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@@ -4,6 +4,56 @@ Surface composition is layered block palettes on biomes (and default rock/fluid
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Related: `11 - Dimensions.md`, `12 - Regions.md`, `13 - Biomes.md`, `14 - Generators & Noise.md`, `15 - Caves & Carving.md`, `17 - Trees, Fungi, Coral, Crystals, Formations, Ruins.md`, `20 - Object Placement.md`, `24 - Pack Mods & Snippets.md`.
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## Tutorial: build a surface, flower scatter, and deposit
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Start with the flat generator from `26 - Example - Minimal Dimension.md`. Save the following complete biome as `biomes/tutorial/surface-test.json`, list `tutorial/surface-test` in one region's `landBiomes`, and temporarily set the dimension `focus` to the same key:
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```json
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{
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"name": "Surface Test",
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"derivative": "minecraft:plains",
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"vanillaDerivative": "minecraft:plains",
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"generators": [
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{ "generator": "flat", "min": 16, "max": 16 }
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],
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"layers": [
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{
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"minHeight": 1,
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"maxHeight": 1,
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"palette": [{ "block": "minecraft:grass_block" }]
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},
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{
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"minHeight": 3,
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"maxHeight": 3,
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"palette": [{ "block": "minecraft:dirt" }]
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}
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],
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"decorators": [
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{
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"chance": 0.05,
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"palette": [{ "block": "minecraft:dandelion" }]
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}
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],
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"deposits": [
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{
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"minHeight": 0,
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"maxHeight": 96,
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"minSize": 3,
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"maxSize": 6,
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"minPerChunk": 1,
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"maxPerChunk": 2,
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"palette": [{ "block": "minecraft:coal_ore" }],
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"varience": 2
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}
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]
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}
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```
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1. Validate and open Studio on seed `1337`.
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2. Generate new chunks and inspect a cross-section. Success is one grass block over three dirt blocks, dandelions scattered above valid surfaces, and coal clumps only inside the configured absolute Y band.
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3. If the surface is wrong, remove `decorators` and `deposits` and verify `layers` first. If flowers do not appear, raise `chance` temporarily and confirm `decorate` remains true on the dimension. If deposits do not appear, verify the absolute Y range intersects the generated terrain and keep the code-authoritative spelling `varience`.
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4. Remove dimension focus after the biome works, then tune each subsystem independently using the full tables below.
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## Surfaces and material layers
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### Biome palette layer (`IrisBiomePaletteLayer`)
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@@ -306,13 +356,16 @@ Deepslate remap (`dimensions/overworld.json`):
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}
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```
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## Authoring workflows
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## Tune each surface-detail subsystem
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Start from a focused biome that already produces correct height. Complete and verify each stage before adding the next; this makes a wrong palette, placement filter, or deposit range independently visible.
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### Surface
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1. Define 1–3 `layers` from top soil to subsoil; leave stone to `rockPalette`.
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2. Set `wall` for cliff biomes; set `seaLayers` for oceans.
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3. Use `lockLayers` only for mesa stripes.
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4. Generate fresh Studio chunks and inspect flat ground, slopes, exposed walls, and underwater columns before continuing.
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### Decorators
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@@ -320,6 +373,7 @@ Deepslate remap (`dimensions/overworld.json`):
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2. Use `partOf` for shore/sea/ceiling-only content.
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3. For cactus/bamboo, set `stackMin`/`stackMax` and optional `topPalette`.
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4. Extract repeated decorators into `snippet/decorator/*.json` and reference via pack snippets.
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5. Verify both places where the decorator should appear and nearby places where its filter should reject it.
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### Deposits
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@@ -327,6 +381,7 @@ Deepslate remap (`dimensions/overworld.json`):
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2. Region/biome deposits add local minerals.
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3. Use `depositVariants` for deepslate or mod ore remaps by Y.
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4. Tune `varience` for clump shape diversity; keep sizes moderate for performance.
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5. Inspect multiple Y bands in new chunks. The workflow passes when the surface palette is stable, decorators honor their part/filter rules, and deposits remain inside their configured material and height targets.
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## Practical notes
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