Dimensions

Dimension data is commonly used in a cosmic data file to set a dimensions settings. Its used in both solar system files and standalone planet dimension files.

Attributes:

"dimension_type": string, can be “space” or “planet”

"sky_objects": boolean, if false it will disable vanilla stars, sun and moon for this dimension. If not included, will default to true.

"weather": boolean, controls whether or not the the dimension will have vanilla rain and snow. If not included, will default to true.

"clouds": boolean, controls whether or not the dimension will have clouds. If not included, will default to true.

"gravity": float or int, is the percentage of earths gravity the dimension will have. Can be 0.1 for 10% or 10 for 10%. If not included, will default to 100 (vanilla overworld).

"air_resistance": float, in the range of 0 to 1. Don’t let the name confuse you, 0 is maximum friction in the air and 1 is none. 1 will simulate space where when floating you have no control over your character, whereas 0 will prevent players from moving at all in the air. If not included, will default to 0 (vanilla).

"fog_data": JSON object, optional. If not included, will default to vanilla. If included, must contain the following:

Fog data

"color": JSON object, must contain a “r”, “g” and “b” key, each giving an int between 0 and 255 to control the fog color

Example:

"color": {
  "r": 255,
  "b": 255,
  "g": 255
}

"level": float, controls the density of the fog. 0.1 is vanilla.

"weather_data": JSON object, optional. "weather" must be false for this setting to work. This setting will override vanilla rain/snow for custom particles, sounds etc. Must contain the following:

Weather data

"condition": string, must be “rain”, “snow” or “none”. Controls when the custom weather will render.

"texture_id": the name of the texture in assets/cosmos/… to be used for the particles

"speed": float, the speed of the weather. Vanilla snow is 0.5, and vanilla rain is 2.

"sound_generic": string, the sound played when the player is in an open area with this weather. Should be the name of a sound as shown with the /playsound command. (e.g. block.snow.fall)

"sound_special": string, same as above, but will be player when the player is in an inclosed space instead. E.g. a house or a cave.

"power": int, basically the volume of this weather. Recommended to be 1-5

"hurt": boolean, controls whether the weather will hurt players. (E.g. acid rain)

"damage": int, only needed if "hurt" is true. Controls the damage the weather does to the player. Each 1 is half a heart, so 5 would be 2 hearts and a half.

"atmospheric_data": JSON object, optional. If not included, will default to overworld. If included, must contain the following:

Atmospheric data

"atmosphere_y": int, the Y level where players will be transported to space.

"travel_to": string, the dimension players will be transported to on reaching the "atmosphere_y". Usually the solar system dimension this planet is in. Should be in namespace:dimension form.

"origin_x": int, the x position players will be sent to on entering this planet by default

"origin_y": int, same as above but y position

"origin_z": int, same as above but z position

"overlay_texture_id": string, the name of a texture in assets/cosmos/… Will be used for the sidebar showing height progress when launching a rocket. MUST be 16x128

"shipbit_y": int, the offset of pixels from the bottom of the overlay image that will be the lowest point the ship icon can reach.

"ship_min_y": int, the y position at which the rocket icon will be at the lowest point, at "shipbit_y" on the overlay texture