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Object placements wire a saved object (`objects/<key>.iob`) into biome or region JSON so the generator stamps it. Creating objects is `19 - Objects.md`; multi-piece assemblies are `21 - Jigsaw Structures.md`.
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## Tutorial: place one object before tuning a library
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Prerequisites: a saved object such as `objects/tutorial/lookout.iob`, a biome or region used by the target dimension, and a Studio or disposable test world. Merge this complete `objects` fragment into one focused biome for the first test; keep the resource's other fields:
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```json
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{
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"objects": [
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{
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"place": ["tutorial/lookout"],
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"chance": 1,
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"density": 1,
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"mode": "CENTER_HEIGHT",
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"rotation": { "enabled": false }
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}
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]
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}
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```
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1. Paste the saved object directly with `/iris object paste tutorial/lookout` and verify its geometry and origin first.
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2. Add the fragment above and run `/iris pack validate pack=<pack>` on Bukkit or `/iris pack validate <pack>` on a modded loader.
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3. Open or hotload Studio and generate fresh chunks whose center uses the edited biome. Confirm the object appears in the intended surface scope.
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4. Run `/iris find object tutorial/lookout`, or obtain `/iris object dust` and right-click a placed block. Confirm Iris reports the expected object key.
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5. Select the terrain mode that solves the observed problem: `PAINT` for ground-hugging clutter, a stilt mode for support, `CEILING_HANG` for roofs, or a vacuum mode for flattened foundations.
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6. Test negative cases: slopes, water, cave openings, and neighboring biomes where the object should not place.
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7. Reduce chance/density to production values, validate again, and generate another fresh area.
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The placement passes when direct paste and natural generation agree on orientation, the terrain interaction is stable, and the object remains absent outside its configured scope. Existing chunks are not a valid iteration target.
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If validation cannot resolve the object, compare its key with the path under `objects/`. If no placement appears, check the chunk-center biome first, then water, slope, surface-support, height, collision, and carving gates. If a non-Studio world still uses the old placement, update its pack snapshot and restart as described in `18 - Structures Overview.md`.
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## 1. Where placements go
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`objects[]` exists on exactly two resource types:
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