9
0
mirror of https://github.com/IrisDimensions/earthworld.git synced 2025-12-29 11:49:07 +00:00
Files
Iris-Pack-EarthWorld/README.md
2020-01-26 15:20:32 -05:00

81 lines
2.5 KiB
Markdown

# 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
```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 <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
```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 <int>`
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 <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**
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