Core Properties
List of objects to placeConstraints: Minimum 1 item
The chance for this to place in a chunk. If you need multiple per chunk, set this to 1 and use density.Constraints: 0-1
If the chance check passes, place this many in a single chunkConstraints: Minimum 1
If the chance check passes, and you specify this, it picks a number in the range based on noise, and ‘density’ is ignored.
Placement Mode
The placement mode. Options include:
CENTER_HEIGHT: Place based on center heightCENTER_HEIGHT_RIGID: Rigid center height placementFAST_MAX_HEIGHT: Fast max height placementPAINT: Paint mode for surface placement
If set to true, objects will place on the terrain height, ignoring the water surface.
If set to true, objects will place on the fluid height level. Such as boats.
If set to true, this object will get placed from the bottom of the world up
If set to true, this object will place from the ground up instead of height checks when not y locked to the surface. This is not compatible with X and Z axis rotations (it may look off)
If set to true, objects will place in carvings (such as underground) or under an overhang.Options:
SURFACE_ONLY, CARVING_ONLY, BOTHIf this is defined, this object won’t place on the terrain heightmap, but instead on this virtual heightmap
Rotation & Translation
Rotate this objects placement
Set to true to add the rotation of the direction of the slope of the terrain (wherever the slope is going down) to the y-axis rotation of the object. Rounded to 90 degrees. Adds the min rotation of the y axis as well (to still allow you to rotate objects nicely). Discards max and interval on yaxis
Translate this object’s placement
If the place mode is set to CENTER_HEIGHT_RIGID and you have an X/Z translation, Turning on translate center will also translate the center height check.
Scale Objects
Placement Conditions
Limit the max height or min height of placement.
The slope at which this object can be placed. Range from 0 to 10 by default. Calculated from a 3-block radius from the center of the object placement.
Terrain Modification
If set to true, air will be placed before the schematic places.
When bore is enabled, expand max-y of the cuboid it removesConstraints: 0-64
When bore is enabled, lower min-y of the cuboid it removesConstraints: -1 to 64
If set to true, Iris will try to fill the insides of ‘rooms’ and ‘pockets’ where air should fit based off of raytrace checks. This prevents a village house placing in an area where a tree already exists, and instead replaces the parts of the tree where the interior of the structure is. This operation does not affect warmed-up generation speed however it does slow down loading objects.
If set to true, this object will only place parts of itself where blocks already exist. Warning: Melding is very performance intensive!
If set to true, Blocks placed underwater that could be waterlogged are waterlogged.
Warping & Effects
Use a generator to warp the field of coordinates. Using simplex for example would make a square placement warp like a flag
The maximum layer level of a snow filter overtop of this placement. Set to 0 to disable. Max of 1.Constraints: 0-1
Editing & Replacement
Find and replace blocks
Add markers to blocks in this object
Stilting
When stilting is enabled, this object will define various properties related to it.
Loot Tables
The loot tables to apply to these objects
The vanilla loot tables to apply to these objects
Whether the given loot tables override any and all other loot tables available in the dimension, region or biome.
Trees
This object / these objects override the following trees when they grow…
Collision Control
List of objects this object is allowed to collide with
List of objects this object is forbidden to collide with
Ignore any placement restrictions for this object
Misc
Whether or not this object can be targeted by a dolphin.
JSON Example
Usage Notes
Placement Density
For sparse placement (like villages), use lowchance values:
chance with higher density:
Smart Bore
UsesmartBore for structures that need clean interiors: