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Brian Neumann-Fopiano
2026-08-10 15:47:26 -04:00
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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`.
## Tutorial: place one object before tuning a library
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:
```json
{
"objects": [
{
"place": ["tutorial/lookout"],
"chance": 1,
"density": 1,
"mode": "CENTER_HEIGHT",
"rotation": { "enabled": false }
}
]
}
```
1. Paste the saved object directly with `/iris object paste tutorial/lookout` and verify its geometry and origin first.
2. Add the fragment above and run `/iris pack validate pack=<pack>` on Bukkit or `/iris pack validate <pack>` on a modded loader.
3. Open or hotload Studio and generate fresh chunks whose center uses the edited biome. Confirm the object appears in the intended surface scope.
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.
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.
6. Test negative cases: slopes, water, cave openings, and neighboring biomes where the object should not place.
7. Reduce chance/density to production values, validate again, and generate another fresh area.
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.
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`.
## 1. Where placements go
`objects[]` exists on exactly two resource types: