setblock ~ ~-1 ~ sand
# Inner Ring (Close to the seed)
execute if predicate kiwi2:chance_random_80 run setblock ~1 ~-1 ~0 sand
execute if predicate kiwi2:chance_random_80 run setblock ~-1 ~-1 ~0 sand
execute if predicate kiwi2:chance_random_80 run setblock ~0 ~-1 ~1 sand
execute if predicate kiwi2:chance_random_80 run setblock ~0 ~-1 ~-1 sand

# Middle Ring (The "Jitter" layer)
execute if predicate kiwi2:chance_random_80 run setblock ~2 ~-1 ~1 sand
execute if predicate kiwi2:chance_random_80 run setblock ~-2 ~-1 ~-1 sand
execute if predicate kiwi2:chance_random_80 run setblock ~1 ~-1 ~2 sand
execute if predicate kiwi2:chance_random_80 run setblock ~-1 ~-1 ~-2 sand
execute if predicate kiwi2:chance_random_80 run setblock ~2 ~-1 ~-2 sand
execute if predicate kiwi2:chance_random_80 run setblock ~-2 ~-1 ~2 sand

# Outer "Stragglers" (Sparse grass at the edges)
execute if predicate kiwi2:chance_random_80 run setblock ~3 ~-1 ~0 sand
execute if predicate kiwi2:chance_random_80 run setblock ~-3 ~-1 ~1 sand
execute if predicate kiwi2:chance_random_80 run setblock ~0 ~-1 ~3 sand
execute if predicate kiwi2:chance_random_80 run setblock ~1 ~-1 ~-3 sand
execute if predicate kiwi2:chance_random_80 run setblock ~2 ~-1 ~3 sand
execute if predicate kiwi2:chance_random_80 run setblock ~-2 ~-1 ~-3 sand

# Diagonal Corners
execute if predicate kiwi2:chance_random_80 run setblock ~2 ~-1 ~2 sand
execute if predicate kiwi2:chance_random_80 run setblock ~-2 ~-1 ~-2 sand
execute if predicate kiwi2:chance_random_80 run setblock ~3 ~-1 ~3 sand
execute if predicate kiwi2:chance_random_80 run setblock ~-3 ~-1 ~-3 sand

# Lush Moss Core
execute if predicate kiwi2:chance_random_50 run setblock ~1 ~-1 ~1 sand
execute if predicate kiwi2:chance_random_50 run setblock ~-1 ~-1 ~-1 sand
execute if predicate kiwi2:chance_random_50 run setblock ~2 ~-1 ~0 sand
execute if predicate kiwi2:chance_random_50 run setblock ~0 ~-1 ~-2 sand
execute if predicate kiwi2:chance_random_50 run setblock ~-1 ~-1 ~1 sand
execute if predicate kiwi2:chance_random_50 run setblock ~1 ~-1 ~-1 sand
execute if predicate kiwi2:chance_random_50 run setblock ~2 ~-1 ~1 sand
execute if predicate kiwi2:chance_random_50 run setblock ~1 ~-1 ~-2 sand

# Mossy Carpets (Vertical detail)
execute if predicate kiwi2:chance_random_30 run setblock ~1 ~ ~1 red_sand
execute if predicate kiwi2:chance_random_30 run setblock ~-1 ~ ~-1 red_sand

# Under-tree "Debris"
execute if predicate kiwi2:chance_random_50 run setblock ~0 ~-1 ~0 red_sand
execute if predicate kiwi2:chance_random_50 run setblock ~1 ~-1 ~-1 red_sand
execute if predicate kiwi2:chance_random_30 run setblock ~-1 ~-1 ~2 red_sand

# Rough Soil (Coarse Dirt)
execute if predicate kiwi2:chance_random_30 run setblock ~2 ~-1 ~2 red_sand
execute if predicate kiwi2:chance_random_30 run setblock ~-2 ~-1 ~-2 red_sand

## --- THE PEAK (0,0) ---
## High chance + Multi-stack = Guaranteed 4-block high pillar
execute if predicate kiwi2:chance_random_70 run summon falling_block ~ ~4 ~ {BlockState:{Name:"sand"},Time:1}
execute if predicate kiwi2:chance_random_70 run summon falling_block ~ ~5 ~ {BlockState:{Name:"sand"},Time:1}
execute if predicate kiwi2:chance_random_70 run summon falling_block ~ ~6 ~ {BlockState:{Name:"sand"},Time:1}
execute if predicate kiwi2:chance_random_20 run summon falling_block ~ ~7 ~ {BlockState:{Name:"sand"},Time:1}

## --- THE INNER SUPPORT (Radius 1) ---
## We use a high chance here too, but only stack 2 high.
## This creates a "shoulder" for the peak.
execute if predicate kiwi2:chance_random_70 run summon falling_block ~1 ~4 ~ {BlockState:{Name:"sand"},Time:1}
execute if predicate kiwi2:chance_random_70 run summon falling_block ~1 ~5 ~ {BlockState:{Name:"sand"},Time:1}

execute if predicate kiwi2:chance_random_30 run summon falling_block ~-1 ~4 ~ {BlockState:{Name:"sand"},Time:1}
execute if predicate kiwi2:chance_random_70 run summon falling_block ~-1 ~5 ~ {BlockState:{Name:"sand"},Time:1}

execute if predicate kiwi2:chance_random_70 run summon falling_block ~ ~4 ~1 {BlockState:{Name:"sand"},Time:1}
execute if predicate kiwi2:chance_random_70 run summon falling_block ~ ~5 ~1 {BlockState:{Name:"sand"},Time:1}

execute if predicate kiwi2:chance_random_70 run summon falling_block ~ ~4 ~-1 {BlockState:{Name:"sand"},Time:1}
execute if predicate kiwi2:chance_random_70 run summon falling_block ~ ~5 ~-1 {BlockState:{Name:"sand"},Time:1}

## --- THE "SPILL" (Radius 2 Diagonals) ---
## Back to 30% and only 1 block high. These will be very sparse.
execute if predicate kiwi2:chance_random_30 run summon falling_block ~1 ~4 ~1 {BlockState:{Name:"sand"},Time:1}
execute if predicate kiwi2:chance_random_30 run summon falling_block ~-1 ~4 ~1 {BlockState:{Name:"sand"},Time:1}
execute if predicate kiwi2:chance_random_30 run summon falling_block ~1 ~4 ~-1 {BlockState:{Name:"sand"},Time:1}
execute if predicate kiwi2:chance_random_30 run summon falling_block ~-1 ~4 ~-1 {BlockState:{Name:"sand"},Time:1}

## --- THE FRINGE (Radius 2 Straight) ---
## Only a 10-30% chance. These just break up the squareness of the base.
execute if predicate kiwi2:chance_random_30 run summon falling_block ~2 ~4 ~ {BlockState:{Name:"sand"},Time:1}
execute if predicate kiwi2:chance_random_30 run summon falling_block ~-2 ~4 ~ {BlockState:{Name:"sand"},Time:1}
execute if predicate kiwi2:chance_random_30 run summon falling_block ~ ~4 ~2 {BlockState:{Name:"sand"},Time:1}
execute if predicate kiwi2:chance_random_30 run summon falling_block ~ ~4 ~-2 {BlockState:{Name:"sand"},Time:1}

execute if predicate kiwi2:chance_random_10 run place feature azalea_tree ~ ~ ~
tag @s add desert_platform_marker_placed