# IrisPack The pack for iris # Flags Flags are for .ifl files ## `raise ` Raises the schematic by X blocks upon placement such as `raise 3` ## `sink ` Lowers the schematic by X blocks upon placement such as `sink 5` ## `replace ,,...` Replaces one block type with one or multiple other block types ```dockerfile # Replace ALL types of stone with STONE:3 replace STONE STONE:3 # Replace ONLY Stone (normal) with STONE:3 replace STONE:0 STONE:3 # Replace GRASS with random blocks replace GRASS DIRT,DIRT:1,DIRT:2 ``` ## `no snow` Do Not apply snow filter if this object will be placed in a snowy biome (if it already has snow) ## `no lush` Do Not apply lush filter (vines) if this object will be placed in a lush biome (if it's already lush af) ## `no rotation` Do Not create rotation variants of this object (always place in the direction it was saved) ## `world chance ` Add additional rarity with world chance. 50% is `world chance 0.5` Use this with world radius ## `world radius ` Set a rarity window (radius) for this schematic. Checks rarity once per radius and either allows or denies placement depending on the check ```dockerfile # This object will place inside of 256x256 regions 50% of the time world rarity 0.5 world radius 128 ``` ## `gravity` Apply gravity to the base block of every column and pull the higher blocks down to the terrain height. Useful for land patches or walls. **NOT SUITABLE FOR OVERHANGS SUCH AS TREES** > Moderate Performance Impact ## `baseslope ` Helps Objects identify their internal base slope. This specifies the thickness of your object base. If a tree's base is flat, baseslope should be `baseslope 0`. However if your roots extend 3 blocks down, set `baseslope 3` ## `maxslope ` Computes the base of the schematic (ignores overhangs) and tries to apply on the base (say the roots of a tree) If the base requires shifting higher than the slope value, placement fails. **This does not affect how the object looks, it's just a fail condition** Combine this with baseslope such that ```dockerfile # Place a tree with roots on perfectly flat areas only # This tree is perfectly flat on the bottom baseslope 0 # Fail if the slope changes when placing the "bottom" onto the terrain maxslope 0 ``` > **High** Performance Impact ## `hydrophilic` Completley ignores the touching fluid check. This allows objects to be placed on top of water ## `submerged` Treats water as air instead of the height of the terrain. Allows placement UNDER water on the sea-bed surface