What is an Object?
An Iris Object is a saved structure stored in the.iob (Iris Object Binary) format. Objects contain:
- Block data (what blocks and where)
- Tile entity data (chests, signs, spawners)
- Rotation and scaling options
- Placement rules
Creating Objects
Object Placement Configuration
Objects are placed viaIrisObjectPlacement configurations in biomes and regions.
Basic Placement
| Field | Type | Default | Description |
|---|---|---|---|
place | String[] | - | List of object file names (required) |
chance | Double | 0.1 | Probability of placement attempt (0-1) |
density | Integer | 1 | Attempts per successful chance roll |
Placement Modes
Mode determines how Y-coordinate is calculated:| Mode | Behavior |
|---|---|
PAINT | Places on surface (follows terrain) |
MAX_HEIGHT | Places at highest point within object bounds |
FAST_MAX_HEIGHT | Faster MAX_HEIGHT using sampling |
MIN_HEIGHT | Places at lowest point within bounds |
FAST_MIN_HEIGHT | Faster MIN_HEIGHT using sampling |
CENTER_HEIGHT | Places at center coordinate height |
STILT | Like MAX_HEIGHT but adds support pillars |
FAST_STILT | Faster STILT mode |
MIN_STILT | Like MIN_HEIGHT with stilts |
FAST_MIN_STILT | Faster MIN_STILT |
CENTER_STILT | Like CENTER_HEIGHT with stilts |
Rotation
Translation (Offset)
x,y,z: Fixed offset in blocksyRandom: Random Y offset range
Scaling
Warping
Add organic distortion:Advanced Placement
Smart Bore
Fills hollow objects to prevent x-ray:Boring (Clear Space)
Clears area before placing:Melding
Only replaces solid blocks:Slope Conditions
Height Clamping
Underwater & Water Options
underwater: Only place below waterwaterloggable: Auto-waterlog waterloggable blocksonwater: Place on water surface
Carving Support
SURFACE_ONLY: Only surface placementCARVE_ONLY: Only in carved areas (caves)BOTH: Surface and carved areas
Snow Coverage
Block Replacement
Replace blocks in the object:find: Blocks to findreplace: What to replace withchance: Probability of replacementexact: Match block states exactly
Markers
Place additional content at marked locations:Collision Control
Prevent/allow overlapping objects:Heightmap Placement
Place based on image heightmap:Limits
Control max placements per area:Force Placement
Ignore placement checks:Object File Management
File Locations
Objects are stored in:Naming Convention
- Use lowercase with hyphens:
oak-tree.iob - Be descriptive:
small-pine-tree.iob,large-boulder.iob - Version if needed:
house-v2.iob
Studio Commands
Example Configurations
Simple Tree
Floating Island
House with Foundation
Boulder Field
Underwater Ruin
Cliff-Side Structure
Rare Dungeon
Tips & Best Practices
Performance
- Use
FAST_modes for large objects - Limit very large objects to low chance/density
- Use
limitto prevent clustering - Prefer smaller, varied objects over few massive ones
Aesthetics
- Add rotation for natural variety
- Use multiple similar objects in
placearray - Apply
editrules for weathering/variation - Match object style to biome theme
Placement
- Test with
/iris object <object-name>command - Use
focusin dimension to isolate testing - Check slopes with debug tools
- Verify underwater/underground placement
Organization
- Group related objects in subfolders
- Use consistent naming schemes
- Document complex placement configs
- Version control your objects
FAQ
FAQ
Why isn't my object placing?
Why isn't my object placing?
Check:
chanceis high enough (try 1.0 for testing)densityis at least 1- Object file exists in objects folder
- Placement mode is appropriate for terrain
- No conflicting
clamp,slope, or collision rules
What's the difference between bore and smartBore?
What's the difference between bore and smartBore?
bore clears the entire object volume before placing. smartBore fills hollow interiors with void air to prevent x-ray vision.Can objects span multiple chunks?
Can objects span multiple chunks?
Yes! Large objects can be any size. However, extremely large objects may impact performance.
How do I make trees that vary in size?
How do I make trees that vary in size?
Use
scale with random multipliers, or create multiple tree objects at different scales and place them together.What's the best mode for houses?
What's the best mode for houses?
Use
STILT modes to ensure buildings have proper foundations and don’t float or sink into terrain.Next Steps
- Learn about Decorators for small surface details
- Configure Loot Tables for treasure chests
- Set up Entity Spawners at markers