Places the striped terracotta of badlands, with the colour picked by height.
Bandlands() SurfaceRule stripes = If(YAbove(63)) { Bandlands() }Helpers that build a minecraft:material_rule object, one for each of its types. Where a field takes one, write the helper's call; its
name is the type it makes. Click a type to see what it accepts.
Places the striped terracotta of badlands, with the colour picked by height.
Bandlands() SurfaceRule stripes = If(YAbove(63)) { Bandlands() }Places one block. Writing just a block id where a rule is expected does the same thing.
Block(result_state) result_stateBlockState The block, with optional state such as oak_log[axis = y].
SurfaceRule floor = Block(stone)Runs then_run only where if_true passes. Usually written If(condition) { rules }.
Condition(if_true, then_run) if_trueMaterialConditionRef The condition to test.
then_runMaterialRuleRef The rule to run when it passes.
SurfaceRule grass = If(StoneDepth(Floor)) { Block(grass_block) }OreVein(ore_block, raw_ore_block, filler_block, raw_ore_chance, density, richness, filler_gap) ore_blockBlockState raw_ore_blockBlockState filler_blockBlockState raw_ore_chancenumber 0..1 densityDensityFunctionRef richnessDensityFunctionRef filler_gapDensityFunctionRef Tries each rule in order and stops at the first one that places a block. A list [a, b], or several rules in an If { } body, makes the same thing.
Sequence(sequence) sequencelist of MaterialRuleRef The rules, in order.
SurfaceRule top = [
If(StoneDepth(Floor)) { Block(grass_block) },
Block(dirt),
]