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81 lines
2.5 KiB
Markdown
81 lines
2.5 KiB
Markdown
# IrisPack
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The pack for iris
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# Flags
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Flags are for .ifl files
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## `raise <int>`
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Raises the schematic by X blocks upon placement such as `raise 3`
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## `sink <int>`
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Lowers the schematic by X blocks upon placement such as `sink 5`
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## `replace <find> <replace>,<replace>,<replace>...`
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Replaces one block type with one or multiple other block types
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```dockerfile
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# Replace ALL types of stone with STONE:3
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replace STONE STONE:3
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# Replace ONLY Stone (normal) with STONE:3
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replace STONE:0 STONE:3
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# Replace GRASS with random blocks
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replace GRASS DIRT,DIRT:1,DIRT:2
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```
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## `no snow`
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Do Not apply snow filter if this object will be placed in a snowy biome (if it already has snow)
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## `no lush`
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Do Not apply lush filter (vines) if this object will be placed in a lush biome (if it's already lush af)
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## `no rotation`
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Do Not create rotation variants of this object (always place in the direction it was saved)
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## `world chance <double>`
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Add additional rarity with world chance. 50% is `world chance 0.5` Use this with world radius
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## `world radius <int blocks>`
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Set a rarity window (radius) for this schematic. Checks rarity once per radius and either allows or denies placement depending on the check
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```dockerfile
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# This object will place inside of 256x256 regions 50% of the time
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world rarity 0.5
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world radius 128
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```
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## `gravity`
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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**
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> Moderate Performance Impact
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## `baseslope <int>`
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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`
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## `maxslope <int>`
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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**
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Combine this with baseslope such that
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```dockerfile
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# Place a tree with roots on perfectly flat areas only
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# This tree is perfectly flat on the bottom
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baseslope 0
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# Fail if the slope changes when placing the "bottom" onto the terrain
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maxslope 0
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```
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> **High** Performance Impact
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## `hydrophilic`
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Completley ignores the touching fluid check. This allows objects to be placed on top of water
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## `submerged`
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Treats water as air instead of the height of the terrain. Allows placement UNDER water on the sea-bed surface
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