the some of the most important parts of this plugin. I don't think i need to explain how important that the biomes are, please familiarize yourself with Vs-code and make a custom biome using \[[this](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/biomes)\ \] to do so; once you do that feel free to dive into the harder parts in the next page. Good luck, we hope that you make a world of your dreams. [PreviousDim Parameters Part 3](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions/dimension-parameters-part-3) [NextBiome Parameters Part 1](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-1) Last updated 4 years ago Was this helpful? --- # Objects | Iris This page will cover all advanced options for Objects within biome or region files. To see how to create an object and use it, see [Understanding Objects](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/understanding/objects) This tutorial will make use of multiple examples to provide you with the best understanding of how different parameters can be used in different scenarios. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects#recap-of-the-basics) Recap of the Basics ------------------------------------------------------------------------------------------------------------------------- In case you forget everything you learned, here is what was shown previously: Copy { "chance": 1, "density": 2, "place": [\ "trees/oak/generic1",\ "trees/oak/generic2",\ "trees/oak/generic3",\ "trees/oak/generic4"\ ] } * `chance` - The chance to place this object in this chunk * `density` - How many to place per chunk if the chance is successful. * `place` - An array of objects to place Easy enough, right? Lets get started then! ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects#first-example) First Example Copy { "place": [\ "structures/ruins-greek-temple"\ ], "chance": 0.0005, "mode": "VACUUM", "carvingSupport": "SURFACE_ONLY" "translate": { "y": -4 }, "rotation": { "enabled": true, "yAxis": { "interval": 90, "min": 0, "max": 360, "enabled": true } }, "edit": [\ {\ "find": [\ {\ "block": "gold_block"\ }\ ],\ "replace": {\ "palette": [\ {\ "block": "chest",\ "weight": 1\ },\ {\ "block": "dirt",\ "weight": 5\ }\ ]\ },\ "chance": 1\ }\ ] } This example places a buried greek temple underground and replaces the gold blocks in it (placeholder chest locations) with either dirt or a chest to fill with loot. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects#mode) Mode ------------------------------------------------------------------------------------------- "mode" is used to define how the object is placed. Mode Description `CENTER_HEIGHT` (default) This mode picks a center point (where the center of the object will be) and takes the height. That height is used for the whole object. `MAX_HEIGHT` Samples only 4 points where the object will cover (horizontally) and picks the highest height, that height is then used to place the object. This mode is useful for preventing any part of your object from being buried, though it will often float off of cliffs. `FAST_MAX_HEIGHT` Very similar to `MAX_HEIGHT` but it uses a slightly different method to make this mode faster to calculate. Best to use this one over `MAX_HEIGHT` if possible. `MIN_HEIGHT` Samples a lot of points where the object will cover (horizontally) and picks the lowest height, that height is then used to place the object. This mode is useful for preventing any part of your object from overhanging a cliff, though it gets buried a lot `FAST_MIN_HEIGHT` Just like `FAST_MAX_HEIGHT`, it is similar to `MIN_HEIGHT` but is faster. Once again, it's best to use this over `MIN_HEIGHT` if you can. `STILT` Stilt uses `MAX_HEIGHT` but it repeats the bottom-most block of your object until it hits the surface. This is what vanilla villages use. Use with caution as it is very intensive and should only be done when neccassary. `FAST_STILT` Just like stilting but very inaccurate. Useful for stilting a lot of objects without too much care on accuracy (you can use the over-stilt value to force stilts underground further) `PAINT` Samples the height of the terrain at every x,z position of your object and pushes it down to the surface. It's pretty much like a melt function over the terrain. This is what village paths use to meld the object to the terrain. `VACUUM` Pulls the terrain heightmap up to meet the object's surface. This ensures the terrain will be flat where the object is. There are more options to combine with mode bellow at [Other Placement Options](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects#other-placement-options) [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects#carving-support) Carving Support ----------------------------------------------------------------------------------------------------------------- Where should this object be placed? Supports `SURFACE_ONLY`, `CARVING_ONLY` and `ANYWHERE`, placing on the surface, in caves or anywhere, respectively. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects#translate) Translate ----------------------------------------------------------------------------------------------------- Translating an object's position changes where it is placed on the terrain. Making this negative (on the Y-axis) will make the object place in to the terrain and making this positive will place it above the terrain. You can also translate the X and Z if you really want to. Copy "translate": { "x": 0, "y": -10, "z": 0, "yRandom": 12 } `yRandom` allows you to randomize the output of the translated Y value. This value is always positive, so in the example above, the Y will range from -10 all the way to +2 [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects#rotation) Rotation --------------------------------------------------------------------------------------------------- Rotation allows you to randomly rotate your object when it's placed. We recommend always allowing rotation on the Y axis with intervals of 90 degrees to let it placed in all 4 directions. Copy "rotation": { "enabled": true, "yAxis": { "interval": 90, "min": 0, "max": 360, "enabled": true } } Valid axis are `xAxis`, `yAxis` and `zAxis`. Not specifying an axis will disable it by default * `enabled` - Whether to enable rotation. It can also be enabled/disabled within an individual axis as shown above * `interval` - Within the minimum and maximum range of degrees, what should the angle always be a multiple of. We recommend keeping this to 90. * `min` - The minimum angle to rotate * `max` - The maximum angle to rotate [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects#edit-replace) Edit / Replace ------------------------------------------------------------------------------------------------------------- The edit section allows you to edit an object's blocks and replace them with others. You can even use styles to change which blocks are chosen to replace. Example 1 [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects#tab-example-1) Example 2 [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects#tab-example-2) Copy "edit": [\ {\ "find": [\ {\ "block": "gold_block"\ }\ ],\ "replace": {\ "palette": [\ {\ "block": "chest",\ "weight": 1\ },\ {\ "block": "dirt",\ "weight": 5\ }\ ],\ "style": {\ "style": "STATIC"\ },\ "zoom": 1\ },\ "chance": 1,\ "exact": false\ }\ ] Copy "edit": [\ {\ "chance": 0.3,\ "find": [{\ "block": "cobweb",\ }],\ "replace": {\ "palette": [{\ "block": "void_air",\ }]\ }\ },\ {\ "chance": 0.2,\ "find": [{\ "block": "bookshelf",\ }],\ "replace": {\ "palette": [{\ "block": "oak_planks",\ }]\ }\ },\ {\ "chance": 0.85,\ "find": [{\ "block": "chest",\ }],\ "replace": {\ "palette": [{\ "block": "void_air",\ }]\ }\ },\ {\ "chance": 0.3,\ "find": [{\ "block": "stone_bricks",\ }],\ "replace": {\ "palette": [\ {\ "block": "mossy_stone_bricks",\ },\ {\ "block": "cracked_stone_bricks",\ }\ ]\ }\ }\ ] * `find` - A Pallete array of blocks to find to replace * `chance` - The chance a block in the `find` will be replaced. * `exact` - If this is true, the `find` pallete must match the block found EXACTLY (so the block data must be the same and not just the material). Defaults to false. * `replace.pallete` - The Pallete array of blocks to replace with. * `replace.style` - The style to replace with. If not provided, `STATIC` is used. * `replace.zoom` - How zoomed the style should be. Defaults to `1` [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects#loot) Loot ------------------------------------------------------------------------------------------- We can define what loot to populate this object with when the object is placed. If we don't provide anything, the containers will just be filled from the loot tables provided by the biome/region/dimension Copy "loot": [\ {\ "name": "global-treasure",\ "exact": false,\ "filter": [\ {\ "block": "chest"\ }\ ],\ "weight": 1\ },\ {\ "name": "global-clutter",\ "filter": [\ {\ "block": "barrel"\ }\ ]\ },\ {\ "name": "trap",\ "filter": [\ {\ "block": "dispenser"\ }\ ]\ }\ ] * `name` - The name of the loot table to use * `exact` - Whether to match the filter pallete exactly (match block data as well as material) * `filter` - A pallete array of all the blocks to fill. Blocks MUST be a container of some sort (chests, barrels, dispensers, etc) * `weight` - The weight of this entry. If more than one entry are put in the array that have the same filter, higher weights will mean that entry will be picked more. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects#scale) Scale --------------------------------------------------------------------------------------------- Scale allows you to resize an object. It can be scaled up and scaled down and the size can even be randomized. The scaling is done on pack load and the objects are cached, so objects are not scaled when cached, but rather, placed from a cached version of the scaled object. We suggest you play with scaling using the paste command to figure out what you think looks best. Copy "scale": { "interpolation": "TRILINEAR", "maximumScale": 2, "minimumScale": 2, "variations": 1 } * `interpolation` - The interpolation method. Should be either `TRILINEAR`, `TRICUBIC`, `TRIHERMITE` or `NONE`. If the names seem familiar, it's because they are the same interpolation methods a lot of image editing software use but in 3D (2D is Bilinear and Bicubic). * `minimumScale` - The minimum size this object will scale to. * `maximumScale` - The maximum size an object will scale to. * `variantions` - If the scale range is randomized (from the range decided by the min/max), how many size variations should we cache in memory. Set this to 1 if you're planning on having a single size scaled object [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects#trees-saplings) Trees / Saplings ----------------------------------------------------------------------------------------------------------------- The option that allows you to regrow this object with saplings! Copy { "chance": 1, "density": 2, "trees": [{\ "sizes": [{\ "depth": 1, \ "width": 1\ }], \ "treeTypes": ["TREE"],\ "anyTree": false,\ "anySize": false\ }], "rotation": { "yAxis": { "min": 0, "max": 360, "interval": 90, "enabled": true }, "enabled": true }, "place": [\ "trees/oak/antioch3",\ "trees/oak/antioch4",\ "trees/oak/antioch5",\ "trees/oak/antioch6",\ "trees/oak/antioch7",\ "trees/oak/antioch8",\ "trees/oak/antioch9",\ "trees/oak/antioch10",\ "trees/oak/antioch11",\ "trees/oak/antioch12",\ "trees/oak/antioch13"\ ] }, As states, adding a `trees` parameter allows you to regrow objects (like tree objects) with saplings. The `sizes` parameter dictates the formation of saplings. You can put multiple sizes in here, but generally ,you want to keep both `depth` and `width` the same. Setting these both to `1` would mean it can be grown from a 1x1 sapling. Following the same logic, setting them both to `2` would mean a user needs to put the saplings in a 2x2 formation to grow this object/tree. The `anySize` parameter will bypass any sizes specified when set to true, and will allow the object to be grown from any size sapling. The `anyType` follows a similar style and when set to true, will allow the sapling to be grown from any type of sapling. ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects#types) Types `treeTypes` specifies what type of saplings can be used to grow the tree. Or more accurately, it dictates what kind of tree it should override when that tree is grown from a sapling (of the correct specified size) Tree Type Description `TREE` Small Oak Trees `BIG_TREE` Large Oak Trees (the ones with branches) `BIRCH` Birch Trees `REDWOOD` Small Spruce Trees `MEGA_REDWOOD` Large (2x2) Spruce Trees `SMALL_JUNGLE` Normal Jungle Trees `JUNGLE` Large (2x2) Jungle Trees `ACACIA` Acacia Trees `DARK_OAK` Dark oak trees (always 2x2) `AZALEA` The new tree type introduced in 1.17 with Lush caves `WARPED_FUNGUS` Warped fungus trees from the nether `CRIMSON_FUNGUS` Crimson fungus trees from the nether `CHORUS_PLANT` End chorus plants `RED_MUSHROOM` A large red mushroom `BROWN_MUSHROOM` A large brown mushroom There are some types not includes on this list as while they are tree types, they cannot be grown with saplings. These include `SWAMP`, `TALL_BIRCH`, `TALL_REDWOOD`, `JUNGLE_BUSH` and `COCOA_TREE` [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects#other-placement-options) Other Placement Options --------------------------------------------------------------------------------------------------------------------------------- These are other options to do with the object being placed that may come in handy ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects#bore) Bore Copy "bore": true, "boreExtendMaxY": 1, "boreExtendMinY": 1, "smartBore": true * `bore` - Makes the object place air before it is placed * `boreExtendMinY` - Extends the range of the bore * `boreExtendMaxY` - The same thing but the max the range of the extend bore can be * `smartBore` - Will make Iris try find "pockets" that should be air using raytracing ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects#water) Water Copy "onwater": true, "waterloggable": true * `onwater` - Whether to place on the top of the water rather than in the water. Useful for boat objects * `waterloggable` - Will make any block that can be waterlogged automatically waterlogged if placed in water ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects#vacuum-interpolation) Vacuum Interpolation Copy "vacuumInterpolationMethod": "BILINEAR_STARCAST_3", "vacuumInterpolationRadius": 10 * `vacuumInterpolationMethod` - If using vacuum, what method should the terrain use to interpolate to the flat area. * `vacuumInterpolationRadius` - The radius of the interpolation ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects#bottom-meld-overstilt) Bottom / Meld / Overstilt Copy "bottom": true, "meld": true, "overStilt": 1 * `bottom` - Whether to place this object from the bottom up. Shouldn't be used with rotation. * `meld` - Will only place the object in places where blocks already exist. This allows you to spawn dungeons with caves carving into them, but is very performance intensive! * `overStilt` - If using stilt mode, this will extend the stilt into the ground by the number of blocks specified (1 would be stilt 1 block past the ground level). ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/objects#clamp) Clamp Copy "clamp": { "minimumHeight": 0, "maximumHeight": 255 } `clamp` allows you to make sure the object only spawns within the minimum and maximum y levels. These values are the Y level values that the object should be placed on. So if you have the minimum set to 60 and the maximum set to 65, and have an object 10 blocks high, it will still be placed on terrain 60-65 blocks high. [PreviousMastering](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering) [NextDimensions](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/dimensions) Last updated 3 years ago Was this helpful? --- # Universal Parameters | Iris ### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#whats-covered-here) What's Covered Here: * **Style** * **Blocks** * **Drops** * **Deposits** * **Loot** * **Palette** * **Slope** * **Generator** * **Objects (too many options!)** * **Text** * **Rarity** * **Regions** [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#style-generator-breakdown) Style/Generator Breakdown -------------------------------------------------------------------------------------------------------------------------------------------------- Style [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#tab-style) Style Fractured [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#tab-style-fractured) Style Over-Fractured [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#tab-style-over-fractured) Copy "......Style": { "exponent": 1, "fracture": {}, "multiplier": 1, "style": "IRIS", "zoom": 1 }, Copy "caveBiomeStyle": { "exponent": 1, "fracture": { "exponent": 1, "fracture": {}, "multiplier": 0.2, "style": "IRIS", "zoom": 0.5 }, "multiplier": 1, "style": "IRIS", "zoom": 1 }, Copy //You can litterally fracture forever for infinite possible solutions... This is a joke page "caveBiomeStyle": { "exponent": 1, "fracture": { "exponent": 1, "fracture": { "exponent": 0 "fracture": { "exponent": 0 "fracture": { "exponent": 0 "fracture": { "exponent": 0 "fracture": {} "multiplier": 0 "style": "" "zoom": 0 } "multiplier": 0 "style": "" "zoom": 0 } "multiplier": 0 "style": "" "zoom": 0 } "multiplier": 0 "style": "" "zoom": 0 }, "multiplier": 0.2, "style": "IRIS", "zoom": 0.5 }, "multiplier": 1, "style": "IRIS", "zoom": 1 }, #### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#style-generator-explained) Style/Generator Explained: Style/Generator is the 4-D _(that's one more D than 3D)_ rules that draw the carve layer. **Static** is a commonly used style, with any multiplier, or zoom- it is easy noise. **IRIS,** is our home-brewed Style that we use in places all over the Overworld Exponent Fracture Multiplier Style Zoom _Max:_ **64** _Min:_ **0.01562** Exponent to the Multiplier. This Distorts the Parent Gen/Style With this. The Output Multiplier (use only if this is not the Parent). Type of noise, Many to pick from. The zoom in, or out of the style. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#blocks-breakdown) Blocks Breakdown -------------------------------------------------------------------------------------------------------------------------------- Blocks [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#tab-blocks) Blocks Demo [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#tab-blocks-demo) Copy "blocks": [{\ "backup": {},\ "block": "acacia_button",\ "data": {}\ "debug": false,\ "key": ""\ "weight": 0\ }] Copy "blocks": [\ {\ //you can have this go infinite\ "backup": {"block": "oak_button"},\ "block": "acacia_button",\ "data": {"watterlogged": true},\ "debug": false,\ "key": "minecraft",\ "weight": 1\ }\ ] #### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#blocks-explained) Blocks Explained: Style is the 4-D _(that's one more D than 3D)_ rules that draw the carve layer. **Static** is a commonly used style, with any multiplier, or zoom- it is easy noise. **IRIS,** is our home-brewed Style that we use in places all over the Overworld Backup Data Debug Key Weight You put \[block\] here, its just a replacement Optional Data, Such as Water-logging Print to the console when a block is replaced \[Bool\] The Resource Key, usually Minecraft text If this is a part of a list, how many times will this be considered [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#drops-breakdown) Drops Breakdown ------------------------------------------------------------------------------------------------------------------------------ Drops [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#tab-drops) Drops Demo [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#tab-drops-demo) Copy "drops": [\ {\ "attributes": [],\ "customModel": "",\ "displayName": "",\ "dyeColor": "BLACK",\ "enchantments": [],\ "itemFlags": [],\ "leatherColor": "",\ "lore": [],\ "maxAmount": 0,\ "maxDurability": 0,\ "minAmount": 0,\ "minDurability": 0,\ "rarity": 0,\ "slotTypes": "",\ "type": "acacia_boat",\ "unbreakable": false\ }\ ] Copy #### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#drops-explained) Drops Explained: Drops are the **items** that are dropped when broken, or are tossed into chests as **loot**. If you were linked here, that means the things here are referenced in whatever module you are looking into Attributes Custom Model Display Name Dye Color Enchantments This applies attribute modifiers to the item Custom Model Identifier \[**1.14+**\] int-Id In-game Name of this item If color-able, What color Applies an enchant to this item Item Flags Leather Color Lore Max Amount Max Durability Adds Flags to items, no limit. If Leather, What color, default empty String of text that is the in-game description How many Max stack, default 1 If has Durability, what is maximum Min Amount Min Durability Rarity Slot Types Type Minimum amount that can drop If has Durability, what is minimum The sub rarity of loot **POST** loot table roll STORAGE, is what you are looking for usually. others are available The Type of item, if it were to be included in a sub-menu: **DIAMOND\_SWORD**, or **DIRT**, etc... Unbreakable Boolean for if the item is unbreakable. The reader of this is Unbreakable ♥ [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#deposits-breakdown) Deposits Breakdown ------------------------------------------------------------------------------------------------------------------------------------ Deposits [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#tab-deposits) Deposits Demo [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#tab-deposits-demo) Copy "deposits": [\ {\ "maxHeight": 0,\ "maxPerChunk": 0,\ "maxSize": 0,\ "minHeight": 0,\ \ "minPerChunk": 0,\ "minSize": 0,\ "palette": [{}],\ "varience": 0,\ }\ ], Copy "deposits": [\ {\ "maxHeight": 0,\ "maxPerChunk": 1,\ "maxSize": 1,\ "minHeight": 0,\ "minPerChunk": 0,\ "minSize": 1,\ "palette": [\ {\ "backup": {"block":"lapis_ore"},\ "block": "gold_ore",\ "data": {},\ "debug": false,\ "key": "",\ "weight": 1\ }\ ],\ "varience": 3\ }\ ], #### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#deposits-explained) Deposits Explained: Deposits are the ores, or clumps of stuff that is spawned in the ground. like Dirt patches, or Ores. This is a great way to set ores, This also supports custom blocks- Using the palette you can have whatever spawn, from custom blocks to doors can be deposits. This can be set in the Dimension, Region, and Biome. Max Height Max Per Chunk Max Size Min Height The Maximum Height the Deposit can generate The Maximum 'Clumps' that can be spawned in a chunk Max blocks in the clump The Minimum Height the Deposit can generate Min Per Chunk Min Size Palette Variance The Minimum 'Clumps' that can be spawned in a chunk Min blocks in the clump This in itself is a universal Parameter, learn about it \[[Here](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#palette-breakdown)\ \] How many different object shapes will be generated. Max is 64 [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#palette-breakdown) Palette Breakdown ---------------------------------------------------------------------------------------------------------------------------------- Palette [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#tab-palette) Palette Demo [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#tab-palette-demo) Copy "palette": [\ {\ "backup": {"block":"lapis_ore"},\ "block": "gold_ore",\ "data": {},\ "debug": false,\ "key": "",\ "weight": 1\ }\ ], Copy "palette": [\ {\ "backup": {"block":"lapis_ore"},\ "block": "gold_ore",\ "data": {},\ "debug": false,\ "key": "",\ "weight": 1\ }\ ], #### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#palette-explained) Palette Explained: The palette is the set of blocks that are included in the parent function's list of parameters. you can have as many as you want as long as everything is properly labeled. Backup Block Data In the event that the block cant be placed in this version of MC, the backup is a palette of alternatives. This can have as many blocks as you want Extra block data, like Waterlogged, or Count etc Debug Key Weight This prints to the console whenever this block is placed, or whenever the palette rolls. This is the resource key- leave blank unless you are using a pack The number of this block in a hypothetical random list. more = better chance [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#fluid-breakdown) Fluid Breakdown ------------------------------------------------------------------------------------------------------------------------------ Palette [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#tab-palette-1) Palette Demo [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#tab-palette-demo-1) Copy "fluid": { "fluidHeight": 0, "fluidType": {}, "inverseHeight": false }, Copy // lava below 15 "fluid": { "fluidHeight": 15, "fluidType": {"block": "lava"}, "inverseHeight": false }, #### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#fluid-explained) Fluid Explained: Fluid layers are a simple way to set a sort of water-layer or anything-layer in the parent. upi can put blocks here, but its built for fluids. Fluid-Height Fluid Type Inverse Height The layer and below that in the parent that this block will propagate This is a palette layout. To learn how to use a palette go [here](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#palette-breakdown) Inverts the Fluid-Height, if its 15, and this is inverted so its everything above 15. [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#slope-breakdown) Slope Breakdown ------------------------------------------------------------------------------------------------------------------------------ Slope [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#tab-slope) Copy "Slope": { "generator": {}, "max": 0, "min": 0 } #### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#slope-explained) Slope Explained: Slope is the generator that determines the direction/form of the parent function. Generator Min Max This is an essential Fork of Style, and allows for Fracturing Learn how to use it [here](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#style-generator-explained) Min block level in the slope Max block level in the slope [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#loot-breakdown) Loot Breakdown ---------------------------------------------------------------------------------------------------------------------------- Loot [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#tab-loot) Loot Demo [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#tab-loot-demo) Example Loot File [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#tab-example-loot-file) Copy "loot": { "mode": "", "multiplier": 0, "tables": [] }, Copy "loot": { "mode": "ADD", "multiplier": 0, "tables": [global-tools] }, global-tools.json Copy // Example Loot File { "name": "Global Tools", "rarity": 1, "maxPicked": 1, "loot": [\ {\ "type": "WOODEN_PICKAXE",\ "maxAmount": 1,\ "rarity": 5,\ "minDurability": 0.2,\ "maxDurability": 0.8,\ "slotTypes": "STORAGE"\ },\ {\ "type": "FLINT_AND_STEEL",\ "maxAmount": 1,\ "rarity": 5,\ "minDurability": 0.2,\ "maxDurability": 0.8,\ "slotTypes": "STORAGE"\ }\ ,{\ "type": "SHEARS",\ "maxAmount": 1,\ "rarity": 7,\ "minDurability": 0.2,\ "maxDurability": 0.8,\ "slotTypes": "STORAGE"\ },\ {\ "type": "BOW",\ "maxAmount": 1,\ "rarity": 8,\ "minDurability": 0.4,\ "maxDurability": 0.8,\ "slotTypes": "STORAGE"\ }\ ] } #### [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#loot-explained) Loot Explained: Slope is the generator that determines the direction/form of the parent function. Mode Multiplier Tables What to do with the parent table (if any) ADD, CLEAR, REPLACE Multiplier for the loot if loot check is passed. The loot tables that will be included in the parent's loot drop [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#objects-breakdown) Objects Breakdown ---------------------------------------------------------------------------------------------------------------------------------- Objects [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#tab-objects) Objects Demo [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#tab-objects-demo) Copy "objects": [{\ "boarExtendMaxY": 0,\ "boarExtendMinY": 0,\ "bore": false,\ "bottom": false,\ \ "carvingSupport": "",\ "chance": 0,\ "clamp": {},\ "density": 0,\ \ "edit": [],\ "meld": false,\ "mode": "",\ "onwater": false,\ \ "overStilt": 0,\ "place": [],\ "rotation": {},\ "smartBore": false,\ \ "snow": 0,\ "translate": {},\ "translateCenter": false,\ "underwater": false,\ \ "warp": {},\ "waterloggable": false,\ \ }] } Copy "objects": [\ {\ "chance": 0.03,\ "density": 3,\ "rotation": {\ "yAxis": {\ "min": 0,\ "max": 0,\ "interval": 90,\ "enabled": true\ },\ "enabled": true\ },\ "place": [\ "wonderland/wonder-1",\ "wonderland/wonder-2",\ "wonderland/wonder-3"\ ],\ "translate": {\ "x": 0,\ "y": -5,\ "z": 0\ }\ },\ \ #### \ \ [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#objects-explained)\ \ Objects Explained:\ \ Objects have loads of edits, and things you can do with them. (Psycho caused this) but this is one of the biggest, if not the biggest set of information and toggles that you can do.\ \ Boar Extend MaxY\ \ Boar Extend MinY\ \ Bore\ \ Bottom\ \ Assuming Bore is enabled, this will expand the bore Height Cuboid range by \[num\]\ \ Assuming Bore is enabled, this will expand the bore Width Cuboid range by \[num\]\ \ A bool as to if on placement of an object, will it erase everything in a cube around this object\ \ If set to true, this object will place from the ground up instead of height checks when not y locked to the surface. **This is not compatible with X and Z axis rotations (it may look off)**\ \ Carving Support\ \ Chance\ \ Clamp\ \ Density\ \ This object can place ANYWHERE, CARVING\_ONLY or SURFACE\_ONLY, all of the objects interact with carving how you would expect.\ \ The chance for this to place in a chunk. **If you need multiple per chunk, set this to 1 and use density.**\ \ Limit the Max height or min height of a placement of an object\ \ If the check passes. this number of an object will place in a chunk\ \ Edit\ \ Meld\ \ Mode\ \ On-Water\ \ This is the module where you find and replace blocks in the objects.\ \ If set to true, this object will only place parts of itself where blocks already exist. **Warning: Melding is very performance intensive!**\ \ This is the mode pf placement. See placement modes here.\ \ A boolean that determines if it places on water.\ \ Over Stilt\ \ Place\ \ Rotation\ \ Smart Bore\ \ When the place mode is set to STILT, this will stilt 1-3 blocks into the ground additionally\ \ This is just a list of objects to place\ \ If this object will receive a random rotation degree, if so, what degree\ \ If set to true, Iris will try to fill the insides of 'rooms' and 'pockets' where air should fit based off of **Ray-Tracing** (Yea We have RTX on) checks. This prevents a village house placing in an area where a tree already exists, and instead replaces the parts of the tree where the interior of the structure is.\ \ Snow\ \ Translate\ \ Translate Center\ \ Underwater\ \ This is percentage (0-1) of the amount of a snow filter that puts a snow stacks on a block\ \ On an X, Y, and Z Coordinate plane, this moves an object on placement\ \ If the place mode is set to CENTER\_HEIGHT\_RIGID and you have an X/Z translation, Turning on translate center will also translate the center height check.\ \ If set to true, objects will place on the terrain height, ignoring the water surface.\ \ Warp\ \ WaterLoggable\ \ This is an interesting one, you will need to use a generator to warp the field of coordinates. Using simplex for example would make a square placement warp like a flag\ \ If set to true, Blocks placed underwater that could be waterlogged are waterlogged\ \ [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#text)\ \ Text\ \ \ --------------------------------------------------------------------------------------------------------\ \ **Place text all over the terrain, literally.** Text can actually be printed all over the ground, see this [image](https://media.discordapp.net/attachments/315541537155186688/747770260479934524/2020-08-25_06.51.24.png?width=1275&height=682)\ it's able to print with specific fonts as well, see all the info below\ \ Chance\ \ Clamp\ \ Density\ \ Mode\ \ Water-Loggable\ \ Chance to place this text per chunk\ \ The clamp Height for this text if any.\ \ The amount of times to print this, if the chance pass, per chunk.\ \ See Mode in SubParameters\ \ Boolean as to if the text should be waterlogged\ \ On Water\ \ Render\ \ Rotation\ \ translate\ \ Underwater\ \ Can it place on water regions or not. ie: if an area is labeled as ocean, even on an edge it cant place here if toggled off\ \ This is the style of text printed, See render\ \ If this object will receive a random rotation degree, if so, what degree\ \ On an X, Y, and Z Coordinate plane, this moves an object on placement\ \ Boolean to see if this ever places underwater.\ \ [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#rarity)\ \ Rarity\ \ \ ------------------------------------------------------------------------------------------------------------\ \ **The rarity of this biome (integer)** Generally speaking the higher the number is, the more common it is, but if you have only a few biomes try to keep the results as you would want, try and keep it under 256 (you can go higher), but higher would make the biome almost invisible in a general schema of 100 biomes, as every biome (and region) is a roll at random EACH usage so if its 1-in-10, there will NOT guarantee a biome every 10, as its a random roll.\ \ [](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/universal-parameters#effects)\ \ Effects \*\ \ \ -----------------------------------------------------------------------------------------------------------------\ \ **Effects that play in this biome.** Effects are ambient effects such as potion effects, random sounds, or even particles around each player. All of these effects are played via packets so two players won't see/hear each others effects. Due to performance reasons, effects will play aground the player even if where the effect was played is no longer in the biome the player is in.\ \ [PreviousBiome Parameters Part 2](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/mastering/biomes/biome-parameters-part-2)\ [NextPackaging & Publishing your Dimensions](https://docs.volmit.com/iris/legacy-engine/legacy-wiki/packaging-and-publishing)\ \ Last updated 4 years ago\ \ Was this helpful? --- # What is Adapt? | Adapt **Overview** Adapt is a drag-and-drop solution for balanced passive abilities and skills that players can enjoy on a server. There are over 100 abilities that are fresh and unique for you and your players to enjoy! Adapt Abilities are all accessible in the in-game GUI (Right-clicking any Bookshelf Face) providing a more user-friendly experience to a "skills" system. Most servers want to increase the quality of the "vanilla" experience. Most Skill based plugins are about powers, game-breaking systems, and riddles with bugs. That's where Adapt comes in. Lightweight on the server, and providing mere quality of life enhancements to a user's experience. You can buy Adapt on [Spigot](https://www.spigotmc.org/resources/adapt-leveling-skills-and-abilities.103790/) or if you are a Developer and want to contribute you can compile it. It's [open source](https://github.com/VolmitSoftware/Adapt) . If you encounter any bugs or have a feature request, then use our GitHub repo to create a [report](https://github.com/VolmitSoftware/Adapt/issues) . For further questions, please visit our [Discord](https://discord.com/invite/3xxPTpT) server. This wiki is a **work in progress**. If something is missing, please visit our [Discord](https://discord.com/invite/3xxPTpT) server. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FzWWQGV5QnHekTlU2KJzY%252FLayer_1%2520%281%29.png%3Falt%3Dmedia%26token%3D4729d4eb-c9e7-49b0-8772-d855f8aa40c5&width=768&dpr=4&quality=100&sign=a012551f&sv=2) _This is a caption I put here with full intention that someone will read this and think its a very long caption and an utter waste of time for someone to be writing below an image that is clearly and obviously just a logo that fills up a page in a gitbook. but what do I know? nothing you could have just skimmed to this part and if you did click this link that is attached to the period_[_._](https://www.youtube.com/watch?v=oHg5SJYRHA0) [NextCommands](https://docs.volmit.com/adapt/commands) Last updated 2 years ago Was this helpful? --- # Holograms | Gloss [](https://docs.volmit.com/gloss/plugin/holograms#gloss-hologram-features) Gloss Hologram Features ------------------------------------------------------------------------------------------------------- * Gloss Holograms always face you by pivoting to your direction * Gloss Holograms are 100% packets. They do not exist on the server, meaning no other plugins can kill them, nor does the server tick any armor stands * Gloss Holograms can animate up to 60 times per second [](https://docs.volmit.com/gloss/plugin/holograms#working-with-holograms) Working with Holograms ----------------------------------------------------------------------------------------------------- Holograms are fairly easy to work with. The base command is **/hologram** or **/holo** ### [](https://docs.volmit.com/gloss/plugin/holograms#creating-holograms) Creating Holograms Holograms can easily be created with the following: /holo new ![](https://docs.volmit.com/gloss/~gitbook/image?url=https%3A%2F%2F794004925-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-L_XWFg8fbOiuh9Vrnpe%252F-L_zIvbRNnLNoMbWyM_N%252F-L_zK2Csu5-5T47ZaVmU%252Fimage.png%3Falt%3Dmedia%26token%3D587338c4-60d6-4966-b824-dfba8ee68ac6&width=768&dpr=4&quality=100&sign=e55f5dda&sv=2) ### [](https://docs.volmit.com/gloss/plugin/holograms#moving-holograms) Moving Holograms You can easily move holograms to position them where you want. Simply look at a hologram and use the following command /holo move You can then look and move around (the hologram will track your cursor). You can also move the hologram in and out via scrolling with your mouse wheel. You can hold SHIFT (crouch) to lock the hologram's position on the block grid (if you want to center the hologram on a block) Once you have a spot, simply left click or press F (if you are on 1.9+) to place the hologram ### [](https://docs.volmit.com/gloss/plugin/holograms#hologram-management) Hologram Management You can easily find and manage holograms via GUI. Simply use: /holo list ![](https://docs.volmit.com/gloss/~gitbook/image?url=https%3A%2F%2F794004925-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-L_XWFg8fbOiuh9Vrnpe%252F-L_zIvbRNnLNoMbWyM_N%252F-L_zLK-ze98_i3tpcj4m%252Fimage.png%3Falt%3Dmedia%26token%3De9425f5a-1874-467a-8644-3218a856287b&width=768&dpr=4&quality=100&sign=c696d07b&sv=2) The descriptions for each node in the gui informs you about the world the hologram is located in and a preview of the hologram's text if you cant remember which one it was. ### [](https://docs.volmit.com/gloss/plugin/holograms#editing-holograms) Editing Holograms There are three ways to edit a hologram, and certain ways may be better suited for your situation than others. Book Editing [](https://docs.volmit.com/gloss/plugin/holograms#tab-book-editing) Line by Line [](https://docs.volmit.com/gloss/plugin/holograms#tab-line-by-line) JSON Editing [](https://docs.volmit.com/gloss/plugin/holograms#tab-json-editing) Editing via book has the best of both worlds when it comes to ease of use and power. However it does have certain limitations such as rewriting a word in a line. Simply look at a hologram and use: /holo edit Then open the book to edit it. **Each page is a new line in the hologram** ![](https://docs.volmit.com/gloss/~gitbook/image?url=https%3A%2F%2F794004925-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-L_XWFg8fbOiuh9Vrnpe%252F-L_zIvbRNnLNoMbWyM_N%252F-L_zMFRwLyk6gDwe1GcQ%252Fimage.png%3Falt%3Dmedia%26token%3Dafc99421-b762-44e4-9b56-5868ab340ed1&width=768&dpr=4&quality=100&sign=16604e4f&sv=2) When you are done editing, click DONE. You do not need to sign and close the book. You can continue to open the book and edit it, seeing the changes as you make them. If you need to make small changes that would be annoying via book editing (since you cannot edit written lines without deleting the entire line first), editing line by line may be easier. /holo line 0 &aFirst line is 0, second line is 1, etc Another option is by editing the hologram descriptor in Gloss's data folder located at **Gloss/holograms/.json.** From here, any changes you make are magically hotloaded directly into the hologram (you dont need to reload after editing the hologram file). [PreviousGet Started](https://docs.volmit.com/gloss) [NextBoards](https://docs.volmit.com/gloss/plugin/boards) Last updated 4 years ago Was this helpful? --- # Getting Started | React [](https://docs.volmit.com/react/getting-started#installing-react) Installing React ---------------------------------------------------------------------------------------- Download and Install [React](https://www.spigotmc.org/resources/react-smart-server-performance.21057/) by placing the jar file into your plugins folder [](https://docs.volmit.com/react/getting-started#optional-addition) (Optional) Addition -------------------------------------------------------------------------------------------- Download and Install like you did with React * [PlaceholderAPI](https://www.spigotmc.org/resources/placeholderapi.6245/) (This allows you to use the papi expansion for granular external viewports) [](https://docs.volmit.com/react/getting-started#capabilities) Capabilities -------------------------------------------------------------------------------- These are the current things react is capable of doing for your servers! And in addition everything here is configurable * Placeholders (requires [PlaceholderAPI](https://www.spigotmc.org/resources/placeholderapi.6245/) ) * Problematic Chunk Sampling (Determine the "worst" chunks * Redstone Circuit identification(and management) * Dynamic View Distance (Requires Paper, Purpur or a derivative of paper) * Entity Trimmer * Fast Explosions / Easy Explosions (Overall Optimization) * Fast-er Leaf Decay * Item-Super-Stacker (Combine drops into a bundle) * Minecart Tethering (Prevent spam loading of chunks) * Mob Stacking * Super Samplers \[[CLICK HERE to go to available samplers](https://docs.volmit.com/react/plugin/samplers)\ \] * Operating Tweaks (Small QOL Changes to the game) * **Entity Bubbler**, Prevents entities from being too clustered (like mine-carts), or being bubbled on soul sand/magma bubblers * **Entity Hard-stopper**, Prevents mobs from spawning at all if a number is reached in chunks or world etc... * **Fast Columns**. Improves vanilla falling block physics * **Fast Entity incineration**. Burning entities outside of player distances should die and not keep chunks loaded! * **Fast Fire** * **Fast Snow** * **Hopper Limitations,** Slow hopper interactions dynamically as needed (retains vanilla behavior) * Server Hibernator (Set the ticks to almost 0 when nobody is online, freeing up server resources [PreviousReact](https://docs.volmit.com/react) [NextActions](https://docs.volmit.com/react/plugin/actions) Last updated 1 year ago --- # Commands | Adapt There are a few commands that are in adapt, Opening the GUI, Debug Tools, and Admin items for skills. **PLEASE READ:** _**It Should be noted that the Skill-Snowballs ARE a developer item, and it CAN break a player's save file. If you give this to a player the DO NOT GIVE them any more XP than 20 Levels Worth, or the player will be unable to gain XP in that category for a while.**_ _as a developer you can delete your save file as needed, But Snowballs under 10k should be fine_ [](https://docs.volmit.com/adapt/commands#commands) Commands ----------------------------------------------------------------- Breakdown: \[\] : Optional <> : Required All Permission nodes are available in the plugin.yml (so places can autocomplete them) * **Boost** * `/adapt boost [player]` * Boost a Player, or Global Experience gain by a `Multiplier` * **GUI (opening the windows)** * `/adapt gui [player] [force]` * This command allows you to open an \[Adaptation\], \[Skill\], or \[Main\] Window for any of the UI elements we have in adapt, This is useful for making custom UI's and assigning them to these values. The FORCE Boolean is defaulted to false, and will fail is the user cant open the menu either VIA Permission Blacklisting, or any other reason. Player is also optional, and is sender unless otherwise specified * **Experience / Knowledge** * PLEASE NOTE: I Would almost exclusively use the experience orbs, instead of the knowledge orbs. if you want to give yourself or an admin all of the skills/be able to use them this command: `/adapt item experience [all] 10000` And never use the knowledge variant. as it will likely lock that player / the sender from gaining XP if you use it. the intent is for manual setting of values etc... or testing your own skill level up rates, nor for player distribution. the Experience one however, is designed for validity, and to be given to people. and can double as a testing one! (i, as the developer almost never use knowledge, as experience grants you knowledge!) * `/adapt item [Player]` * Gives Experience, or knowledge to a player in a throwable item * **Skill Determinator** * `/adapt determine [TargetPlayer]` * This allows you to manually assign or relinquish an adaptation on a user. example usage below * `/adapt determine nether-skull-toss true true 1 MagicPsycho` * force the skill nether-skull-toss to be learned at level 1 for MagicPsycho * `/adapt determine nether-skull-toss false false 1 MagicPsycho` * try to unlearn the skill, but dont force it if its not unlearnable all the way to level 1 * (when you unlearn level 1 you unlearn all of the skill so this would essentially unequipt the skill for me, and try to give me the resources i put into it back) * **DEBUG/Developer** * `/adapt debug pap` * Prints all permission nodes for Adaptations * `/adapt debug psp` * Prints all permission nodes for Skills * `/adapt debug verbose` * Toggles Verbose mode, Useful for finding misbehaving skills/adaptations * `/adapt debug sound ` * Plays a Sound effect * `/adapt debug particle ` * Plays a Particle effect For Permission Nodes, and Skill Permission Blacklists see next page! [PreviousWhat is Adapt?](https://docs.volmit.com/adapt) [NextSkills Overview](https://docs.volmit.com/adapt/skills) Last updated 2 years ago Was this helpful? --- # Actions | React [](https://docs.volmit.com/react/plugin/actions#actions) Actions --------------------------------------------------------------------- A list of all current actions in react. Action Description Selectors [Collect Garbage](https://docs.volmit.com/react/plugin/actions/collect-garbage) Invokes System.gc(). Warning, dangerous. [Purge Entities](https://docs.volmit.com/react/plugin/actions/purge-entities) Purges all "typical" entities Radius, World [Purge Chunks](https://docs.volmit.com/react/plugin/actions/purge-chunks) Purges chunks which are outside of all player views World [PreviousGetting Started](https://docs.volmit.com/react/getting-started) [NextCollect Garbage](https://docs.volmit.com/react/plugin/actions/collect-garbage) Last updated 1 year ago --- # Boards | Gloss [](https://docs.volmit.com/gloss/plugin/boards#working-with-multiple-boards) Working with Multiple Boards -------------------------------------------------------------------------------------------------------------- Gloss does not make use of a single board. You can create as many boards as you like, and configure each one differently. You can define group specific boards and more. The base command for boards is **/board** ### [](https://docs.volmit.com/gloss/plugin/boards#creating-boards) Creating Boards To create a board, simply use: /board new ![](https://docs.volmit.com/gloss/~gitbook/image?url=https%3A%2F%2F794004925-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-L_XWFg8fbOiuh9Vrnpe%252F-La-As2z6YhKhic_8goN%252F-La-C2vfgTN7sJYPBQMw%252Fimage.png%3Falt%3Dmedia%26token%3D03e19ba1-d5b0-4e41-904f-b5dd495517e3&width=768&dpr=4&quality=100&sign=13a09080&sv=2) ### [](https://docs.volmit.com/gloss/plugin/boards#editing-boards) Editing Boards Gloss boards are located in gloss's data folder **Gloss/boards/.json.** Changes auto-load into the boards. No need to reload. ### [](https://docs.volmit.com/gloss/plugin/boards#board-defaulting) Board Defaulting If you only need a single board for everyone, you can set the board to the default board show it is shown whenever you log in or change worlds. Everyone will see this board. /board default However, if you wish to show multiple groups different boards via your permission system, you should instead create gloss groups and set the group's default board to different boards. #### [](https://docs.volmit.com/gloss/plugin/boards#learn-how-to-make-gloss-groups) [Learn how to make Gloss Groups](https://docs.volmit.com/gloss/plugin/groups) ### [](https://docs.volmit.com/gloss/plugin/boards#showing-and-hiding-boards) Showing & Hiding Boards You can hide the current board with /board hide And show a specific board with /board show ### [](https://docs.volmit.com/gloss/plugin/boards#deleting-boards) Deleting Boards You can delete boards with /board delete ### [](https://docs.volmit.com/gloss/plugin/boards#permission-locking-boards) Permission Locking Boards You can assign a permission to any board so that even if the board is defaulted or supposed to be shown to everyone, only those with the permission you set will be able to view it. /board permit For permission names, give it a single node. For example using **/board permit mortal** Would prevent anyone from using without the permission **gloss.board.mortal.** [PreviousHolograms](https://docs.volmit.com/gloss/plugin/holograms) [NextFilters](https://docs.volmit.com/gloss/plugin/text-filters) Last updated 4 years ago Was this helpful? --- # Skills Overview | Adapt [Agility](https://docs.volmit.com/adapt/skills/agility) [Architect](https://docs.volmit.com/adapt/skills/architect) [Axe](https://docs.volmit.com/adapt/skills/axe) [Blocking](https://docs.volmit.com/adapt/skills/blocking) [Brewing](https://docs.volmit.com/adapt/skills/brewing) [Crafting](https://docs.volmit.com/adapt/skills/crafting) [Discovery](https://docs.volmit.com/adapt/skills/discovery) [Enchanting](https://docs.volmit.com/adapt/skills/enchanting) [Excavation](https://docs.volmit.com/adapt/skills/excavation) [Herbalism](https://docs.volmit.com/adapt/skills/herbalism) [Hunter](https://docs.volmit.com/adapt/skills/hunter) [Nether](https://docs.volmit.com/adapt/skills/nether) [Pickaxe](https://docs.volmit.com/adapt/skills/pickaxe) [Ranged](https://docs.volmit.com/adapt/skills/ranged) [Rift](https://docs.volmit.com/adapt/skills/rift) [Seaborne](https://docs.volmit.com/adapt/skills/seaborne) [Stealth](https://docs.volmit.com/adapt/skills/stealth) [Sword](https://docs.volmit.com/adapt/skills/sword) [Taming](https://docs.volmit.com/adapt/skills/taming) [TragOul](https://docs.volmit.com/adapt/skills/tragoul) [Unarmed](https://docs.volmit.com/adapt/skills/unarmed) [PreviousCommands](https://docs.volmit.com/adapt/commands) [NextAgility](https://docs.volmit.com/adapt/skills/agility) Last updated 2 years ago Was this helpful? --- # Filters | Gloss [](https://docs.volmit.com/gloss/plugin/text-filters#where-text-filters-are-applied) Where text filters are applied ------------------------------------------------------------------------------------------------------------------------ Text filters are applied in the following areas * Gloss Holograms * Gloss Boards * Gloss Tablist Header/Footer * Gloss Tablist Names * Game Chat (animating filters do not show unless in chat bubbles) [](https://docs.volmit.com/gloss/plugin/text-filters#custom-color-codes) Custom Color Codes ------------------------------------------------------------------------------------------------ Color Code Name Color Code Usage Glow &g Shine &s RGB &q Clickable Link (holograms only) &h****&i****&r If you use a url `&hhttps://google.com&iGoogle&r` it will send the url to the player who clicked the hologram. They can then click the url to open it. If you use a command (starting with a `/`) such as `&h/shop&iOpen Shop&r` it will make the player run the command. [PreviousBoards](https://docs.volmit.com/gloss/plugin/boards) [NextGroups](https://docs.volmit.com/gloss/plugin/groups) Last updated 4 years ago Was this helpful? --- # Agility | Adapt [](https://docs.volmit.com/adapt/skills/agility#current-agility-skills) Current Agility Skills: ---------------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/agility#armor-up) Armor-Up The Armor-up Skill allows you to passively gain armor while you move! The more you move, The more armor you get. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FdpRlWnMf1uyWTfdHj0B2%252Fjava_wc6oo68rJC.gif%3Falt%3Dmedia%26token%3Da8cac605-a9e7-4a7b-be0a-d81927e7c4f0&width=768&dpr=4&quality=100&sign=a5211172&sv=2) Armor Up Example ### [](https://docs.volmit.com/adapt/skills/agility#wall-jump) Wall Jump The Wall jump skill allows for you to Jump on walls like a ninja, The more levels, the more jumps, and the heigher the jumps are, AND the longer you can cling before sliding down! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FomiEcNyiumzgkO8fE7fm%252Fjava_CXaLE37OfO.gif%3Falt%3Dmedia%26token%3D282da768-4516-4968-9eb1-ff8e2edbfa53&width=768&dpr=4&quality=100&sign=98fc135&sv=2) ### [](https://docs.volmit.com/adapt/skills/agility#wind-up) Wind-Up The Wind up skill is similar to the Armor up skill in that it only applies when you are running, but this skill gives you an ever increasing movement speed bonus and flame poots from your boots! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FHFwBCM54fgpzWhEqeFaD%252Fjava_vegogicq81.gif%3Falt%3Dmedia%26token%3D5e15fed0-74cc-4f6c-b083-d4b83ecd3674&width=768&dpr=4&quality=100&sign=226b6b45&sv=2) ### [](https://docs.volmit.com/adapt/skills/agility#super-jump) Super Jump As the name would imply, you get to jump... Really high!, just SNeak to activate it and press space while sneaking! (Works with Wall Jump, and stacks with Jump Boost) ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252F6HysjMKE4yDlTNiiEoq9%252Fjava_x1S2qo5arT.gif%3Falt%3Dmedia%26token%3D49ce1d82-e887-4ca7-bdc2-57be916b9d3a&width=768&dpr=4&quality=100&sign=affb5b0c&sv=2) [PreviousSkills Overview](https://docs.volmit.com/adapt/skills) [NextArchitect](https://docs.volmit.com/adapt/skills/architect) Last updated 2 years ago Was this helpful? --- # Groups | Gloss [](https://docs.volmit.com/gloss/plugin/groups#groups-folder) Groups Folder -------------------------------------------------------------------------------- The groups folder is located in Gloss's data folder (Gloss/groups). In this folder, by default, it will contain a help.txt file explaining different parameters you can use. ### [](https://docs.volmit.com/gloss/plugin/groups#creating-a-custom-group) Creating a custom group Simply duplicate either the \_op.yml or member.yml and rename it to your permission group name you wish to add to. Copy # Modifies the player's tablist name # I.e. &7cyberpwn tablist-name: '&7$player' # Show a specific board for this group upon login default-board: member-board Simply save the file and use /gloss reload. The \_op.yml file is formatting and board information for ops since they may or may not have a default group. If you do not wish to use a group specific default board, simply set it to a board name that doesn't exist such as "none". [PreviousFilters](https://docs.volmit.com/gloss/plugin/text-filters) [NextEmojis](https://docs.volmit.com/gloss/plugin/emojis) Last updated 4 years ago Was this helpful? --- # Collect Garbage | React [](https://docs.volmit.com/react/plugin/actions/collect-garbage#collect-garbage) Collect Garbage ----------------------------------------------------------------------------------------------------- The collect garbage action is a very simple action to force the JVM to perform a **full gc**. If **\-XX:+DisableExplicitGC** is set in your server launch arguments, this will have no effect. This action can cause serious freezes and can even lock the server until it "stops responding". **Use this with extreme care.** ### [](https://docs.volmit.com/react/plugin/actions/collect-garbage#usage) Usage Copy /re act collect-garbage ### [](https://docs.volmit.com/react/plugin/actions/collect-garbage#aliases) Aliases collect-garbage gc [PreviousActions](https://docs.volmit.com/react/plugin/actions) [NextPurge Entities](https://docs.volmit.com/react/plugin/actions/purge-entities) Last updated 1 year ago --- # Purge Entities | React [](https://docs.volmit.com/react/plugin/actions/purge-entities#purge-entities) Purge Entities -------------------------------------------------------------------------------------------------- Purging entities removes all entities in the specified chunk. Purge entities responds to the list of entities it is allowed to remove. **It will not remove entities that are not on it's allowed list.** ### [](https://docs.volmit.com/react/plugin/actions/purge-entities#usage) Usage Copy /re act purge-entities ### [](https://docs.volmit.com/react/plugin/actions/purge-entities#arguments) Arguments Usage [](https://docs.volmit.com/react/plugin/actions/purge-entities#tab-usage-1) You can specify where you want to remove entities, those options being a radius of you, and, or a world. defaults to the all world argument Copy /re a pe world=ALL /re a pe radius=10 world=ALL The default position selection is **all worlds** ### [](https://docs.volmit.com/react/plugin/actions/purge-entities#aliases) Aliases purge-entities pe [PreviousCollect Garbage](https://docs.volmit.com/react/plugin/actions/collect-garbage) [NextPurge Chunks](https://docs.volmit.com/react/plugin/actions/purge-chunks) Last updated 1 year ago --- # Architect | Adapt [](https://docs.volmit.com/adapt/skills/architect#current-architect-skills) Current Architect Skills: ---------------------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/architect#foundation) Foundation This foundation is created under you while sneaking, you are given sound queues as to when your ability is charged and on cooldown. The maximum blocks increase as the level increases, the duration does not. Furthermore it will not save you from a fall, and is designed to fail when falling at any height where you can sustain damage. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FKLQxctYaUZzxjdTxWm9K%252Fjava_SWTCio4qTj.gif%3Falt%3Dmedia%26token%3D9eebff8a-26ba-4557-96a0-b8ee09313b9b&width=768&dpr=4&quality=100&sign=4166767f&sv=2) ### [](https://docs.volmit.com/adapt/skills/architect#glass) Glass Silk Touch Glass is by default a **Permanent Skill** and once learned may NOT be unlearned, This skill gives you the capability to break glass with non-tools or bare hands to get the glass to drop for you! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FWJ5z1NrwVIYZVDHOT5Pm%252Fjava_jfJpaLvUML.gif%3Falt%3Dmedia%26token%3D3b0da4f2-647e-4992-b2c8-215235cdf063&width=768&dpr=4&quality=100&sign=8fd348bb&sv=2) ### [](https://docs.volmit.com/adapt/skills/architect#builders-wand) Builders Wand By simply sneaking and holding a block in your hand that matches what you are looking at, you are able to place blocks as if you had a modded builders wand. Great for making walls, a smidge buggy if you are on lower ping. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FQYT7zBPuSBv7PS8IulPM%252Fjava_FEKfXXLr7z.gif%3Falt%3Dmedia%26token%3Dfefe9534-9fac-4849-82f2-271f39cb6aad&width=768&dpr=4&quality=100&sign=5cfd85f7&sv=2) ### [](https://docs.volmit.com/adapt/skills/architect#wireless-redstone) Wireless Redstone You are able to craft and use a remote! This remote can be bound to in-world Target block, and this target block is able to be triggered from anywhere as if you were flicking a switch (is not affected by burnout, but is affected in its own internal clock) note, this counts as a Mechanical machine and therefore will make noise! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FLGZ4jhvnldvHQcXHb4oL%252Fjava_Kz0Zmxrpoo.png%3Falt%3Dmedia%26token%3Db4ab6714-8e5a-4c2a-8b7a-e86e35b4d436&width=768&dpr=4&quality=100&sign=36ba2254&sv=2) Recipe ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FSU5Z4Qd2eLaLZYGXx9Jz%252Fjava_LcuHoeqPcM.gif%3Falt%3Dmedia%26token%3D29b494a5-6da0-4e94-b66d-12978fe652ee&width=768&dpr=4&quality=100&sign=91a6f516&sv=2) [PreviousAgility](https://docs.volmit.com/adapt/skills/agility) [NextAxe](https://docs.volmit.com/adapt/skills/axe) Last updated 2 years ago Was this helpful? --- # Emojis | Gloss [](https://docs.volmit.com/gloss/plugin/emojis#using-emojis) Using Emojis ------------------------------------------------------------------------------ Gloss comes pre-configured with 67 emojis for typical use. However, all emojis can be modified and you can even add your own! ### [](https://docs.volmit.com/gloss/plugin/emojis#emojis-in-game) Emojis in-game Any emoji can be used using `:emoji:` . Just like in discord. However some emojis such as `:heart:` will also replace `<3` For example. You can tab-complete emojis. For example typing in `:air` and hitting tab will tab-complete to the airplane emoji. You can list emojis ingame via `/gloss emoji` [](https://docs.volmit.com/gloss/plugin/emojis#creating-emojis) Creating Emojis ------------------------------------------------------------------------------------ You can easily create emojis. Here is an example emoji Copy { "emoji": "U+2702;", "trigger": "", "enabled": true } For the trigger, specifying `` tells gloss that only `::` will trigger the emoji. You can change the trigger to replace text into an emoji such as `<3`. ### [](https://docs.volmit.com/gloss/plugin/emojis#utf-8-icons) UTF-8 Icons Utf formatting in minecraft can be weird at times simply because of file formats and methods of reading. To solve this, gloss has a text filter for UTF-8 to replace them. `U+;` . For example, if we look at the heart utf-8 symbol on utf8icons [https://www.utf8icons.com/character/10084/heavy-black-heart](https://www.utf8icons.com/character/10084/heavy-black-heart) . You will see the "Unicode Hex" on the sidebar as `U+2764` To use this in gloss simply add a semicolon `U+2764;` and that represents a heart in gloss! ### [](https://docs.volmit.com/gloss/plugin/emojis#using-emojis-as-text-variables) Using Emojis as text variables You can save a lot of time if you place your server name in all your holograms or on your boards. Simply make an emoji named `server.json` in the emojis folder. Copy { "emoji": "&l&dShadow&l&8Realms", "trigger": "", "enabled": true } This will now replace any occurrence of `:server:` to `&l&dShadow&l&8Realms` in chat, holograms, scoreboards, and tablists. You can now edit the emoji and all sources using the emoji will update too! [PreviousGroups](https://docs.volmit.com/gloss/plugin/groups) [NextAnimations](https://docs.volmit.com/gloss/plugin/emojis/animations) Last updated 4 years ago Was this helpful? --- # Animations | Gloss [](https://docs.volmit.com/gloss/plugin/emojis/animations#understanding-animations) Understanding Animations ----------------------------------------------------------------------------------------------------------------- Gloss animations are symmetrical. This means that you add "frames" of text and set a framerate. Every frame in the animation will animate under the specified framerate. This allows gloss to produce very high or fine tuned framerates without the need of actually ticking them. ### [](https://docs.volmit.com/gloss/plugin/emojis/animations#creating-animations) Creating Animations Copy { "target-framerate": 2, "frames": [\ "1",\ "2",\ "3",\ "4",\ "5",\ "6",\ "7",\ "8",\ "9"\ ], "animation-type": "ASCEND" } Our frame rate is set to 2. This means the animation will switch frames 2 times a second. Our animation type is set to `ASCEND` This means gloss will start at 1, and move down the list to `9` then wrap back around to `1` . ### [](https://docs.volmit.com/gloss/plugin/emojis/animations#animation-types) Animation Types Assume the sequence is `ONE` `TWO` `THREE` . ASCEND [](https://docs.volmit.com/gloss/plugin/emojis/animations#tab-ascend) DESCEND [](https://docs.volmit.com/gloss/plugin/emojis/animations#tab-descend) ASCEND\_DESCEND [](https://docs.volmit.com/gloss/plugin/emojis/animations#tab-ascend_descend) RANDOM [](https://docs.volmit.com/gloss/plugin/emojis/animations#tab-random) Ascend moves down the list, then jumps back to the top * ONE * TWO * THREE * ONE * TWO * THREE * ... Descend moves up the list from the bottom and wraps back to the bottom after it reaches the top of the list. * THREE * TWO * ONE * THREE * TWO * ONE * ... Starts at the top and moves down the list to the bottom, then moves back to the top. * ONE * TWO * THREE * TWO * ONE * TWO * THREE * ... Randomly selects a frame and displays it. Has a chance to display the same frame multiple times in a row if there is not enough frames. * ONE * THREE * TWO * ONE * THREE * ONE * ... ### [](https://docs.volmit.com/gloss/plugin/emojis/animations#using-animations) Using Animations You can use animations by calling them through a function in gloss `|animation.|` So, if you create an animation `count.json` then you would use it in a hologram with `|animation.count|` . Interestingly, if you have the count animation using numbers, you can feed it into an emoji. Gloss comes with the circled number emojis used by `:1:` `:2:` and so on. You can plug the animation into an emoji like so `:|animation.count|:` This will change the emoji called. However it may be simpler to just specify emojis in the animation frames manually. [PreviousEmojis](https://docs.volmit.com/gloss/plugin/emojis) [NextIntegrations](https://docs.volmit.com/gloss/plugin/integrations) Last updated 4 years ago Was this helpful? --- # Purge Chunks | React [](https://docs.volmit.com/react/plugin/actions/purge-chunks#purge-chunks) Purge Chunks -------------------------------------------------------------------------------------------- Purging chunks is pretty straight-forward. React will safely unload (and save) chunks that are outside of all player view distances. ### [](https://docs.volmit.com/react/plugin/actions/purge-chunks#usage) Usage Copy /re act purge-chunks ### [](https://docs.volmit.com/react/plugin/actions/purge-chunks#arguments) Arguments Argument Usage [](https://docs.volmit.com/react/plugin/actions/purge-chunks#tab-argument-usage) You can specify what worlds that you want to run it in (defaults to ALL, otherwise its a per world argument Copy /re act pc world=ALL The default position selector is **All worlds** ### [](https://docs.volmit.com/react/plugin/actions/purge-chunks#aliases) Aliases purge-chunks pc [PreviousPurge Entities](https://docs.volmit.com/react/plugin/actions/purge-entities) [NextPlaceholders](https://docs.volmit.com/react/plugin/placeholders) Last updated 1 year ago --- # Placeholders | React [](https://docs.volmit.com/react/plugin/placeholders#placeholders) Placeholders ------------------------------------------------------------------------------------ ### [](https://docs.volmit.com/react/plugin/placeholders#samplers) SAMPLERS: * `%react_sampler_chunks%` * `%react_sampler_chunks-generated%` * `%react_sampler_chunks-loaded%` * `%react_sampler_entities%` * `%react_sampler_entities-spawns%` * `%react_sampler_event-handles-per-tick%` * `%react_sampler_events-listeners%` * `%react_sampler_event-time%` * `%react_sampler_fluid-tick-time%` * `%react_sampler_fluid%` * `%react_sampler_hopper-tick-time%` * `%react_sampler_hopper%` * `%react_sampler_memory-free%` * `%react_sampler_memory-garbage%` * `%react_sampler_memory-pressure%` * `%react_sampler_memory-used%` * `%react_sampler_memory-used-after-gc%` * `%react_sampler_physics-tick-time%` * `%react_sampler_physics%` * `%react_sampler_players%` * `%react_sampler_processor-outside%` * `%react_sampler_processor-process-load%` * `%react_sampler_processor-system-load%` * `%react_sampler_react-async-tick-time%` * `%react_sampler_react-job-budget%` * `%react_sampler_react-job-queue-time%` * `%react_sampler_react-jobs-queue%` * `%react_sampler_react-sync-tick-time%` * `%react_sampler_redstone-tick-time%` * `%react_sampler_redstone%` * `%react_sampler_ticks-per-second%` * `%react_sampler_tick-time%` ### [](https://docs.volmit.com/react/plugin/placeholders#stats) STATS: * `%react_stat_tps%` * `%react_stat_version%` * `%react_stat_server-version%` * `%react_stat_server-type%` * `%react_stat_java-vendor%` * `%react_stat_total-storage%` * `%react_stat_free-storage%` * `%react_stat_used-storage%` * `%react_stat_total-memory%` * `%react_stat_free-memory%` * `%react_stat_used-memory%` * `%react_stat_total-memory-v%` * `%react_stat_free-memory-v%` * `%react_stat_used-memory-v%` * `%react_stat_cpu-architecture%` * `%react_stat_cpu-processors-available%` * `%react_stat_cpu-load-machine%` * `%react_stat_cpu-load-server%` ### [](https://docs.volmit.com/react/plugin/placeholders#tweaks) TWEAKS: * `%react_tweak_enabled_%` * `%react_tweak_name_%` * `%react_tweak_interval_%` * `EG: %react_tweak_enabled_entity-bubbler%` ### [](https://docs.volmit.com/react/plugin/placeholders#features) FEATURES: * `%react_feature_enabled_%` * `%react_feature_name_%` * `%react_feature_interval_%` * `EG: %react_feature_enabled_fast-leaf-decay%` ### [](https://docs.volmit.com/react/plugin/placeholders#undefined) [PreviousPurge Chunks](https://docs.volmit.com/react/plugin/actions/purge-chunks) [NextSamplers](https://docs.volmit.com/react/plugin/samplers) Last updated 1 year ago --- # Blocking | Adapt [](https://docs.volmit.com/adapt/skills/blocking#current-blocking-skills) Current Blocking Skills: ------------------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/blocking#multi-armor) Multi-Armor This allows you to passively grant yourself an item that switches based on need, akin to Excavation Multitool, this chestplate-elytra hybrid will switch based on what you are doing, if you are falling it is an elytra, or if you are on the ground its a chestplate! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FSDTCG3ChptluwHHOz1PW%252Fjava_EdNx1u5wpa.gif%3Falt%3Dmedia%26token%3De0bf5ecb-83ee-497c-82e2-caa86789c615&width=768&dpr=4&quality=100&sign=a3077faf&sv=2) ### [](https://docs.volmit.com/adapt/skills/blocking#chains-of-mephistopheles) Chains of Mephistopheles Chains are a **Permanent Skill** by default, but this allows the wearer to create chainmail armor by using the Iron nuggets in the same way as normal ingots! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252Fcc91awxibmfFlkCZ8e6c%252Fjava_2UAZSOnhrU.gif%3Falt%3Dmedia%26token%3Dff342443-0ca0-48ba-b6e1-a23392f48198&width=768&dpr=4&quality=100&sign=3cc66830&sv=2) ### [](https://docs.volmit.com/adapt/skills/blocking#craftable-saddle) Craftable Saddle This is a a **Permanent Skill** by default, that lets you Craft Saddles using leather in an upside down helmet shape! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FgEKQz4DYy4V7V1XEuttR%252Fjava_fexVEBhYXe.gif%3Falt%3Dmedia%26token%3D00cb1915-c98b-499d-b82b-f13086b43a9c&width=768&dpr=4&quality=100&sign=616983b&sv=2) ### [](https://docs.volmit.com/adapt/skills/blocking#craftable-horse-armor) Craftable Horse-Armor Craftable Horse-Armor is a **Permanent Skill** by default, you are able to Craft horse armor by surrounding a saddle with any resource like Gold, iron, diamonds etc... ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252Fcn5Ko8jfprllDgJIATMC%252Fjava_IesAZoIrhV.gif%3Falt%3Dmedia%26token%3D1856a6c9-2351-4792-9645-73c94c40d18d&width=768&dpr=4&quality=100&sign=1d36219b&sv=2) ### [](https://docs.volmit.com/adapt/skills/blocking#undefined) [PreviousAxe](https://docs.volmit.com/adapt/skills/axe) [NextBrewing](https://docs.volmit.com/adapt/skills/brewing) Last updated 2 years ago Was this helpful? --- # Axe | Adapt [](https://docs.volmit.com/adapt/skills/axe#current-axe-skills) Current Axe Skills: ---------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/axe#chop) Chop Cut Down trees in a single foul swoop of the axe! Right click and chop the logs instantly! The logs that are broken do increased axe durability up to max level which does normal durability. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252Fq1o1aCYE3SXMHLl1NRo9%252Fjava_OUCg1GPgim.gif%3Falt%3Dmedia%26token%3Df8ed987f-fb0c-4de6-abd2-b31cc0c90f76&width=768&dpr=4&quality=100&sign=58376624&sv=2) ### [](https://docs.volmit.com/adapt/skills/axe#lucys-log-swapper) Lucy's Log Swapper This is a **Permanent Skill** by default, and this skill allows you to learn a shapeless recipe to craft varrying logs based on saplings ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FFVWrGPBmOt6ca536a8rc%252Fjava_dRIDIVXluu.png%3Falt%3Dmedia%26token%3D7e93a68b-80aa-4877-b1b4-caed1b1081e1&width=768&dpr=4&quality=100&sign=c42e2ed9&sv=2) 8 Logs, and 1 Differing Sapling ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FAu4lDeisLwQicDCgqznd%252Fjava_uSSxPNwH9N.gif%3Falt%3Dmedia%26token%3D4b52315d-3135-4b1d-a735-6aef2eba30a9&width=768&dpr=4&quality=100&sign=85fe3599&sv=2) ### [](https://docs.volmit.com/adapt/skills/axe#drop-to-inventory) Drop to inventory When mining a block that has Drops (This goes for any Drop-to-inventory skill) All items that drop from it will be teleported to your inventory, INCLUDING things in containers like chests and so on, should you break it with a DTI skill ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FStVPUtI5nIKQ6zWe94fE%252Fjava_bTJZJRF5OK.gif%3Falt%3Dmedia%26token%3D6a35e481-67f9-40da-b71f-a8fe6bac591d&width=768&dpr=4&quality=100&sign=af545cc3&sv=2) ### [](https://docs.volmit.com/adapt/skills/axe#ground-smash) Ground-Smash With an axe you can Sneak, and Jump-crit an enemy to do a wave of damage to all nearby enemies (scales with level) and you may damage yourself in the process equal to 1/5th in true damage ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FrbIYSnsmGgWT7pJM5mKJ%252Fjava_gGjOLw6Ugc.gif%3Falt%3Dmedia%26token%3D1f2c4213-b002-48ac-9868-15cab3acc0ca&width=768&dpr=4&quality=100&sign=68fb4135&sv=2) ### [](https://docs.volmit.com/adapt/skills/axe#leaf-miner) Leaf Miner As the name would imply this is a veinminer skill for leaves! It should be noted to prevent duplication and resource farming you are not able to get drops from the leaves equal to the rate in game or at all (Resources disabled by default) ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252F6gO0PdNiYFNW9kdmEWWy%252Fjava_BYD9DaY2QZ.gif%3Falt%3Dmedia%26token%3Dd3b979d8-9d30-459a-9354-c201eb7882b0&width=768&dpr=4&quality=100&sign=77944767&sv=2) ### [](https://docs.volmit.com/adapt/skills/axe#wood-miner) Wood Miner Just like the leaf miner, in the sense that it breaks all blocks at once, and does not have to be tethered to a tree! Fantastic if you are trying to break a base in a hurry! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252Fi8dZcMWg8zY5NOoSrwUi%252Fjava_2BlYlGJufS.gif%3Falt%3Dmedia%26token%3De9198ace-0df0-499e-9189-ed47b6c57c9b&width=768&dpr=4&quality=100&sign=1189348d&sv=2) ### [](https://docs.volmit.com/adapt/skills/axe#undefined) [PreviousArchitect](https://docs.volmit.com/adapt/skills/architect) [NextBlocking](https://docs.volmit.com/adapt/skills/blocking) Last updated 2 years ago Was this helpful? --- # Samplers | React [](https://docs.volmit.com/react/plugin/samplers#samplers) Samplers ------------------------------------------------------------------------ Tick & Process [](https://docs.volmit.com/react/plugin/samplers#tab-tick-and-process) Memory [](https://docs.volmit.com/react/plugin/samplers#tab-memory) World [](https://docs.volmit.com/react/plugin/samplers#tab-world) Entities [](https://docs.volmit.com/react/plugin/samplers#tab-entities) Physics [](https://docs.volmit.com/react/plugin/samplers#tab-physics) ID DESCRIPTION EXAMPLE event-handles-per-tick How many plugin event triggers are happening every tick (Average). 1875 EVENT/t events-listeners How many plugin related things are listening to triggered events 88 LISTENERS event-time Time it takes for the aforementioned triggers to complete and trigger the events. 2.34 EVENT TIME processor-outside The CPU use not including the Minecraft server/instance IE: the other 90% of the machine, what is it using? 48% xCPU processor-process-load The CPU that the current instance react is running on is using. 28% pCPU processor-system-load The load of both the 2 previous aforementioned loads combined. Process of the total load on the system. 77% CPU react-async-tick-time How long does it take react to tick. 0.24ms RTT react-job-budget React's current allocation to do its jobs. 2.4ms OVER react-job-queue-time How long the job queue is backed up by. 24s JQT react-jobs-queue How many queued jobs are currently waiting to be ran. 178 JOBS react-sync-tick-time The time on the main thread react is using. 0.2ms RSTT ticks-per-second Server's TRUE ticks per second 19.98 TPS tick-time how long to tick the game. 0.20ms ID DESCRIPTION EXAMPLE memory-free Currently unused memory for the server. 10467mb memory-garbage Current garbage in the JVM. 1024mb memory-pressure How Backed up is the JVM. 75mb/s memory-used how much memory is being used, garbage, eden, and running process. 1000mb memory-used-after-gc How much memory is really being used AFTER a GC? (real memory usage) 394mb ID DESCRIPTION EXAMPLE chunks-generated how many chunks are being generated per second. 75 GEN/s chunks-loaded How many chunks are currently loaded every second 10 LOADS/s Chunks Total chunks manufactured. 100 CHK ID DESCRIPTION EXAMPLE entities-spawns How many entities are spawning per second. 88 SPAWN/s entities The number of entities that react sampled on its last rolling entity tick check. 9,874 ENT players How many players are online. 7 PLR ID DESCRIPTION EXAMPLE fluid-tick-time How much of the main tick is being used by fluid updates. 0.27ms FLU fluid How many flows are happening per second. 17 FLOW/s hopper-tick-time How much of the main tick is being used by hopper transfers/updates. 1.99 ms HOP hopper How many item transfers / updates a hopper is triggering 100 HOP/s physics-tick-time How much of the main tick is being used by ALL Physics updates. 7.19 ms PHY physics How many Physics updates are happening per second 971 PHY/s redstone-tick-time How much of the main tick is being used by ALL Redstone, and related updates. 2.22 ms RED redstone How many Redstone Interactions are being triggered. this includes hoppers, dispensers, observers etc... 77 RED/s [PreviousPlaceholders](https://docs.volmit.com/react/plugin/placeholders) [NextFAQ](https://docs.volmit.com/react/plugin/faq) Last updated 1 year ago --- # Brewing | Adapt [](https://docs.volmit.com/adapt/skills/brewing#current-brewing-skills) Current Brewing Skills: ---------------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/brewing#lingering-brew) Lingering-Brew This skill allows for your brewed potions at max level to have an increase of up to 600ms more! (configurable) ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FxT4emGRTayXtMpz8CT8F%252Fjava_xM45qd9PnC.png%3Falt%3Dmedia%26token%3Dd1173b6a-a985-451a-bc6d-d325ebe7c8d8&width=768&dpr=4&quality=100&sign=4df9efb&sv=2) ### [](https://docs.volmit.com/adapt/skills/brewing#super-heated-brew) Super-Heated Brew The hotter the blocks surrounding a brewing stand, the faster the brews are! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FBwmdik2zWGLtOmXGXSN7%252Fjava_M9jl42xzBo.gif%3Falt%3Dmedia%26token%3D674de4d7-41b5-4e66-95cc-da8ad08aaa03&width=768&dpr=4&quality=100&sign=553d83c8&sv=2) ### [](https://docs.volmit.com/adapt/skills/brewing#bottled-brew-here) Bottled \[Brew here\] These Skills allow you to brew unsafe and strange potions that all have a splash, normal, and lingering variant of themselves! All potions once learned are **Permanent by default**! And the potions can be very strong if used in tandem with each other and vanilla potions! #### [](https://docs.volmit.com/adapt/skills/brewing#absorption) Absorption : Instant Heal + Quartz = Potion of Absorption (60 seconds) Instant Heal + Quartz Block = Potion of Absorption-2 (30 seconds) #### [](https://docs.volmit.com/adapt/skills/brewing#blindness) Blindness : Awkward Potion + Ink sack = Potion of Blindness (30 seconds) Awkward Potion + Glowing Ink Sack = Potion of Blindness-2 (15 seconds) #### [](https://docs.volmit.com/adapt/skills/brewing#darkness) Darkness : NightVision Potion + Black Concrete = Potion of Darkness (30 seconds) _It Should be noted that This prevents the user from Sprinting! (that's why this is good)_ #### [](https://docs.volmit.com/adapt/skills/brewing#decay) Decay : Weakness Potion + Poisonous Potato = Potion of Wither (16 seconds) Weakness Potion + Crimson Roots = Potion of Wither-2 (8 seconds) #### [](https://docs.volmit.com/adapt/skills/brewing#fatigue) Fatigue : Weakness Potion + Slime Ball = Potion of Fatigue (30 seconds) Weakness Potion + Slime Block = Potion of Fatigue-2 (15 seconds) #### [](https://docs.volmit.com/adapt/skills/brewing#haste) Haste : Speed Potion + Amethyst Shard = Potion of Haste (60 seconds) Speed Potion + Amethyst Block = Potion of Haste-2 (30 seconds) #### [](https://docs.volmit.com/adapt/skills/brewing#life) Life : Instant-Healing Potion + Golden Apple = Potion of Health Boost (120 seconds) Instant-Healing Potion + Enchanted Golden Apple = Potion of Health Boost-2 (120 seconds) #### [](https://docs.volmit.com/adapt/skills/brewing#hunger) Hunger : Awkward Potion + Rotten Flesh = Potion of Hunger (30 seconds) Weakness Potion + Rotten Flesh = Potion of Hunger-3 (15 seconds) #### [](https://docs.volmit.com/adapt/skills/brewing#nausea) Nausea : Awkward Potion + Brown Mushroom = Potion of Nausea (16 seconds) Awkward Potion + Crimson Fungus = Potion of Nausea-2 (8 seconds) #### [](https://docs.volmit.com/adapt/skills/brewing#resistance) Resistance : Awkward Potion + Iron Ingot = Potion of Resistance (60 seconds) Awkward Potion + Iron Block = Potion of Resistance-2 (30 seconds) #### [](https://docs.volmit.com/adapt/skills/brewing#saturation) Saturation : Regen Potion + Baked Potato = Potion of Saturation Regen Potion + Hay Bale = Potion of Saturation-2 ### [](https://docs.volmit.com/adapt/skills/brewing#undefined) [PreviousBlocking](https://docs.volmit.com/adapt/skills/blocking) [NextCrafting](https://docs.volmit.com/adapt/skills/crafting) Last updated 2 years ago Was this helpful? --- # FAQ | React ### [](https://docs.volmit.com/react/plugin/faq#is-will-react-be-multi-lingual-like-adapt) Is / Will react be Multi-Lingual like Adapt? * **Its not currently planned,** but, That does not mean it will not be implimented later, or after release via a PR, or development requests! Let us know!!! [PreviousSamplers](https://docs.volmit.com/react/plugin/samplers) [NextSpigot](https://docs.volmit.com/react/links/spigot) Last updated 1 year ago --- # Permissions | Gloss All permissions in gloss can be found at `plugins/Gloss/info/permissions.yml` [PreviousIntegrations](https://docs.volmit.com/gloss/plugin/integrations) Last updated 4 years ago Was this helpful? --- # Spigot | React [PreviousFAQ](https://docs.volmit.com/react/plugin/faq) Last updated 1 year ago --- # Integrations | Gloss [](https://docs.volmit.com/gloss/plugin/integrations#placeholderapi) PlaceholderAPI ---------------------------------------------------------------------------------------- Gloss offers placeholder support in holograms, boards, tablist, and really anywhere gloss supports its own filters. [](https://docs.volmit.com/gloss/plugin/integrations#mvdwplaceholderapi) MVDWPlaceholderAPI ------------------------------------------------------------------------------------------------ Gloss also offers MVDWPlaceholders in holograms boards, tablist and anywhere else gloss filters are supported. [](https://docs.volmit.com/gloss/plugin/integrations#holographic-displays) Holographic Displays ---------------------------------------------------------------------------------------------------- Gloss offers a converter for your existing Holographic Displays holograms. To convert your existing holographic displays to gloss holograms, use `/gloss convert hd` [](https://docs.volmit.com/gloss/plugin/integrations#cmi) CMI ------------------------------------------------------------------ Gloss offers a converter for your existing CMI holograms. To convert them use `/gloss convert cmi` [](https://docs.volmit.com/gloss/plugin/integrations#lightapi) LightAPI ---------------------------------------------------------------------------- Gloss will use LightAPI if it is installed to emit light on holograms to make them much more visible at night. You can disable this functionality in the configuration even if you still need lightapi. [](https://docs.volmit.com/gloss/plugin/integrations#deluxechat) DeluxeChat -------------------------------------------------------------------------------- Gloss uses the chat for formatting emojis and getting information from chat bubbles. Gloss fully supports DeluxeChat. [](https://docs.volmit.com/gloss/plugin/integrations#featherboard) FeatherBoard ------------------------------------------------------------------------------------ Gloss does not offer any conversion with featherboard since both plugins approach boards differently. If featherboard is installed, gloss disables its own boards. [](https://docs.volmit.com/gloss/plugin/integrations#vault) Vault ---------------------------------------------------------------------- Gloss uses vault for gloss groups and group checking. If vault is not installed, Gloss groups will not work. [PreviousAnimations](https://docs.volmit.com/gloss/plugin/emojis/animations) [NextPermissions](https://docs.volmit.com/gloss/plugin/permissions) Last updated 4 years ago Was this helpful? --- # Crafting | Adapt [](https://docs.volmit.com/adapt/skills/crafting#current-crafting-skills) Current Crafting Skills: ------------------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/crafting#deconstruction) Deconstruction You are able to un-craft things into 1/2 of their primary base components (rounded down) If there are multiple it will pick one at random, but defaults to the largest base in the tree. Id buggy at lower ping. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252Fdivkdg5wvvi9CTrk5MgF%252Fjava_UdP72J86CL.png%3Falt%3Dmedia%26token%3D81b2926f-ea15-47ec-bdf0-9e004522bb6d&width=768&dpr=4&quality=100&sign=a0d150b0&sv=2) ### [](https://docs.volmit.com/adapt/skills/crafting#crafting-xp) Crafting-XP You earn passive xp (not orbs) when you craft, this allows for you to passively gain Experience from crafting, there are systems in place to make sure you cant cheat the system by bulk crafting. Complex items reward more, and there are arbitrary cooldowns to make it feel random. and it will split it from Minecraft Experience to crafting XP. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FvtxBXY3r93yTXIYd64Pt%252Fjava_nhVaSYRDi5.gif%3Falt%3Dmedia%26token%3D6a952342-17fb-4d35-be69-21e571787515&width=768&dpr=4&quality=100&sign=dbd6f746&sv=2) ### [](https://docs.volmit.com/adapt/skills/crafting#crafting-leather) Crafting Leather Place Rotten flesh on a campfire to create leather! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FXJiLTsRpQQO4Eqpg3zQ9%252Fjava_4f3m5UWxnl.gif%3Falt%3Dmedia%26token%3D79143e85-ad2a-44ce-8e2e-9db24d49b268&width=768&dpr=4&quality=100&sign=5faead5e&sv=2) ### [](https://docs.volmit.com/adapt/skills/crafting#craftable-skulls) Craftable Skulls Using a bone block, and a respective material you are able to craft a skull itself! Zombie: Rotting Flesh Skeleton: Bone Creeper: Gunpowder Wither: Nether Brick Dragon: Dragons Breath ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FNI4KLNMab821EEY22QWS%252Fjava_EeKwoFAWuu.png%3Falt%3Dmedia%26token%3D50e1633b-dd93-41e1-922e-01d80a777808&width=768&dpr=4&quality=100&sign=f9c4f14c&sv=2) ### [](https://docs.volmit.com/adapt/skills/crafting#a-boutiliers-backpacks) A Boutilier's Backpacks! Mojang added a fantastic item called a bundle, this item is in the game but unused anywhere with no recipe! You can hold up to 1 stack of items(the contents in the bag can be up to 64 items, ie: 32 seeds, and 32 wheat) at the time of writing this, Mojang might change that but this will reflect it. [https://minecraft.fandom.com/wiki/Bundle#:~:text=A%20bundle%20is%20an%20item,space%20for%20any%20other%20items.](https://minecraft.fandom.com/wiki/Bundle#:~:text=A%20bundle%20is%20an%20item,space%20for%20any%20other%20items.) Note: _you need to be in survival to use._ ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FBT5wFBWxgmwm6i9wgzgQ%252Fjava_cBSsCrvBBT.png%3Falt%3Dmedia%26token%3Dfecae4cf-678b-4ada-918e-293a20d6bfd9&width=768&dpr=4&quality=100&sign=7bf47c27&sv=2) ### [](https://docs.volmit.com/adapt/skills/crafting#reconstruction) Reconstruction The reconstruction skill allows you to pay an extraordinarily large price to make a single ore, this is probably to be used in placement of a silk touch if you need an ore for some reason. You can get **Nether**, **Deepslate**, and **Stone** variants of all ores! **8 of the Drops** and **1 Hos**t = 1 Ore _(shapeless)_ **Drops must be smelted** _(if applicable)_ **Not including**: Scraps, Quarts, and Emeralds etc... **Host** \= Encasement. ie: Stone, Netherack, Deepslate ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252F3svls1vpFaVtQMoq3myr%252Fjava_2gX3dzVsW3.png%3Falt%3Dmedia%26token%3D575864db-d365-4147-a1a1-53fd22c7031d&width=768&dpr=4&quality=100&sign=900016a3&sv=2) ### [](https://docs.volmit.com/adapt/skills/crafting#portable-tables) Portable Tables Tables that you can normally open you can instead right click in the air to open WHILE in your hand! It should be noted that Some tables dont play well with not having an item like an anvil so you AMY lost any items you leave in the table before closing, this mainly affects people with low ping ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FENDyILpFvESQLiqzEHHJ%252Fjava_qzWO0BH5yo.gif%3Falt%3Dmedia%26token%3D7906cf5c-5bc7-45e0-a91b-5689f3418e14&width=768&dpr=4&quality=100&sign=1e7f0e&sv=2) ### [](https://docs.volmit.com/adapt/skills/crafting#undefined) [PreviousBrewing](https://docs.volmit.com/adapt/skills/brewing) [NextDiscovery](https://docs.volmit.com/adapt/skills/discovery) Last updated 2 years ago Was this helpful? --- # Discovery | Adapt [](https://docs.volmit.com/adapt/skills/discovery#current-discovery-skills) Current Discovery Skills: ---------------------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/discovery#experimental-unity) Experimental unity Collecting an Experience orb has a chance to give you random XP in any adapt tree! This is only up to 8 XP per by default but this is configurable ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FzBdhfzwOyCmrt3I4NNmu%252Fjava_suIV12y3Bi.gif%3Falt%3Dmedia%26token%3Dafe0cf1e-9d22-4bb5-865b-ad92ea0017c5&width=768&dpr=4&quality=100&sign=802b4736&sv=2) ### [](https://docs.volmit.com/adapt/skills/discovery#world-armor) World Armor This will search near you for blocks, any blocks that are near you are added to a pool calculation, you will gain armor that is permanent so long as you are near these blocks, stacks with armor, and dissipates as you leave or lower the average toughness of blocks _(now you can build your house of obsidian and not feel bad!)_ ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FgCdHV39npEhOR575ZtOh%252Fjava_QTkfXMzHT9.gif%3Falt%3Dmedia%26token%3D63538516-fd8c-4c96-80b2-329a028ead25&width=768&dpr=4&quality=100&sign=e855a132&sv=2) ### [](https://docs.volmit.com/adapt/skills/discovery#experimental-resistance) Experimental Resistance Spending your XP will allow you to mitigate the damage you take from direct or indirect sources _(this is a once in a while ability, best used if you are constantly being blown up, or are prone to falling!) Default cooldown is once every 15 seconds_ ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252F5CyhahYQzeQ5AFLVPZHw%252Fjava_dKvmltdUiA.gif%3Falt%3Dmedia%26token%3Dab78f79c-4533-4b9a-abe2-d598cbb9b054&width=768&dpr=4&quality=100&sign=da430e27&sv=2) ### [](https://docs.volmit.com/adapt/skills/discovery#villager-attraction) Villager Attraction This skill will consume some XP, and when you open the UI of a villager has a chance to give you better trades! Max level is a guarantee / less XP ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252F9wvzO7A7fiz12catgHNj%252Fjava_byncIyz9zQ.gif%3Falt%3Dmedia%26token%3D5ad03f69-e5ae-4c96-8464-fe80501980ed&width=768&dpr=4&quality=100&sign=1fbeae26&sv=2) ### [](https://docs.volmit.com/adapt/skills/discovery#undefined) [PreviousCrafting](https://docs.volmit.com/adapt/skills/crafting) [NextEnchanting](https://docs.volmit.com/adapt/skills/enchanting) Last updated 2 years ago Was this helpful? --- # Enchanting | Adapt [](https://docs.volmit.com/adapt/skills/enchanting#current-enchanting-skills) Current Enchanting Skills: ------------------------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/enchanting#quick-click-enchant) Quick-Click Enchant You can Enchant Books, and apply them onto armor that is available! (you nolonger need to spend XP putting books onto armor/weapons) and these have a maximum set by the skill level. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FNoDHPA7DUqf5stauQyq1%252Fjava_TXxzscwaLx.gif%3Falt%3Dmedia%26token%3D15287786-4442-4d2d-a44a-d6d9b0a6dd1e&width=768&dpr=4&quality=100&sign=9216f88b&sv=2) ### [](https://docs.volmit.com/adapt/skills/enchanting#lapis-return-and-xp-return) Lapis return & XP Return These 2 Skills allow you to be refunded XP / Lapis the more you spend! I cant really show this as an informational video so here is a picture of a cat instead. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FprryuZTwejThxHVeuikN%252Fimage.png%3Falt%3Dmedia%26token%3Db008db7e-5dae-4d98-9207-76b1b7f1d27d&width=768&dpr=4&quality=100&sign=f587a20&sv=2) ### [](https://docs.volmit.com/adapt/skills/enchanting#undefined) [PreviousDiscovery](https://docs.volmit.com/adapt/skills/discovery) [NextExcavation](https://docs.volmit.com/adapt/skills/excavation) Last updated 2 years ago Was this helpful? --- # Excavation | Adapt [](https://docs.volmit.com/adapt/skills/excavation#current-excavation-skills) Current Excavation Skills: ------------------------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/excavation#hasty-excavator) Hasty Excavator When you start mining a block you are given a burst of haste 1-3 by default for a moment, not as powerful as the potion effect but good for burst mining lighter blocks with ease! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FN1C17VICjK6PyvPfca2W%252Fjava_SFa5I6uRro.gif%3Falt%3Dmedia%26token%3Dcd60cd8a-f690-48c3-b8cd-f27ca2874da7&width=768&dpr=4&quality=100&sign=2f4e5ee8&sv=2) ### [](https://docs.volmit.com/adapt/skills/excavation#super-seeing-spelunker) Super-Seeing Spelunker This skill is literally wallhacks, but with a consumption base! Using the glow-berries and having an ore in your hand you are able to locate nearby ores with your heightened senses! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252Fh6wRrQv56IIdttpurcyy%252Fjava_DLPDXqdavW.gif%3Falt%3Dmedia%26token%3D28d12735-4a55-405d-87a6-87eeac2b690d&width=768&dpr=4&quality=100&sign=8a1c92ac&sv=2) ### [](https://docs.volmit.com/adapt/skills/excavation#omni-t.o.o.l) OMNI - T.O.O.L. This tool is one of the strongest you can have in your arsenal! This tool allows you so Shift-click a tool in your inventory and COMBINE them tohether! This tool will also inteligently swap based on what you click on, So if you have a shovel and a axe as a multitool, they will swap when breaking/tilling dirt, or Mining/stripping logs independently. Notes: - The Tool will break all of the tools if even 1 is broken - Each item is its own item so you can swap to the tool, and enchant without enchanting others - Sneak, and Drop the Multitool to Deconstruct the scaffold and get all the tools back. - This is also a great way of storing lots of tools at once! - People who don't have the skill cant use the swapping mechanic ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FGga20E0McyskfBejJBf2%252Fjava_BeBBNL684A.gif%3Falt%3Dmedia%26token%3D64ec5916-7487-429a-9c93-6ec52b34f63a&width=768&dpr=4&quality=100&sign=5f56dfc9&sv=2) ### [](https://docs.volmit.com/adapt/skills/excavation#shovel-drop-to-inventory) Shovel Drop-to-Inventory When mining a block that has Drops (This goes for any Drop-to-inventory skill) All items that drop from it will be teleported to your inventory, INCLUDING things in containers like chests and so on, should you break it with a DTI skill ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FAXj9oSnazsB8SiHOEqDp%252Fjava_WslBzk3zPd.gif%3Falt%3Dmedia%26token%3Da6b5d4e8-bf13-4fd9-98a0-74b47283eb11&width=768&dpr=4&quality=100&sign=3f081e1f&sv=2) ### [](https://docs.volmit.com/adapt/skills/excavation#undefined) [PreviousEnchanting](https://docs.volmit.com/adapt/skills/enchanting) [NextHerbalism](https://docs.volmit.com/adapt/skills/herbalism) Last updated 2 years ago Was this helpful? --- # Herbalism | Adapt [](https://docs.volmit.com/adapt/skills/herbalism#current-herbalism-skills) Current Herbalism Skills: ---------------------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/herbalism#growth-aura) Growth Aura This skill consumes your own Saturation Agressively to grow nearby crops! The hunger impact is significantly lower the higher the level, additionally the speed of growth is also increased! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FdWHAJIndkD4Ya2pRPyUP%252Fjava_TId43eTbsS.gif%3Falt%3Dmedia%26token%3D4dd7078e-000f-4f87-a20b-59fa42c2a124&width=768&dpr=4&quality=100&sign=1f346a84&sv=2) ### [](https://docs.volmit.com/adapt/skills/herbalism#harvest-and-replant) Harvest and Replant This allows you to harvest plants and replant them without needing to break them! The Skill WILL break plants and replant them even if they aren't fully grown, and this still consumes durability. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FcyKM1n2HIgAfJ2QdAd9C%252Fjava_5BoBHUmd3g.gif%3Falt%3Dmedia%26token%3Df3b73e9b-be29-4ca2-9d0e-2e5295dcd14b&width=768&dpr=4&quality=100&sign=af09dbb7&sv=2) ### [](https://docs.volmit.com/adapt/skills/herbalism#hungry-shield) Hungry Shield This skill will drop your hunger to reduce the amount of incoming damage that you take by a specific percent (configurable) ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252F8aWT6hoy7jBzPgprdMdf%252Fjava_KfJG3F6mE4.gif%3Falt%3Dmedia%26token%3D36ec8063-226d-4c3d-8aaa-9485361524e5&width=768&dpr=4&quality=100&sign=a4c42e24&sv=2) ### [](https://docs.volmit.com/adapt/skills/herbalism#herbalists-hippo) Herbalist's Hippo When you eat something, you regain MORE saturation from Food items! This effect is increased with organic items! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FGy0kwcL3NbbkUZbUmqHK%252Fjava_EC8cS8brfu.gif%3Falt%3Dmedia%26token%3D9fdcb141-225d-4284-ad1c-b509ab108580&width=768&dpr=4&quality=100&sign=7391928a&sv=2) ### [](https://docs.volmit.com/adapt/skills/herbalism#hoe-drop-to-inventory) Hoe Drop-to-Inventory When mining a block that has Drops (This goes for any Drop-to-inventory skill) All items that drop from it will be teleported to your inventory, INCLUDING things in containers like chests and so on, should you break it with a DTI skill ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FuNhpZZaQyefCblQc0Xxd%252Fjava_usBAwzEGRQ.gif%3Falt%3Dmedia%26token%3D0e4309de-4119-4d99-b3a8-f912fc0ffb40&width=768&dpr=4&quality=100&sign=f33ae93b&sv=2) ### [](https://docs.volmit.com/adapt/skills/herbalism#herbalists-luck) Herbalist's Luck When breaking Grass and flowers that have not already been broken you are able to get special things like food or more seeds for your adventures! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FHe03edatiGk2TJk5npVZ%252Fjava_RGADdigR5r.gif%3Falt%3Dmedia%26token%3D47f32d9f-3bd1-48d6-8038-e0a21dda4241&width=768&dpr=4&quality=100&sign=8514283f&sv=2) ### [](https://docs.volmit.com/adapt/skills/herbalism#herbalists-myconid) Herbalist's Myconid Grants you the Skill to craft Mycelium! Red mushroom, Brown Mushroom, and 1 Dirt will get you 1 Mycelium. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FZXSoEUmp4RcGg1TsL256%252Fjava_1TKYl845xm.png%3Falt%3Dmedia%26token%3Dd316653d-462c-4cab-8d11-6c222e22244e&width=768&dpr=4&quality=100&sign=610eb2c5&sv=2) ### [](https://docs.volmit.com/adapt/skills/herbalism#herbalists-terralid) Herbalist's Terralid Grants you the skill to craft Grass Blocks! With 3 Seeds, over 3 Dirt you can get 3 Grass! See image Below: ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FONzddObQTq0QIpv7ShRm%252Fjava_qRbiem9ofv.png%3Falt%3Dmedia%26token%3D9668d207-afac-490d-b0a3-50d962a5ed44&width=768&dpr=4&quality=100&sign=9e8792cd&sv=2) ### [](https://docs.volmit.com/adapt/skills/herbalism#mushroom-maker) Mushroom Maker 4 Mushrooms to make a blocks, or 1 block to make a Stem! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FCKrYdZDi9M6vh6qXQwC2%252Fjava_zDbowIOM0H.png%3Falt%3Dmedia%26token%3D035a321e-4eb2-4361-b63e-f2c61b20bf11&width=300&dpr=4&quality=100&sign=8b566ae1&sv=2)![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FfcLLDG8giRmFItDttMzM%252Fjava_PZ55Lk2VoX.png%3Falt%3Dmedia%26token%3D384bc20a-6427-49d8-b8f2-1f42cfb7459a&width=300&dpr=4&quality=100&sign=a48b57d4&sv=2) ### [](https://docs.volmit.com/adapt/skills/herbalism#webby-creator) Webby Creator Simply allows you to create a cobweb with 9 String. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FqLlgSvs8aoSoJoq6OrXx%252Fjava_Inx7QQrYNK.png%3Falt%3Dmedia%26token%3D293ba657-f9d4-450a-a5fc-fe6f0661f822&width=768&dpr=4&quality=100&sign=e4093ec9&sv=2) ### [](https://docs.volmit.com/adapt/skills/herbalism#undefined) [PreviousExcavation](https://docs.volmit.com/adapt/skills/excavation) [NextHunter](https://docs.volmit.com/adapt/skills/hunter) Last updated 2 years ago Was this helpful? --- # Hunter | Adapt [](https://docs.volmit.com/adapt/skills/hunter#current-hunter-skills) Current Hunter Skills: ------------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/hunter#adrenaline) Adrenaline The lower your health is, the higher base damage you do! This is ONLY mele damage ie: Swords, fists, axes etc... Default up to 33% max damage (Multiplicative) _in the video, its hard to tell, but im dealing 1 more heart of damage with the wooden sword at critical health._ ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FktUzXKpgCZzpOALQzc8D%252Fjava_AVwlCY8Zk9.gif%3Falt%3Dmedia%26token%3D8b38392f-bc7a-47e3-a1fa-c7d72550c03c&width=768&dpr=4&quality=100&sign=ba72b729&sv=2) ### [](https://docs.volmit.com/adapt/skills/hunter#items-drop-to-inventory) Items Drop-to-Inventory When killing something that has Drops (This goes for any Drop-to-inventory skill) All items that drop from it will be teleported to your inventory, INCLUDING things in containers like chests and so on, should you break it with a DTI skill ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FfWBiZsriUx4bVeLqr2H7%252Fjava_3U0uS1hSFk.gif%3Falt%3Dmedia%26token%3D4f281eee-667f-4372-94a5-ff7747bc73b6&width=768&dpr=4&quality=100&sign=c54e9267&sv=2) ### [](https://docs.volmit.com/adapt/skills/hunter#effect-skills-regen-vanish-heights-luck-speed-strength-resistance-etc) Effect Skills \[Regen, Vanish, Heights, Luck, Speed, Strength, Resistance etc.\] All of these Skills work the same, That being that When you take damage you will gain some kind of potion effect to aid in the combat situation, However you WILL gain a motive of Hunger when you take damage and this effect varies based on the strength of potion effect, use it wisely. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FCd9fy4eGDwewGfRgyfQq%252Fjava_RldXjeq32h.gif%3Falt%3Dmedia%26token%3D6555f212-e6d6-4626-8ee7-9e795f2a9289&width=768&dpr=4&quality=100&sign=26c35700&sv=2) ### [](https://docs.volmit.com/adapt/skills/hunter#undefined) [PreviousHerbalism](https://docs.volmit.com/adapt/skills/herbalism) [NextNether](https://docs.volmit.com/adapt/skills/nether) Last updated 2 years ago Was this helpful? --- # Nether | Adapt [](https://docs.volmit.com/adapt/skills/nether#current-nether-skills) Current Nether Skills: ------------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/nether#wither-resistance) Wither Resistance At max level you are given a 25% resistance to withering damage _(100% with full netherite at max level)_ ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252Ffc1DzUwk4pIMgDaMispX%252Fjava_bmGx15WMIK.gif%3Falt%3Dmedia%26token%3D04195090-83c1-4e99-8b6d-74b9a104370b&width=768&dpr=4&quality=100&sign=2ae42f04&sv=2) ### [](https://docs.volmit.com/adapt/skills/nether#skull-toss) Skull Toss Literally throw a wither skull akin to a Boss wither, This does damage to enviornment! And there is a cooldown ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FlEGOJyg9G9yKk904emgQ%252Fjava_9GX1qQBDGa.gif%3Falt%3Dmedia%26token%3Dea8ce349-3990-4789-b92c-c20d41d26626&width=768&dpr=4&quality=100&sign=9d2f6282&sv=2) ### [](https://docs.volmit.com/adapt/skills/nether#fire-resist) Fire Resist Based on the level, Taking fire damage is randomly prevented. Base 35% -> 85% ### [](https://docs.volmit.com/adapt/skills/nether#undefined) [PreviousHunter](https://docs.volmit.com/adapt/skills/hunter) [NextPickaxe](https://docs.volmit.com/adapt/skills/pickaxe) Last updated 2 years ago Was this helpful? --- # Pickaxe | Adapt [](https://docs.volmit.com/adapt/skills/pickaxe#current-pickaxe-skills) Current Pickaxe Skills: ---------------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/pickaxe#ore-chisel) Ore Chisel Working with fortune, and inventory smelter, you are able to carefully pry ores from the block! Warning it does have an increases cost to the tool's durability! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FIrOakAeW0xuVskqWyJ9C%252Fjava_r2kOTcGXog.gif%3Falt%3Dmedia%26token%3Dfa7fa7bb-79d8-4eea-b7ad-f799f7038713&width=768&dpr=4&quality=100&sign=dc4a79fa&sv=2) ### [](https://docs.volmit.com/adapt/skills/pickaxe#veinminer) Veinminer Akin to the Forge mod, This will allow you to mine ores from a whole vein! but it will NOT bring the ores to you, Works with the Drop-to-Inventory skill, and the smelt skill. ALso works with Fortune! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252F92qT1DSps86V5hW71qt4%252Fjava_VCDxz5JEiB.gif%3Falt%3Dmedia%26token%3Da2ae4d5a-6d4b-4620-8740-60da51cb5fd7&width=768&dpr=4&quality=100&sign=122cc3a8&sv=2) ### [](https://docs.volmit.com/adapt/skills/pickaxe#auto-smelt) Auto-Smelt Mined Ores will be smelted and dropped for you! Works with fortune, and Drop-to-Inventory ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FjO4mNiwE814vLvabiZao%252Fjava_Qdrmjsvh6V.gif%3Falt%3Dmedia%26token%3D87da9f97-b822-4519-9ec3-2b13218304de&width=768&dpr=4&quality=100&sign=89d50312&sv=2) ### [](https://docs.volmit.com/adapt/skills/pickaxe#drop-to-inventory) Drop-To-Inventory When mining a block that has Drops (This goes for any Drop-to-inventory skill) All items that drop from it will be teleported to your inventory, INCLUDING things in containers like chests and so on, should you break it with a DTI skill ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252F5eadYEec28ZZ7l8p7xyG%252Fjava_2lAcEnuvl6.gif%3Falt%3Dmedia%26token%3D30857d20-dd09-461d-b8c4-083943b8f174&width=768&dpr=4&quality=100&sign=898e945e&sv=2) ### [](https://docs.volmit.com/adapt/skills/pickaxe#undefined) [PreviousNether](https://docs.volmit.com/adapt/skills/nether) [NextRanged](https://docs.volmit.com/adapt/skills/ranged) Last updated 2 years ago Was this helpful? --- # Ranged | Adapt [](https://docs.volmit.com/adapt/skills/ranged#current-ranged-skills) Current Ranged Skills: ------------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/ranged#force-shot) Force Shot This makes your arrows Faster, hit Harder, and have less Drop when they are flying in the air. It should be noted that this affects **ALL PROJECTILES YOU THROW** from crossbows, fireworks, snowballs etc... ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FXfF5eiczVXcpalY7dIkC%252Fjava_M4bgBbwQNb.gif%3Falt%3Dmedia%26token%3D4ab5e0df-1c26-4021-a365-e7556434bf15&width=768&dpr=4&quality=100&sign=8aa6d6c7&sv=2) ### [](https://docs.volmit.com/adapt/skills/ranged#arrow-piercing) Arrow Piercing You can Increase the maximum piercing by increasing the level, Original power and effects that the arrow might have are retained through targets dealing full damage to all affected targets ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252Fl6PkVWO1oNCjfijH0wxr%252Fjava_UhEGAWW7bA.gif%3Falt%3Dmedia%26token%3Dfc39fc00-207c-450d-a35d-bd0694176055&width=768&dpr=4&quality=100&sign=1754f9f&sv=2) ### [](https://docs.volmit.com/adapt/skills/ranged#arrow-lunge) Arrow Lunge When you shoot an arrow it throws you in the opposite direction you are aiming, great for a tactical retreat, or dodge from another shot! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252Fgl0i110UoFz41FRS2zZW%252Fjava_xaoYq2PP18.gif%3Falt%3Dmedia%26token%3D14bc1ffe-2131-4382-83b4-e42267072591&width=768&dpr=4&quality=100&sign=5c4a8971&sv=2) ### [](https://docs.volmit.com/adapt/skills/ranged#web-snare) Web Snare The Armor-up Skill allows you to passively gain armor while you move! The more you move, The more armor you get. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FTkseXaLk4VRNIB64SM8F%252Fjava_KF85GRqjAH.gif%3Falt%3Dmedia%26token%3D4eed74ae-b506-4407-acf9-5dec64dbc66e&width=768&dpr=4&quality=100&sign=35a95746&sv=2) ### [](https://docs.volmit.com/adapt/skills/ranged#undefined) [PreviousPickaxe](https://docs.volmit.com/adapt/skills/pickaxe) [NextRift](https://docs.volmit.com/adapt/skills/rift) Last updated 2 years ago Was this helpful? --- # Rift | Adapt [](https://docs.volmit.com/adapt/skills/rift#current-rift-skills) Current Rift Skills: ------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/rift#rift-resistance) Rift Resistance Using any of the rift skills, or Enderperals / Eyes in general will provide you with a variable boost of resistance, There is nothing to show in terms of effects, as its all passives. but the resistance can be up to 80% by default when recalling to a point. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252Fet91TeorhHM7fHyfX5hz%252Fjava_ZXAl56icT7.png%3Falt%3Dmedia%26token%3D5503e98a-4c28-43f4-98b6-18fb76834815&width=768&dpr=4&quality=100&sign=a5d9ed8f&sv=2) ### [](https://docs.volmit.com/adapt/skills/rift#remote-access) Remote Access You can craft a Bound item that acts like a gateway to a block in a world. With this you bind it to a block location and if its a container you can open and access it (you need permission ofc) but The block can be broken, and replaced with something else by a friend or yourself and you can access this new container! **Works Cross Worlds.** ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FYRtHkRwmMeMYpKZCiT5P%252Fjava_cg0vlb6ZHm.gif%3Falt%3Dmedia%26token%3Dc02342fb-d2d9-4eeb-b62b-866c0f48c7b4&width=768&dpr=4&quality=100&sign=7b4e7b19&sv=2) ### [](https://docs.volmit.com/adapt/skills/rift#easy-enderchest) Easy Enderchest Open an enderchest By Left Clicking the chest while holding it (Don't place it!) ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FW0GFoEeQyfMng1KAdOe4%252Fjava_OGupodp3yx.gif%3Falt%3Dmedia%26token%3D3804b885-d5b1-44e5-b1fe-79c452d6faee&width=768&dpr=4&quality=100&sign=1239a62b&sv=2) ### [](https://docs.volmit.com/adapt/skills/rift#rift-gate) Rift Gate You mark a origin point, and on use it will consume the beacon and return you to that location with a neat particle / animation. it should be noted that you CAN still be killed in this, and it makes you a target as you cant leave the animation. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FIgs97EcDv5bFDK671qde%252Fjava_3HsY5Rd8of.gif%3Falt%3Dmedia%26token%3Dbad80cda-a948-4e93-8b52-18f1a0a06086&width=768&dpr=4&quality=100&sign=2e0a7c95&sv=2) ### [](https://docs.volmit.com/adapt/skills/rift#rift-blink) Rift Blink This allows you to blink like an Enderman! you can phase from anywhere to anywhere, even through blocks, its based on your momentum and facing direction, Will always place you somewhere safe. But as you can see in the video, it will NOT stop your momentum!, Prioritizes heights/Through things over distance ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FNYKvgCrQaiAIO5sEt5aG%252Fjava_uvbl64x9tP.gif%3Falt%3Dmedia%26token%3D85a7cf61-b9d7-467e-b313-b9f60dbe35b6&width=768&dpr=4&quality=100&sign=9d6b4e7e&sv=2) ### [](https://docs.volmit.com/adapt/skills/rift#anti-levitation) Anti-Levitation If you are ever given the Levitation effect you can cancel it by sneaking to be then given feather falling. at the end of the feather falling buff you will be able to activate the skill once more. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FeNrEulwYbBgKnZ7U24j4%252Fjava_CEWXYGutSn.gif%3Falt%3Dmedia%26token%3D92b0b228-7a50-459c-822f-97c5416870d5&width=768&dpr=4&quality=100&sign=b3434c70&sv=2) ### [](https://docs.volmit.com/adapt/skills/rift#undefined) [PreviousRanged](https://docs.volmit.com/adapt/skills/ranged) [NextSeaborne](https://docs.volmit.com/adapt/skills/seaborne) Last updated 2 years ago Was this helpful? --- # Seaborne | Adapt [](https://docs.volmit.com/adapt/skills/seaborne#current-seaborne-skills) Current Seaborne Skills: ------------------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/seaborne#oxygen-tank) Oxygen Tank The more you move the more oxygen you regain in the swimming lungs that you have in that tiny little meat sack of a body! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FgXxTBqZpBX9CjAFjPSpu%252Fjava_D7qZ5uqI5w.gif%3Falt%3Dmedia%26token%3Df6758e31-d721-44b5-9712-fb03c677ab76&width=768&dpr=4&quality=100&sign=54012e8c&sv=2) ### [](https://docs.volmit.com/adapt/skills/seaborne#dolphins-grace) Dolphin's Grace This lets you be a Dolphin's Chosen Without needing Dolphins, OR being chosen! its the best of both worlds! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FlYpQkkDZd1ejwIEgkhqR%252Fjava_L0YjsuNu9v.gif%3Falt%3Dmedia%26token%3D0b384d8f-9bb9-4104-993f-0e2e2cba5f4c&width=768&dpr=4&quality=100&sign=1891b9fc&sv=2) ### [](https://docs.volmit.com/adapt/skills/seaborne#fishers-fantasy) Fisher's Fantasy Earn more XP, and get more fish from fishing! The XP is in the shape of orbs, and works with enchantments that affect the fishing rod (The video is so long) ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252F6Gm58VUkHSa9NjrXuC7N%252Fjava_kxt3ViPVfE.gif%3Falt%3Dmedia%26token%3D988df20d-27fb-4ebd-9d9e-513e1795cc85&width=768&dpr=4&quality=100&sign=5eccb342&sv=2) ### [](https://docs.volmit.com/adapt/skills/seaborne#turtle-vision-and-turtle-miner) Turtle Vision & Turtle Miner Have you ever wanted to take off the shaders for the effect that nigh-vision does for you under water? Me neither! but i implemented it anyway. And Miner lets you gain a spurr of haste while you are submerged under water! [PreviousRift](https://docs.volmit.com/adapt/skills/rift) [NextStealth](https://docs.volmit.com/adapt/skills/stealth) Last updated 2 years ago Was this helpful? --- # Stealth | Adapt [](https://docs.volmit.com/adapt/skills/stealth#current-stealth-skills) Current Stealth Skills: ---------------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/stealth#sneak-speed) Sneak Speed When you are sneaking you get a bonus to speed, I would suggest that you reduce the FOV effects in your client or you will look like a zoomed out space warrior. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FrgHTLPF8g5QSL2rphtpf%252Fjava_YiGOIA7xW0.gif%3Falt%3Dmedia%26token%3D2ec865e2-419d-4588-a7e3-36d6fa493a96&width=768&dpr=4&quality=100&sign=df82e32a&sv=2) ### [](https://docs.volmit.com/adapt/skills/stealth#stealth-snatch) Stealth Snatch Instantly collect any item from nearby dropped items. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FXLz8oZIsjsUdBabjJk4a%252Fjava_JRYgGYzSew.gif%3Falt%3Dmedia%26token%3D8fe4bf1e-813b-4962-977e-12d6a3723503&width=768&dpr=4&quality=100&sign=34ba6592&sv=2) ### [](https://docs.volmit.com/adapt/skills/stealth#ghost-armor) Ghost Armor This is Armor that generates over time, but will only last for 1 hit, so if you have no armor, you will have the equivalent of Iron, for 1 hit maximum. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FZNJ8Ds8mjLnwMapa0OcH%252Fjava_vqRrRsTwEJ.gif%3Falt%3Dmedia%26token%3D8d1889ed-9e78-40fd-bdc7-3af5913941cd&width=768&dpr=4&quality=100&sign=ffbc4817&sv=2) ### [](https://docs.volmit.com/adapt/skills/stealth#stealth-vision) Stealth Vision This skill gives you nigh vision while you are sneaking! Simple as that! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FQxJQoCLKy8n1RI5LqWvz%252Fjava_3BDGICMYPY.gif%3Falt%3Dmedia%26token%3D3e00c780-abcf-4224-b71a-7ff5462afeab&width=768&dpr=4&quality=100&sign=bec65626&sv=2) ### [](https://docs.volmit.com/adapt/skills/stealth#undefined) [PreviousSeaborne](https://docs.volmit.com/adapt/skills/seaborne) [NextSword](https://docs.volmit.com/adapt/skills/sword) Last updated 2 years ago Was this helpful? --- # Sword | Adapt [](https://docs.volmit.com/adapt/skills/sword#current-sword-skills) Current Sword Skills: ---------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/sword#machete) Machete You can use your sword to break the Grass, Vines, and other Foliage like leaves from your path! This does however dull the blade quickly, but any blade will do, even wooden ones. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252F3m80imj1i7RYW2I4FDCY%252Fjava_vND1PDTrmG.gif%3Falt%3Dmedia%26token%3D19c5a87f-e301-4112-9f63-45b178731faf&width=768&dpr=4&quality=100&sign=29356877&sv=2) ### [](https://docs.volmit.com/adapt/skills/sword#poison-blade) Poison Blade This coats your Swords only, with a poison that inflicts a Damage over time to whatever is hit. and this Stacks with Bloody Blade for a truly Devastating combo is paired right! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FyVFdf2cYQzdaFImuwBgw%252Fjava_FCS5ZPmwsZ.gif%3Falt%3Dmedia%26token%3D09978bd5-0a69-4c16-a6f7-c3acee984580&width=768&dpr=4&quality=100&sign=5f4f963&sv=2) ### [](https://docs.volmit.com/adapt/skills/sword#bloody-blade) Bloody Blade This coats your Swords only, with a Bloody Rot that inflicts a Damage over time to whatever is hit. and this Stacks with Poison Blade for a truly Devastating combo is paired right! ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252F9qcBBrCjUVlNWWJOLeu6%252Fjava_XGA6Ekg5f4.gif%3Falt%3Dmedia%26token%3D55d770e7-51b3-44fa-b0c9-783997abcf84&width=768&dpr=4&quality=100&sign=b5d4f8ab&sv=2) ### [](https://docs.volmit.com/adapt/skills/sword#undefined) [PreviousStealth](https://docs.volmit.com/adapt/skills/stealth) [NextTaming](https://docs.volmit.com/adapt/skills/taming) Last updated 2 years ago Was this helpful? --- # Taming | Adapt [](https://docs.volmit.com/adapt/skills/taming#current-taming-skills) Current Taming Skills: ------------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/taming#tamed-health-regeneration-and-damage) Tamed Health, Regeneration, and Damage These Skills are dificult to show as there is no visible metric to be able to see the changes like a health bar or anything. If you could you would see the changes. Notes: - The Skills only are triggered ONCE they are bred, so you need NEW animals for the effects to take place. - The animals would retain their stats if you change your name or are deleted some how, and they were untaimed. but you would not be able to stack the buffs. Being that i cant really show this again, here is another cat picture: ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FtRsdsfpB9pAlk1LQNXWl%252FIMG_0259.jpg%3Falt%3Dmedia%26token%3D81c40b6a-5bb2-4d86-afb0-afc688538982&width=768&dpr=4&quality=100&sign=debdb880&sv=2) ### [](https://docs.volmit.com/adapt/skills/taming#undefined) [PreviousSword](https://docs.volmit.com/adapt/skills/sword) [NextTragOul](https://docs.volmit.com/adapt/skills/tragoul) Last updated 2 years ago Was this helpful? --- # Config | Adapt [XP Curves](https://docs.volmit.com/adapt/config/xp-curves) [Adapt](https://docs.volmit.com/adapt/config/adapt) [Adaptions / Skills](https://docs.volmit.com/adapt/config/adaptions-skills) [PreviousUnarmed](https://docs.volmit.com/adapt/skills/unarmed) [NextXP Curves](https://docs.volmit.com/adapt/config/xp-curves) Last updated 2 years ago Was this helpful? --- # API, and Skill Blacklisting | Adapt Include adapt the plugin in your compile script. I assume as a developer somewhere you are able to do this. Copy public void on(AdaptAdaptationUseEvent e) { // your code here } All current Adapt Skill Permission nodes that can be blacklisted: Native Uperm, and Luckperm support, or anything that reads the plugin YML [PreviousAdaptions / Skills](https://docs.volmit.com/adapt/config/adaptions-skills) [NextPlaceholder API](https://docs.volmit.com/adapt/placeholder-api) Last updated 2 years ago Was this helpful? --- # Placeholder API | Adapt [](https://docs.volmit.com/adapt/placeholder-api#key-breakdown) Key Breakdown ---------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/placeholder-api#skills) SKILLS: * `%adapt_skill__level%` level * `%adapt_skill__knowledge%` knowledge * `%adapt_skill__xp%` total xp * `%adapt_skill__freshness%` the freshness of xp gain (lower freshness = lower gain) * `%adapt_skill__multiplier%` player's xp gain rate multiplier * `%adapt_skill__name%` localized name * EG: `%adapt_skill_herbalism_level%` ### [](https://docs.volmit.com/adapt/placeholder-api#playerdata) PLAYERDATA * `%adapt_player_level%` current level * `%adapt_player_multiplier%` XP multiplier * `%adapt_player_availablepower%` available power * `%adapt_player_maxpower%` max available power * `%adapt_player_usedpower%` total used power * `%adapt_player_wisdom%` total wisdom * `%adapt_player_masterxp%` master xp * `%adapt_player_seenthings%` how many things they have seen \[blocks, players, biomes, items etc...\] * EG: `%adapt_player_level%` ### [](https://docs.volmit.com/adapt/placeholder-api#adaptation-info) ADAPTATION - INFO * `%adapt_adaptation__level%` Shows the players level on this * `%adapt_adaptation__maxlevel%` max levels available * `%adapt_adaptation__name%` <- This one might be broken, but name * EG: `%adapt_adaptation_stealth-ghost-armor_level%` [](https://docs.volmit.com/adapt/placeholder-api#list-of-all-keys) List of All Keys ---------------------------------------------------------------------------------------- _See your language file, im not updating the ID's here_ ### [](https://docs.volmit.com/adapt/placeholder-api#skill-ids-alphabetically) Skill ID's (Alphabetically) Copy agility architect axes blocking brewing chronos crafting discovery enchanting excavation herbalism hunter nether pickaxe ranged rift seaborne stealth swords taming tragoul unarmed ### [](https://docs.volmit.com/adapt/placeholder-api#adaptaptation-ids-this-may-be-missing-some-keys-if-so-please-report-it-in-discord) Adaptaptation ID's _(This may be missing some keys, if so please report it in discord)_ Copy tragoul-thorns tragoul-globe tragoul-healing tragoul-lance enchanting-quick-enchant enchanting-lapis-return enchanting-xp-return nether-wither-resist nether-skull-toss nether-fire-resist herbalism-growth-aura herbalism-replant herbalism-hungry-shield herbalism-hippo herbalism-drop-to-inventory herbalism-luck herbalism-myconid herbalism-terralid herbalism-cobweb herbalism-cobweb pickaxe-chisel pickaxe-veinminer pickaxe-autosmelt pickaxe-drop-to-inventory architect-glass architect-foundation architect-placement architect-wireless-redstone axe-ground-smash axe-chop axe-drop-to-inventory axe-leaf-veinminer axe-wood-veinminer axe-logswap sword-machete sword-poison-blade sword-bloody-blade rift-resist rift-access rift-enderchest rift-gate rift-blink rift-descent brewing-lingering brewing-super-heated brewing-absorption brewing-blindness brewing-darkness brewing-decay brewing-fatigue brewing-haste brewing-healthboost brewing-hunger brewing-nausea brewing-resistance brewing-saturation ranged-force ranged-piercing ranged-recovery ranged-lunge-shot ranged-webshot discovery-unity discovery-world-armor discovery-xp-resist discovery-villager-att crafting-deconstruction crafting-xp crafting-leather crafting-skulls crafting-backpacks crafting-stations crafting-reconstruction blocking-multiarmor blocking-chainarmorer blocking-saddlecrafter blocking-horsearmorer seaborne-oxygen seaborne-speed seaborne-fishers-fantasy seaborne-turtles-vision seaborne-turtles-mining-speed excavation-haste excavation-spelunker excavation-omnitool excavation-drop-to-inventory stealth-speed stealth-snatch stealth-ghost-armor stealth-vision unarmed-sucker-punch unarmed-power unarmed-glass-cannon agility-wind-up agility-wall-jump agility-super-jump agility-armor-up hunter-adrenaline hunter-regen hunter-invis hunter-jumpboost hunter-luck hunter-speed hunter-strength hunter-resistance hunter-drop-to-inventory tame-health tame-damage tame-health-regeneration [PreviousAPI, and Skill Blacklisting](https://docs.volmit.com/adapt/config/adaptions-skills/api-and-skill-blacklisting) [Nextאדפט](https://docs.volmit.com/adapt/master-1) Last updated 2 years ago Was this helpful? --- # אדפט | Adapt סקירה כללית הפלאגין אדפט הוא פתרון גרירה ושחרור ליכולות ומיומנויות פסיביות מאוזנות ששחקנים יכולים ליהנות מהם בשרת. הוויקי הזה הוא בתהליך עבודה. אם משהו חסר, אנא בקרו בשרת [הדיסקורד](https://discord.com/invite/3xxPTpT) שלנו. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FzWWQGV5QnHekTlU2KJzY%252FLayer_1%2520%281%29.png%3Falt%3Dmedia%26token%3D4729d4eb-c9e7-49b0-8772-d855f8aa40c5&width=768&dpr=4&quality=100&sign=a012551f&sv=2) _This is a caption I put here with full intention that someone will read this and think its a very long caption and an utter waste of time for someone to be writing below an image that is clearly and obviously just a logo that fills up a page in a gitbook. but what do I know? nothing you could have just skimmed to this part and if you did click this link that is attached to the period_[_._](https://www.youtube.com/watch?v=oHg5SJYRHA0) #### [](https://docs.volmit.com/adapt/master-1#description) Description Adapt Abilities are all accessible in the in-game GUI (Right-clicking any Bookshelf Face) providing a more user-friendly experience to a _"skills"_ system. Most servers want to increase the quality of the _"vanilla"_ experience. Most Skill based plugins are about powers, game breaking systems, and riddles with bugs. That's where Adapt comes in. Lightweight on the server, and providing mere quality of life enhancements to a user's experience. [PreviousPlaceholder API](https://docs.volmit.com/adapt/placeholder-api) [Nextמיומנויות](https://docs.volmit.com/adapt/master-1/skills) Last updated 2 years ago Was this helpful? --- # Unarmed | Adapt [](https://docs.volmit.com/adapt/skills/unarmed#current-unarmed-skills) Current Unarmed Skills: ---------------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/unarmed#sucker-punch) Sucker Punch When you sprint you are able to do increased damage (If you jump or are struck you need to stop sprinting and initiate the skill again.) Maximum damage bonus up to 75% additive ### [](https://docs.volmit.com/adapt/skills/unarmed#unarmed-power) Unarmed Power This just gives you a increaded base unarmed damage value. Maxing out at around 250% bonus damage outgoing with unarmed attacks across the board. ### [](https://docs.volmit.com/adapt/skills/unarmed#glass-cannon) Glass Cannon The lower your armor value is, the more unarmed damage you deal! By default Maxes out at around 5x ### [](https://docs.volmit.com/adapt/skills/unarmed#undefined) [PreviousTragOul](https://docs.volmit.com/adapt/skills/tragoul) [NextConfig](https://docs.volmit.com/adapt/config) Last updated 2 years ago Was this helpful? --- # XP Curves | Adapt * Quadratic-Logarithmic (QLOG): * Level curve: level^2 \* log(level) * XP curve: sqrt(xp / log(xp)) * Exponential-Linear (ELIN): * Level curve: 1000 \* exp(0.001 \* level) * XP curve: log(xp / 1000) / 0.001 * Cubic-Root (CUBRT): * Level curve: level^(1/3) * XP curve: xp^3 * Hyperbolic (HYPER): * Level curve: 1000 / (2 - level) * XP curve: 2 - (1000 / xp) * Sigmoid (SIGM): * Level curve: 1000 / (1 + exp(-0.01 \* (level - 50))) * XP curve: 50 + log(xp / (1000 - xp)) / -0.01 * X1D2: * Level curve: level^(1.2) * XP curve: xp^(1/1.2) * X1D5: * Level curve: level^(1.5) * XP curve: xp^(1/1.5) * X2: * Level curve: level^2 * XP curve: xp^(1/2) * X3: * Level curve: level^3 * XP curve: xp^(1/3) * X4: * Level curve: level^4 * XP curve: xp^(1/4) * X5: * Level curve: level^5 * XP curve: xp^(1/5) * X6: * Level curve: level^6 * XP curve: xp^(1/6) * X7: * Level curve: level^7 * XP curve: xp^(1/7) * L1K: * Level curve: level \* 1000 * XP curve: xp / 1000 * L4K: * Level curve: level \* 4000 * XP curve: xp / 4000 * L8K: * Level curve: level \* 8000 * XP curve: xp / 8000 * L16K: * Level curve: level \* 16000 * XP curve: xp / 16000 * SKYRIM: * Uses the SkyrimNewtonCurve formula (The actual game formula) * WOW: * Uses the WOWNewtonCurve formula (The actual game formula) * XL05L7 to XL100L7 series: (Default: XL3L7) * Level curve: ((multiplier \* level) + (level \* 0.95)^π) / 1.137 * Multiplier varies from 537 to 1000337 * LINEAR\_EXPONENTIAL\_1: * Level curve: 1000 \* level + 100 \* level^2 * XP curve: (-1000 + sqrt(1000^2 + 4 \* 100 \* xp)) / (2 \* 100) * LINEAR\_EXPONENTIAL\_2: * Level curve: 2000 \* level + 50 \* level^(2.5) * XP curve: (-2000 + sqrt(2000^2 + 4 \* 50 \* xp)) / (2 \* 50) * LINEAR\_EXPONENTIAL\_3: * Level curve: 500 \* level + 200 \* level^(1.5) * XP curve: (-500 + sqrt(500^2 + 4 \* 200 \* xp)) / (2 \* 200) [PreviousConfig](https://docs.volmit.com/adapt/config) [NextAdapt](https://docs.volmit.com/adapt/config/adapt) Last updated 2 years ago Was this helpful? --- # Adaptions / Skills | Adapt Example: agility-armor-up.json Copy { "windupTicksSlowest": "baseCost": "windupTicksFastest": "windupArmorBase": "windupArmorLevelMultiplier": "costFactor": "initialCost": "enabled": } ### [](https://docs.volmit.com/adapt/config/adaptions-skills#windupticksslowest-and-windupticksfastest) windupTicksSlowest & windupTicksFastest These values are the Minimum required duration and the Maximum required duration to achieve the Min/Max speeds respectively ### [](https://docs.volmit.com/adapt/config/adaptions-skills#winduparmorbase-and-winduparmorlevelmultiplier) windupArmorBase & windupArmorLevelMultiplier This is the Base armor given from the skill, and the Maximum based on a multiplier ### [](https://docs.volmit.com/adapt/config/adaptions-skills#basecost) baseCost The BASE cost PER level that you want on a skill, so if everything is 0, and this is 1, Level 1 would be 1, 2 would be 2, 3 would be 3 etc... ### [](https://docs.volmit.com/adapt/config/adaptions-skills#initialcost) initialCost Starting Cost PER Skill that you want on a skill, so if everything is 0, and this is 1, Level 1 would be 1, 2 would be 1, 3 would be 1 etc... ### [](https://docs.volmit.com/adapt/config/adaptions-skills#enabled) **enabled** This dictates if the Adaptation is able to be obtained. Be aware that if you remove this all players that HAD it will lose it / removed from their playerfile [PreviousAdapt](https://docs.volmit.com/adapt/config/adapt) [NextAPI, and Skill Blacklisting](https://docs.volmit.com/adapt/config/adaptions-skills/api-and-skill-blacklisting) Last updated 2 years ago Was this helpful? --- # Adapt | Adapt Copy { "autoUpdateCheck": true, "xpInCreative": false, "fallbackLanguageDontChangeUnlessYouKnowWhatYouAreDoing": "en_US", "protectorSupport": { "chestProtect": true, "factionsClaim": false, "residence": true, "worldguard": true }, "protectionOverrides": {"adaptation-name": {"WorldGuard": true}}, "language": "en_US", "autoUpdateLanguage": true, "splashScreen": true, "loginBonus": true, "sql": { "database": "adapt", "password": "password", "port": 1337, "host": "localhost", "username": "user" }, "useEnchantmentTableParticleForActiveEffects": true, "advancements": true, "learnUnlearnButtonDelayTicks": 14, "adaptActivatorBlock": "BOOKSHELF", "unlearnAllButton": false, "experienceMaxLevel": 1000, "maxRecipeListPrecaution": 25, "hardcoreNoRefunds": false, "value": { "baseValue": 1, "valueMutlipliers": { "EGG": 1.335, "NETHER_QUARTZ_ORE": 1.11, "PORKCHOP": 1.125, "GHAST_TEAR": 100, "ENDER_PEARL": 75, "REDSTONE_ORE": 4.5, "NETHER_GOLD_ORE": 4.5, "DIAMOND_ORE": 5, "WHEAT": 1.25, "CARROT": 1.25, "IRON_ORE": 1.75, "BEETROOT": 1.25, "BLAZE_ROD": 50, "CHICKEN": 1.13, "FLINT": 1.35, "LAPIS_ORE": 3.5, "GOLD_ORE": 4, "LEATHER": 1.5, "BEEF": 1.125, "COAL_ORE": 1.35, "MUTTON": 1.125 } }, "actionbarNotifyXp": true, "preventHunterSkillsWhenHungerApplied": true, "debug": false, "xpCurve": "XL3L7", "escClosesAllGuis": false, "playerXpPerSkillLevelUpBase": 489, "useSql": false, "verbose": false, "blacklistedWorlds": [\ "some_world_adapt_should_not_run_in",\ "anotherWorldFolderName"\ ], "allowAdaptationsInCreative": false, "powerPerLevel": 0.73, "actionbarNotifyLevel": true, "metrics": true, "playerXpPerSkillLevelUpLevelMultiplier": 44, "guiBackButton": false, "hardcoreResetOnPlayerDeath": false } ### [](https://docs.volmit.com/adapt/config/adapt#debug) **debug** The `debug` option is not something that you should touch unless you are a developer and know what you are doing. as it slows adapt down but allows you to see marked debug gable values. i.e. if a developer makes something with Adapt.debug("blabla"); that's what gets sent ### [](https://docs.volmit.com/adapt/config/adapt#autoupdatecheck) **autoUpdateCheck** This sends a ping to the github page and will tell you if can update the plugin ### [](https://docs.volmit.com/adapt/config/adapt#allowadaptationsincreative) **allowAdaptationsInCreative** By default this is false, as most skills are designed with creative in mind and the balance / feel might be clunky elsewise. but you can toggle that here ### [](https://docs.volmit.com/adapt/config/adapt#autoupdatelanguage) autoUpdateLanguage This will delete and regenerate the English / specified language files for you to always have a fresh language in case anything changes per updates. ### [](https://docs.volmit.com/adapt/config/adapt#adaptactivatorblock) **adaptActivatorBlock** The `adaptActivatorBlock` is the baseline starting block that all adapt is dependent on. If you change this know the implications of that. as Adapt can literally just not work at all after this is changed. ### [](https://docs.volmit.com/adapt/config/adapt#splashscreen) splashScreen This is the "ADAPT" or easter eggs in the startup logs ### [](https://docs.volmit.com/adapt/config/adapt#guibackbutton) guiBackButton This adds a back button to skills pages ### [](https://docs.volmit.com/adapt/config/adapt#hardcoreresetonplayerdeath) hardcoreResetOnPlayerDeath This will kick a player, Delete their data, and essentially start them from scratch when they die, as if they never used it before. ### [](https://docs.volmit.com/adapt/config/adapt#xpincreative) **xpInCreative** This dictates if a player can earn XP while they are in creative ### [](https://docs.volmit.com/adapt/config/adapt#experiencemaxlevel) experienceMaxLevel This is the requiem for the maximum leveling, limit. The Default is 1000 (integer based), allowing the maximum level a skill can get to be 1000. Don't lower it to a point where people start to lose levels, as that might cause errors. ### [](https://docs.volmit.com/adapt/config/adapt#sql) **SQL** If you use a SQL database, you can put that all here! (you need to toggle useSQL) ### [](https://docs.volmit.com/adapt/config/adapt#unlearnallbutton) unlearnAllButton this adds an "unlearn all" button to the main page ### [](https://docs.volmit.com/adapt/config/adapt#blacklistedworlds) blacklistedWorlds Prevent adapt from loading or being usable in certain worlds ### [](https://docs.volmit.com/adapt/config/adapt#maxrecipelistprecaution) maxRecipeListPrecaution defaulted to 25, but this is a remediation to other plugins, or minecraft having looping recipes that can be infinite in our complexity calculation. if something is complex its more xp, but if its infinite you crash, so this is a required depth check ### [](https://docs.volmit.com/adapt/config/adapt#useenchantmenttableparticleforactiveeffects) useEnchantmentTableParticleForActiveEffects This is the particle effect that adapt uses when opening the block, or other experience gains. ### [](https://docs.volmit.com/adapt/config/adapt#advancements) advancements if you want to use advancements or not ### [](https://docs.volmit.com/adapt/config/adapt#hardcorenorefunds) hardcoreNoRefunds if you spend for a skill, you may not get a refund, only for people experienced with adapt because it is unforgiving. ### [](https://docs.volmit.com/adapt/config/adapt#preventhunterskillswhenhungerapplied) preventHunterSkillsWhenHungerApplied this prevents the stacking of hunter skills if they already have hunger stacks, you can uncheck this to essentially allow players to dig a hole of infinite hunger stacks and infinite bonuses. fun for silly play. ### [](https://docs.volmit.com/adapt/config/adapt#escclosesallguis) escClosesAllGuis This allows you to press esc, and close all the GUI's instead of flipping through the pages ### [](https://docs.volmit.com/adapt/config/adapt#loginbonus) loginBonus Do you want to give a player an XP bonus when they join the server for the first time / after not being on for a while? ### [](https://docs.volmit.com/adapt/config/adapt#protectorsupport) protectorSupport If you are using any of the plugins here you can enable these and it will do a permission check for players using adaptations in the zones specified as true. ### [](https://docs.volmit.com/adapt/config/adapt#fallbacklanguagedontchangeunlessyouknowwhatyouaredoing) fallbackLanguageDontChangeUnlessYouKnowWhatYouAreDoing This is the DEFAULT language that should never be changed, If you are using a different language other than English you might be missing keys, if you are they will fallback to this, English's key. however if you change this you will see gobbledegook. ### [](https://docs.volmit.com/adapt/config/adapt#xpcurve) **xpCurve** Adapt has a few `xpCurve` that you can choose from. They all have the same ID but each change the Rate of global XP / Levels are distributed. These are the Current Curves and the rae Copy XL1L7(level -> ((1337 * level) + Math.pow(level * 0.95, Math.PI)) / 1.137), XL15L7(level -> ((1837 * level) + Math.pow(level * 0.95, Math.PI)) / 1.137), XL2L7(level -> ((2337 * level) + Math.pow(level * 0.95, Math.PI)) / 1.137), XL3L7(level -> ((3337 * level) + Math.pow(level * 0.95, Math.PI)) / 1.137), XL4L7(level -> ((4337 * level) + Math.pow(level * 0.95, Math.PI)) / 1.137), XL5L7(level -> ((5337 * level) + Math.pow(level * 0.95, Math.PI)) / 1.137), XL6L7(level -> ((6337 * level) + Math.pow(level * 0.95, Math.PI)) / 1.137), XL7L7(level -> ((7337 * level) + Math.pow(level * 0.95, Math.PI)) / 1.137), XL8L7(level -> ((8337 * level) + Math.pow(level * 0.95, Math.PI)) / 1.137), XL9L7(level -> ((8337 * level) + Math.pow(level * 0.95, Math.PI)) / 1.137); The current / Default is `XL1L7` ### [](https://docs.volmit.com/adapt/config/adapt#playerxpperskilllevelupbase) **playerXpPerSkillLevelUpBase** For Leveling up Each level has a baseline. For example, we set the default `playerXpPerSkillLevelUpBase` value to 489, This is the MINIMUM needed XP to start and get the first level across all skills / adaptations / global skills. **Do not set this to 0** ### [](https://docs.volmit.com/adapt/config/adapt#language) **language** The language Keys are for your preferred localization that you want to use! We default to English and will always support English, but if you look at the spigot page you can see all the supported languages. To see the language codes to put in here, please refer to [this](https://github.com/VolmitSoftware/Adapt/tree/main/src/main/resources) , and just copy/paste the code of the language that you want to this. please be aware that if you use the wrong one you will crash adapt / it will spams errors and try to default to English ### [](https://docs.volmit.com/adapt/config/adapt#powerperlevel) **powerPerLevel** `powerPerLevel` has the purpose of setting the amount of levels you need to be able to unlock the first and subsequent levels. For example: to get to 1 power you need to be at level 2. to be at 3 power you need to be at level 5-ish. each level increases the cost of leveling up ### [](https://docs.volmit.com/adapt/config/adapt#metrics) **metrics** Are you willing to be included in BSTATS? just lets us know your server version / Adapt version ### [](https://docs.volmit.com/adapt/config/adapt#playerxpperskillleveluplevelmultiplier) **playerXpPerSkillLevelUpLevelMultiplier** This is a Percent Multiplier thats additive to each skill level up. ie: 489 + 44% of 489 ### [](https://docs.volmit.com/adapt/config/adapt#value) **value** Feel free to ignore this, this is autogenerated for when we planned to make a "spending system" but as of now it remains a remnant as of now, but it may get reimplemented in a better way ### [](https://docs.volmit.com/adapt/config/adapt#verbose) **verbose** Keep this off, trust me. [PreviousXP Curves](https://docs.volmit.com/adapt/config/xp-curves) [NextAdaptions / Skills](https://docs.volmit.com/adapt/config/adaptions-skills) Last updated 2 years ago Was this helpful? --- # TragOul | Adapt [](https://docs.volmit.com/adapt/skills/tragoul#current-tragoul-skills) Current TragOul Skills: ---------------------------------------------------------------------------------------------------- ### [](https://docs.volmit.com/adapt/skills/tragoul#thorns) Thorns When taking damage Send shards of your blood back at the attackers dealing damage based on the level of the skill. Not much of a visual to show here! but hopefully that makes sense. ### [](https://docs.volmit.com/adapt/skills/tragoul#globe-of-pain) Globe of pain Your damage is divided by the number of enemies in your zone + your level, So if you have 3 enemies and are dealing 8 damage, your damage would be 0 if you had 1 level, and the enemies would each take 3 damage, Minimum of 2 enemies required. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FWwdLgszvYmWsObhNjxEt%252Fjava_IN78bWyPIp.gif%3Falt%3Dmedia%26token%3D7d7b7975-ca6f-4ac0-a67a-635bcd9c08e0&width=768&dpr=4&quality=100&sign=5efa4b0e&sv=2) ### [](https://docs.volmit.com/adapt/skills/tragoul#corpse-lances) Corpse Lances Getting a kill, will start a secquence of events, one being that it sends a slow moving ORB from the slain enemy to the next nearest enemy / living thing. This orb CAN kill, and if it dows it will send another seeker from that corpse continuing the chain. The damage of these seekers is based on the inital damage that was dont when the killing blow slain the first enemy. Each seeker Damages you equal to Half of its own damage to deal, and Each seekers damage deals 80% of its Damage trigger. All of these values are configurable. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FbSxNxEV0EDdNzhw8cj2n%252Fjava_NlMiAVjI5A.gif%3Falt%3Dmedia%26token%3D81e2634d-29b5-4717-83c2-4deaea1de8d3&width=768&dpr=4&quality=100&sign=5b650998&sv=2) ### [](https://docs.volmit.com/adapt/skills/tragoul#will-of-pain) Will of Pain When dealing damage by any means, Skills, Corps Lances' or external factors that you cause, you regain a portion of the damage in health that you dealt. ![](https://docs.volmit.com/adapt/~gitbook/image?url=https%3A%2F%2F3127128202-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MfoFX2dfkStgmLtPp9B%252Fuploads%252FKt7fJBdQfrL0b9Piwajd%252Fjava_wP8etaBRKy.gif%3Falt%3Dmedia%26token%3D3a37f3f9-3a9a-4a00-a977-ee60e1d206a6&width=768&dpr=4&quality=100&sign=e2440538&sv=2) ### [](https://docs.volmit.com/adapt/skills/tragoul#undefined) [PreviousTaming](https://docs.volmit.com/adapt/skills/taming) [NextUnarmed](https://docs.volmit.com/adapt/skills/unarmed) Last updated 2 years ago Was this helpful? --- # מיומנויות בשימוש | Adapt בקרוב ™️ [Previousמיומנויות](https://docs.volmit.com/adapt/master-1/skills) [Nextפקודות](https://docs.volmit.com/adapt/master-1/commands) Last updated 2 years ago Was this helpful? --- # פקודות | Adapt הפקודות היחידות באדפט הן פקודות ניפוי באגים עבור רעש וחלקיקים כדי שתוכל לבדוק רעשים ולראות חלקיקים בעת יצירת מיומנויות. [Previousמיומנויות בשימוש](https://docs.volmit.com/adapt/master-1/skills/undefined) Last updated 2 years ago Was this helpful? --- # מיומנויות | Adapt רשימת מיומנויות זו אינה סופית ועשויה לא להתעדכן לעיתים. אם אתם רוצים להוסיף מיומנויות משלכם, אתם יכולים להציע אותן כאן: [https://github.com/VolmitSoftware/Adapt/issues](https://github.com/VolmitSoftware/Adapt/issues) ונוכל לבדוק את היישום שלהם. ### [](https://docs.volmit.com/adapt/master-1/skills#undefined) זריזות: * גלישה? * סופר קפיצה (מאפשרת "קפיצת כיפוף" לשגר את עצמכם עד לגובה של 5 בלוקים) * Armor-Up (Sprint and get more armor)(you need to have it equipped) * התחלה בריצה, ספרינט = חיזוק קפיצה * לטפס על עץ ### [](https://docs.volmit.com/adapt/master-1/skills#undefined-1) ארכיטקט: * בלוקים זמניים (להתכופף מעל מדף) * שרביט בנאים (קטן) (ניתן למקם עד 16 בלוקים בבת אחת) * הקלדה להחלפת בלוקים * אל תשבור זכוכית (סילק-טאץ' פאסיבי לזכוכית בלבד) * ריקבון עלים כפוי ### [](https://docs.volmit.com/adapt/master-1/skills#undefined-2) גרזן: * זריקת טומהוק * גרזן גראונד-סמאש * גרזן טריפלר * סטריפ לוגר (מקלות נוצרו מהפשטה) * גרזן מהיר/זריז * שכפול עץ? ### [](https://docs.volmit.com/adapt/master-1/skills#undefined-3) בישול: * סיכוי לא לצרוך את השיקוי * הזדמנות להחזרת המרכיבים * שיקויים מתמשכים (שיקויים מעוצבים מחזיקים מעמד זמן רב יותר) * הגדלת טווח התזה של שיקויים (סיכוי להגדלת טווח) ### [](https://docs.volmit.com/adapt/master-1/skills#undefined-4) מלאכה: * אקספי עבור יצירה * סיכוי לתוספות? * טבלת פירוק (החלפה עד היסודות) ### [](https://docs.volmit.com/adapt/master-1/skills#undefined-5) גילוי: * תפוח אדמה זעיר * אליטרה משוריינת * שריון עולמי * אקספי פסיבי * יחס של כפרי ### [](https://docs.volmit.com/adapt/master-1/skills#undefined-6) כישוף: * החזר אקספי * החזר לפיס (הזדמנות לכל כישוף להחזיר לפיס) * כישוף באינבנטורי (ספרים לפריטים) * אקספי לייצור מדף ספרים/ספר/שולחן * כישופים גבוהים יותר ### [](https://docs.volmit.com/adapt/master-1/skills#undefined-7) חפירה\*\*: * לכלוך/דשא אינו מצריך עמידות * מיהירות מואצת בחפירה * ריבוי כלים (מזג כלים מרובים לאחד) ### [](https://docs.volmit.com/adapt/master-1/skills#undefined-8) הרבליזם: * מגן רעב (עד 50% פחות צריכת רעב) * השתלה מחדש (שתול פריטים מחדש על ידי לחיצה ימנית) * שכפול קציר * קבלת אקספי מוגבר * צמיחה מהירה יותר של אאורה ### [](https://docs.volmit.com/adapt/master-1/skills#undefined-9) צייד: * אדרנלין (נזק רב יותר מוריד את הבריאות) * ריגן תוך כדי קרב -> אובדן מסיבי ברעב * חוסן בקרב -> אובדן מסיבי ברעב * מהירות בזמן קרב -> אובדן מסיבי ברעב * למנוע את תהליך הנזק הראשון ### [](https://docs.volmit.com/adapt/master-1/skills#undefined-10) נדר: * קמל התנגדות (התנגדות לקמול) * זריקת גולגולת קמלה (Pvsshhh) * מהירות נשמה * Nether Tools Apply Wither * Nearby Withering applies regen ### [](https://docs.volmit.com/adapt/master-1/skills#undefined-11) מכוש: * עפרות אזמל (עמידות יותר או פחות) * כורה מסיבי (Vein-miner) * אתר את עפרה הקרובה ביותר * Hammer Miner -> יותר עלות משך זמן * הסיכוי לבישול אוטומטי * הזדמנות לא לבזבז עמידות ### [](https://docs.volmit.com/adapt/master-1/skills#undefined-12) מטווח: * שחזור חץ טווח (בפגיעה, סיכוי להחזר) * כוח טווח (יותר dps בטווח) * זריקות ריאה (התרסקות תעשה נזק) * מכת פירסינג (פירסינג דרך אויבים) ### [](https://docs.volmit.com/adapt/master-1/skills#undefined-13) ריפט: * גישה למיכל מרחוק (גישה למכולות מרוחקת) * "מצמוץ" קצר טווח (טלפורט) * חזה אנדר ללא מקום (כמו /etc ) * אחזור ריפט (טלפורט למיקום) * חוסן המבוסס על אנדר אטיפק בשימוש (מצמוץ = 10% אנדר פרל = 25% וכו') ### [](https://docs.volmit.com/adapt/master-1/skills#undefined-14) נולד בים: * נשימת מים * בונוס של מהירות פסיבית בזמן שחייה * ראיית לילה מתחת למים * דג פסיבי? * מים מחזירים את הרעב/רג'ין ### [](https://docs.volmit.com/adapt/master-1/skills#undefined-15) התגנבות: * חטיפה (ואקום פריט בטווח קרוב) * מהירות התגנבות (השמדת FOV בלחיצת כפתור אחת) * שריון רפאים (שריון פסיבי שצומח עליך, אבל עובד רק עבור מכה אחת) * סייט התגנבות * התקפה מתגנבת ### [](https://docs.volmit.com/adapt/master-1/skills#undefined-16) חרבות: * מצ'טה (קוביות חיתוך למטה) * לזרוק סכין * נזק לדימום * נזק נוסף לאויבים שאינם משוריינים * צריחים, פרוס חרבות, שזורקים למטרה ### [](https://docs.volmit.com/adapt/master-1/skills#undefined-17) אילוף: * חיזוק בריאות מאולף (לאילוף יש יותר בריאות) * Tame Damage Boost (Tames do more DPS) * Tame Health Regen (Tames have passive regen) * ערפד מאולף (מוכר) ### [](https://docs.volmit.com/adapt/master-1/skills#undefined-18) ללא נשק: * כוח לא חמוש (הפוך ללא חמוש ל-Viable) * פראייר פאנץ' (אגרוף אחד!) * איש אגרוף אחד? * תותח זכוכית (פחות שריון = יותר נזק ל/ממך) * תפיסה מרחוק? * נזק מוגבר לבוס * חוזק פסיבי בזמן לא חמוש ### [](https://docs.volmit.com/adapt/master-1/skills#undefined-19) כרונוס: _(לא פעיל כרגע)_ * Chronos Slowdown (האטה פסיבית עבור ישויות בעולם הקרובות אליך) * Chronos Speed (מהירות פסיבית עבור ישויות בעולם הקרובות אליך) [Previousאדפט](https://docs.volmit.com/adapt/master-1) [Nextמיומנויות בשימוש](https://docs.volmit.com/adapt/master-1/skills/undefined) Last updated 2 years ago Was this helpful? ---