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