IrisPack
The pack for iris
Flags
Flags are for .ifl files
raise <int>
Raises the schematic by X blocks upon placement such as raise 3
sink <int>
Lowers the schematic by X blocks upon placement such as sink 5
replace <find> <replace>,<replace>,<replace>...
Replaces one block type with one or multiple other block types
# 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 <double>
Add additional rarity with world chance. 50% is world chance 0.5 Use this with world radius
world radius <int blocks>
Set a rarity window (radius) for this schematic. Checks rarity once per radius and either allows or denies placement depending on the check
# 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
maxslope <int>
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
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