πŸ”— Conditions System

The conditions system allows you to combine multiple requirements with any trigger. This makes it possible to create complex advancements like "Eat food WHILE falling in the Nether at night with low h


How Conditions Work

Conditions are checked when a trigger fires. If any condition is not met, the progress is not counted. All conditions are AND combined, meaning all must be true at the same time.


Location Conditions

Location conditions restrict where the player must be when performing the action.

trigger:
  type: BLOCK_BREAK
  amount: 50
  location:
    # Option 1: Point + Radius (sphere)
    world: "world"
    x: 100.0
    y: 64.0
    z: 200.0
    radius: 50.0

    # Option 2: Region (box)
    min-x: 0
    min-y: 0
    min-z: 0
    max-x: 100
    max-y: 256
    max-z: 100

    # Option 3: Height range only
    min-height: -64
    max-height: 0

Location Fields

Field
Description

world

World name

x, y, z

Center point coordinates

radius

Radius around center point

min-x, min-y, min-z

Minimum corner of region box

max-x, max-y, max-z

Maximum corner of region box

min-height

Minimum Y height

max-height

Maximum Y height


State Conditions

State conditions check the player's current state when the trigger fires.

Boolean State Conditions

Field
Description

falling

Player is falling (not on ground, positive fall distance)

sprinting

Player is sprinting

sneaking

Player is sneaking/crouching

swimming

Player is swimming

flying

Player is flying (creative/spectator)

gliding

Player is gliding with elytra

climbing

Player is climbing (ladder/vine)

on-ground

Player is on the ground

in-water

Player is in water

in-lava

Player is in lava

in-rain

Player is in rain

burning

Player is on fire

riding

Player is riding an entity

sleeping

Player is sleeping

Numeric State Conditions

Field
Description

min-health

Minimum health (in HP, 20 = full)

max-health

Maximum health (in HP)

min-food

Minimum food level (0 to 20)

max-food

Maximum food level

min-level

Minimum experience level

max-level

Maximum experience level

Equipment Conditions

Field
Description

main-hand

Material the player must hold in main hand

off-hand

Material the player must hold in off hand

helmet

Material the player must wear as helmet

chestplate

Material the player must wear as chestplate

leggings

Material the player must wear as leggings

boots

Material the player must wear as boots

Time Conditions

Field
Description

min-time

Minimum world time (0 to 24000)

max-time

Maximum world time

daytime

true = daytime (0 to 12000), false = nighttime


World Conditions

World conditions restrict the world environment.

World Condition Fields

Field
Description

dimension

Required dimension: NORMAL, NETHER, THE_END

biome

Required biome (single biome name)

biomes

List of allowed biomes (any one must match)

storm

true = must be storming

thunder

true = must be thundering

clear

true = must be clear weather

world-name

Specific world name


Combining Everything

You can combine ALL condition types together:

This advancement requires the player to:

  1. Eat a golden apple

  2. While falling

  3. With less than 3 hearts (6 HP)

  4. Wearing an elytra

  5. In the Nether

  6. During a thunderstorm

  7. Above Y=100


Example Advancements with Conditions

Underwater Picnic

Full Diamond Builder

Deep Mining


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