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ВЕРСИИ (11)
release
WyWF 1.4.1+26.3
1.4.1+26.315 сент. 2026 г.773Minecraft: 26.3fabric
Что нового
### New
- **26.3 content is searchable.** `dappled forest` /
`пятнистый лес` and `abandoned camp` / `заброшенный лагерь`
work on 26.3, including in the speed-up mode. On older versions
these words are skipped with a log note instead of breaking
the search.
### Changed
- **26.3 port of the Java samplers.** Mojang refactored the density
API in 26.3, so the reusable climate and terrain samplers are
rewritten on the vanilla per-seed calls; the hand-mirrored
internals are deleted and the access widener is empty. Parity
tests prove bit-identical climate sampling and exact heights.
release
WyWF 1.4.1+26.x
1.4.1+26.x15 сент. 2026 г.234Minecraft: 26.1, 26.1.1, 26.1.2, 26.2fabric
Что нового
### New
- **Nether fossils can be found.** `nether fossil` /
`незер-ископаемое` is now a searchable structure, including in the
speed-up mode.
- **Sulfur caves use the speed-up mode.** `near sulfur caves` now runs
through the fast native library instead of the slow fallback path —
before, these searches never touched it.
### Changed
- **Correct world generation for 26.x.** The built-in speed-up library
is rebuilt from the current cubiomes fork, so it computes actual
26.x generation instead of 1.21-era math. In practice this means
sulfur caves and pale-garden placement now match the game. A
300-seed audit against the old library showed zero unexplained
differences — every change is new 26.x content.
- **Quiet logs, opt-in debug.** Normal play logs almost nothing now:
the per-search chatter (query echo, worker lifecycle, progress,
deep-verify verdicts) prints only with `-Dwywf.debug=true`.
Genuine failures still log loudly, with details.
- **Spawn-centered search is ~4× faster.** Each seed costs about 5ms
instead of 22ms: a cheap spawn estimate goes first, the last-resort
land hunt samples one biome grid instead of up to 512 individual
lookups, the game's own sampler almost never fires, and bulk mode
skips a height lookup whose result it threw away anyway.
- **Village variants are ~3× faster.** `plains village`,
`desert village` and friends now check only their own variant
instead of all five — with identical verdicts by construction.
- **Fewer trips into the speed-up library.** Biome checks cross over
once per search area instead of once per sampled point, and
structure viability for a whole area resolves in one call instead
of one call per candidate.
- **No wasted fallback hunt.** When the native finder already returned
a usable spawn point (even over water, where the game itself would
spawn you too), the search takes it instead of running a full
spiral search.
- **The BOTH search center is retired.** It silently preferred ORIGIN
matches and hid SPAWN ones, which confused more than it helped.
Existing BOTH settings automatically become ORIGIN. Per-term search
centers arrive in 2.0.0.
### Fixed
- Searches for flower forests, windswept forests, trail ruins, trial
chambers, mineshafts, warm/lukewarm/cold/frozen oceans, snowy
beaches and stony shores used the wrong internal numbers, so they
silently never matched (or matched the wrong place) when the
speed-up mode was active. All resolve correctly now.
- A forbidden-structure check in the final verification was stricter
than the main search and could reject good candidates.
- **Placements no longer veto each other.** When one placement of a
structure fails its biome check, the remaining placements are still
tried — before, a single failing placement could throw away a good
seed.
- **No more phantom structures near sulfur caves.** On 26.2 the native
library reports witch huts and buried treasures that do not exist in
the game when sulfur reaches the surface (upstream issue). Such
candidates are now vetoed when sulfur is their surface biome;
underground structures and deep sulfur are unaffected. Regression
seeds included.
- The native version slot now follows the running game (26.1 vs 26.2
vs 26.3): one library carries every version, and a newer slot than
the game would invent content that does not exist yet.
### Credits
- Fast native math is cubiomes by
[Cubitect](https://github.com/Cubitect/cubiomes), via the active
fork by [xpple](https://github.com/xpple/cubiomes). The library
ships inside the mod — nothing is ever downloaded at runtime.
Build sources, the build script and SHA-256 hashes are published
with each release for verification.
release
WyWF 1.4.1+1.21.x
1.4.1+1.21.x15 сент. 2026 г.240Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11fabric
Что нового
### New
- **Nether fossils can be found.** `nether fossil` /
`незер-ископаемое` is now a searchable structure, including in the
speed-up mode.
- **Sulfur caves use the speed-up mode.** Where the game version has
them, `near sulfur caves` now runs through the fast native library
instead of the slow fallback path.
### Changed
- **Correct world generation per game version.** The built-in speed-up
library is rebuilt from the current cubiomes fork, and the version
slot now follows the running game (1.21.1 → 1.21.3 → 1.21.4 → 1.21.5
→ 1.21.11), so each version computes its own generation. Content a
version does not have simply never matches — no special cases needed.
- **Spawn-centered search is ~4× faster.** Each seed costs about 5ms
instead of 22ms: a cheap spawn estimate goes first, the last-resort
land hunt samples one biome grid instead of up to 512 individual
lookups, the game's own sampler almost never fires, and bulk mode
skips a height lookup whose result it threw away anyway.
- **Village variants are ~3× faster.** `plains village`,
`desert village` and friends now check only their own variant
instead of all five — with identical verdicts by construction.
- **Fewer trips into the speed-up library.** Biome checks cross over
once per search area instead of once per sampled point, and
structure viability for a whole area resolves in one call instead
of one call per candidate.
- **No wasted fallback hunt.** When the native finder already returned
a usable spawn point (even over water, where the game itself would
spawn you too), the search takes it instead of running a full
spiral search.
- **The BOTH search center is retired.** It silently preferred ORIGIN
matches and hid SPAWN ones, which confused more than it helped.
Existing BOTH settings automatically become ORIGIN. Per-term search
centers arrive in 2.0.0.
- **Credits.** Fast native math is cubiomes by
[Cubitect](https://github.com/Cubitect/cubiomes), via the active
fork by [xpple](https://github.com/xpple/cubiomes). The library
ships inside the mod — nothing is ever downloaded at runtime.
### Fixed
- Searches for flower forests, windswept forests, trail ruins, trial
chambers, mineshafts, warm/lukewarm/cold oceans and other previously
unmapped biomes used the wrong internal numbers, so they silently
never matched (or matched the wrong place) when the speed-up mode
was active. All resolve correctly now.
- A forbidden-structure check in the final verification was stricter
than the main search and could reject good candidates.
- **Placements no longer veto each other.** When one placement of a
structure fails its biome check, the remaining placements are still
tried — before, a single failing placement could throw away a good
seed.
- **No more phantom structures near sulfur caves (26.2).** The native
library reports witch huts and buried treasures that do not exist in
the game when sulfur reaches the surface (upstream issue). Such
candidates are now vetoed when sulfur is their surface biome;
underground structures and deep sulfur are unaffected. On 1.21.x
sulfur does not exist, so the veto rests — the same code and
regression corpus apply to both versions.
- The native version slot now follows the running game: one library
carries every version, and a newer slot than the game would invent
content that does not exist yet.
release
WyWF 1.4.0+1.21.x
1.4.0+1.21.x27 авг. 2026 г.117Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11fabric
Что нового
### New
- **Much faster searches.** The mod now uses a built-in speed-up library
when available. Biome checks become up to ~50× faster. It turns on by
itself, and if the library is missing, the mod quietly keeps working
the old way.
- **Nether structures finally work.** Searching for `nether fortress`
or `bastion` now finds real seeds. Before, these searches almost
always came back empty when the speed-up mode was active.
- **Cave biomes work with "under".** Queries like `under lush caves`
now return results — before this version, they never did.
- **Smarter spawn fallback.** When the game's own spawn finder comes up
empty, the mod now searches around for the nearest sensible spot
(plains, forest, taiga, meadow, sunflower plains) within a few
thousand blocks, instead of just guessing next to the origin.
### Changed
- **Spawn-centered search is more accurate.** Each seed now gets its own
spawn position and terrain height (before, many seeds shared the same
wrong height and an approximate position). When the predicted point
lands in water, nearby dry ground is preferred.
- **Strongholds are placed correctly.** Each seed now gets its own true
ring positions. Before, seeds that differed only in their upper bits
shared one wrong set, giving both false finds and missed finds.
- **Renamed biomes match again.** Looking for snowy plains, windswept
hills, old growth pine taiga, wooded badlands and friends now works
together with the speed-up mode — before, these biomes silently
never matched there.
- **Village phrases work again.** Combinations like `plains village`,
`desert temple`, `snowy village` are recognized as one thing again,
and asking for a nether fortress, bastion or end city by name works.
- **`some` counts honestly.** Asking for `some 2 stronghold`,
`some 2 mansion` and similar now truly requires that many — before,
one instance was enough.
- **Even faster.** Removed hidden disk writing inside the speed-up
library that slowed down every checked seed, and sorted query parts
once per search instead of once per seed.
- **More reliable caching.** An internal mix-up that could rarely swap
two different search results has been eliminated.
- **Calmer logs.** Normal, successful events no longer shout like
warnings; genuine failures now report full details.
- Small cleanup in the settings screen layout.
### Fixed
- Searches centered on the spawn point no longer reject every seed up
front when structures are requested.
- A crash while predicting the spawn point could silently stop a whole
search thread mid-run. It now skips just that one seed.
- Very rare race: clicking "Create World" at exactly the wrong moment
could create a world with the wrong (or zero) seed.
- Rare freezes and corrupted results when many search threads shared
one lookup table.
- Saved search reports no longer scramble when several threads write
them at once.
- The speed-up library's helper objects are properly released after
each search instead of leaking memory.
release
WyWF 1.4.0+26.x
1.4.0+26.x27 авг. 2026 г.106Minecraft: 26.1, 26.1.1, 26.1.2, 26.2fabric
Что нового
### New
- **Much faster searches.** The mod now uses a built-in speed-up library
when available. Biome checks become up to ~50× faster. It turns on by
itself, and if the library is missing, the mod quietly keeps working
the old way.
- **Nether structures finally work.** Searching for `nether fortress`
or `bastion` now finds real seeds. Before, these searches almost
always came back empty when the speed-up mode was active.
- **Cave biomes work with "under".** Queries like `under lush caves`
now return results — before this version, they never did.
- **Smarter spawn fallback.** When the game's own spawn finder comes up
empty, the mod now searches around for the nearest sensible spot
(plains, forest, taiga, meadow, sunflower plains) within a few
thousand blocks, instead of just guessing next to the origin.
### Changed
- **Spawn-centered search is more accurate.** Each seed now gets its own
spawn position and terrain height (before, many seeds shared the same
wrong height and an approximate position). When the predicted point
lands in water, nearby dry ground is preferred.
- **Strongholds are placed correctly.** Each seed now gets its own true
ring positions. Before, seeds that differed only in their upper bits
shared one wrong set, giving both false finds and missed finds.
- **Renamed biomes match again.** Looking for snowy plains, windswept
hills, old growth pine taiga, wooded badlands and friends now works
together with the speed-up mode — before, these biomes silently
never matched there.
- **Village phrases work again.** Combinations like `plains village`,
`desert temple`, `snowy village` are recognized as one thing again,
and asking for a nether fortress, bastion or end city by name works.
- **`some` counts honestly.** Asking for `some 2 stronghold`,
`some 2 mansion` and similar now truly requires that many — before,
one instance was enough.
- **Even faster.** Removed hidden disk writing inside the speed-up
library that slowed down every checked seed, and sorted query parts
once per search instead of once per seed.
- **More reliable caching.** An internal mix-up that could rarely swap
two different search results has been eliminated.
- **Calmer logs.** Normal, successful events no longer shout like
warnings; genuine failures now report full details.
- Small cleanup in the settings screen layout.
### Fixed
- Searches centered on the spawn point no longer reject every seed up
front when structures are requested.
- A crash while predicting the spawn point could silently stop a whole
search thread mid-run. It now skips just that one seed.
- Very rare race: clicking "Create World" at exactly the wrong moment
could create a world with the wrong (or zero) seed.
- Rare freezes and corrupted results when many search threads shared
one lookup table.
- Saved search reports no longer scramble when several threads write
them at once.
- The speed-up library's helper objects are properly released after
each search instead of leaking memory.
release
WyWF 1.3.0+1.21.x
1.3.0+1.21.x25 июл. 2026 г.65Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11fabric
Что нового
# **NEW VERSION**
release
WyWF 1.3.0+26.x
1.3.0+26.x25 июл. 2026 г.74Minecraft: 26.1, 26.1.1, 26.1.2, 26.2fabric
Что нового
### Added
- **`only` modifier** (`only`, `just`, `single`, `только`, `лишь`, `одна`):
accept seeds with exactly one instance of the structure within range.
Example: `only desert pyramid` — exactly one pyramid within ~500 blocks.
- **`between` modifier** (`between`, `mid`, `middle`, `от`, `между`,
`диапазон`): structure must be within a specific distance range.
Examples: `village between 500 to 800`, `500..800 village`,
`деревня от 500 до 800`. Supports separators `..`, `to`, `do`, `до`.
- **`some N` count**: `some` now accepts an explicit count.
Example: `some 4 village` — at least 4 villages within ~320 blocks.
`some village` (no number) defaults to at least 2.
- **Modifier display in search log**: Terms now show modifier details:
`some 4 minecraft:village`, `between 500..800 minecraft:village_plains`.
- **Mod Menu + YACL config screen:** settings are now accessible via Mod Menu
(config button). Uses YACL for a beautiful categorized UI with sliders,
dropdowns, and toggles. Both Mod Menu and YACL are **optional** — the mod
works without them (settings via `config/wywf.json`). Available settings:
query language, thread mode, scan radii, sample step, candidate count,
stop-at-first toggle, sort-by-distance toggle.
- **"Did you mean?" with consonant-skeleton matching:** when the query contains
misspelled words, the mod suggests corrections by matching consonant
skeletons (e.g. "mnsn" → "mansion", "vllg" → "village", "dsert" →
"desert"). Shows ALL corrections at once. Works even when ALL words are
misspelled.
- **ExclusionZone enforcement:** structure placements now respect vanilla
exclusion zones — a structure whose placement is blocked by a nearby structure
from another set is correctly rejected.
- **Spawn block prediction improvement:** spawn block scanning now covers ±2
chunks (32 blocks) around the origin, matching vanilla's spawn search area,
instead of only the origin chunk.
- **Sort candidates by distance:** when ON, the final candidate is chosen by
distance to the nearest structure (closest first), rather than randomly.
Default: OFF. Toggle in Mod Menu → Search.
- **Time limit:** maximum search time before stopping. Default: 30 minutes,
minimum: 5 minutes. When reached, a dialog asks whether to use the best
candidate found, double the limits and search more, or cancel.
- **Max seeds to check:** hard limit on seeds evaluated. Default: 10,000,000,
minimum: 1,000,000. When reached, same dialog as time limit. Both limits
enforce minimums — inputting a lower value snaps to the minimum.
- **Implicit biome for structures:** when a structure has a unique natural
biome and the query doesn't specify one, the biome is auto-added
(mansion → dark_forest, desert_pyramid → desert, swamp_hut → swamp,
ocean_monument → ocean, village_desert → desert, village_plains → plains,
village_taiga → taiga, village_savanna → savanna, village_snowy →
snowy_plains, etc.).
- **Reverse variant mapping:** structure variants (village_desert,
village_plains, etc.) now resolve back to their base structure (village)
for placement checks. Without this, the prefilter couldn't find the
structure in StructureSets and discarded ALL seeds.
### Changed
- **Distance constants tuned:**
- `near`: 200 blocks (was default radius).
- `in`: 64 blocks.
- `far`: 500–1000 blocks (was ~1000–2000).
- `some`: 320 blocks scan radius.
- `only`: 500 blocks scan radius.
- **NEVER prefilter removed.** The structure placement prefilter for `never`
was too aggressive for common structures (villages, etc.) — it mathematically
could never reject within the search radius. Full validation handles `never`
correctly without a prefilter.
- **SOME/ONLY re-scan uses biome-aware `positions()`** (not placement-only).
BETWEEN still uses `positionsPlacementOnly()`.
### Fixed
- **NEVER false positives:** `never plains village` previously accepted seeds
with a village within range. Reverted to `firstPositionPlacementOnly` which
correctly resolves structure variants (e.g. `village_plains` → all village
placements via `minecraft:village` Structure key).
- **SOME re-scan radius:** `structureScanRadiusChunks` for SOME returned the
full `searchRadiusChunks` (40 chunks / 640 blocks) instead of
`chunks(SOME_BLOCKS)` (20 chunks / 320 blocks). Villages at 668+ blocks
were incorrectly shown for `some 4 village`.
- **BETWEEN parsing:** trailing `500 to 800` after a term (like
`village 500 to 800`) was not attached. Now retroactively applied to the
last term at end-of-loop.
- **BETWEEN re-scan display:** positions outside `[betweenMin, betweenMax]`
were shown. Now filtered correctly.
- **`evalBiomeTermDirect` step:** ONLY/BETWEEN biome cases now use
`effectiveStep(quartY)` for correct underground biome sampling.
- **`evalBiomeTermDirect` BETWEEN biome bug:** now uses
`BiomeField.nearestDistanceBlocks(key, betweenMin, betweenMax)` for
correct range matching.
- **`splitBetweenWord` helper:** handles single-word BETWEEN patterns
(`500..800`, `500до800`, `500to800`, `500do800`).
- **Thread safety: structure cache race condition.** `SeedValidator.structureCache`
inner maps were plain `HashMap` shared across multiple search threads — could
cause `ConcurrentModificationException` or corrupted data during concurrent
reads. Changed to `ConcurrentHashMap`.
- **Thread safety: `WorldContext.sampler()` non-volatile lazy init.** Multiple
threads could see a partially-constructed `Climate.Sampler` object. Added
`volatile`.
- **`stopReason` not reset between searches.** If search A finished with a
stop reason (e.g. "time limit reached"), search B's completion handler
would show the wrong reason. Now cleared in `start()`.
- **Duplicate implicit biomes.** `addImplicitBiomes` could add the same biome
multiple times if two structures mapped to the same biome (e.g. "ocean
monument ocean ruins" → two ocean biome terms). Now tracks already-added
biomes.
- **Dangling modifier applied to wrong word.** "near xyz village" — the NEAR
modifier was intended for "xyz" (which was ignored), but was incorrectly
applied to "village". Now modifiers are reset when a word is ignored.
- **All threads named the same.** Worker threads were all named
`"WYWF-Search-{count}"`, making them indistinguishable in thread dumps.
Now uses an `AtomicInteger` counter.
- **Progress counter drift in linear (biome-only) search.** `SearchWorker.runLinear`
did not increment `globalSeedCursor` on error, causing the progress display
to undercount checked seeds. `runSplit` already did this correctly.
- **Duplicate synonym warnings.** Removed duplicate structure entries
(`desert_pyramid`, `jungle_pyramid`, `swamp_hut`, `igloo`, `monument`) that
shared synonyms with generic entries and caused first-wins warnings at
startup. Unique synonyms from removed duplicates were merged into the
generic entries. Village variant entries (`village_plains`, etc.) kept for
compound binding.
- **`woodland` synonym conflict.** Removed "woodland" from mansion synonyms —
it was already claimed by the forest biome entry.
- **MC lang parser warning.** Moved synonym data files from `lang/` to `data/`
(`assets/wywf/data/en_us.json`, `ru_ru.json`) to prevent Minecraft's
resource loader from attempting to parse them as language files (which
expected string values, not arrays). Updated `KeywordDictionary` loader
paths.
- **Empty query handling.** `SeedSearcher.start()` now fires `onFound` with a
`SearchResult(primaryDescription=null)` when all terms are filtered out
(e.g. unsupported biomes/structures for the MC version), instead of silently
never completing — the UI no longer gets stuck on "Preparing...". The null
description routes to `SearchLimitReachedScreen` instead of trying to create
a world with seed 0.
- **Text rendering on MC 26.x.** `GuiGraphicsExtractor.text()` and
`centeredText()` check `ARGB.alpha(color) == 0` and skip the draw. All UI
text colors now use `0xFFFFFFFF` (with alpha byte) instead of `0xFFFFFF`,
which was silently dropped.
release
WyWF 1.2.0+26.1
1.2.0+26.119 июл. 2026 г.19Minecraft: 26.1, 26.1.1, 26.1.2, 26.2fabric
Что нового
### Added
- **Externalized all query synonyms to lang files** (`assets/wywf/lang/en_us.json`,
`ru_ru.json`). Modifiers, spawn triggers, biomes, structures, objects and spawn
blocks are now data-driven and no longer hardcoded in `QueryParser` /
`VanillaStructureChecker`. AUTO merges EN + RU (`queryLanguage` EN / RU / AUTO).
- **New spawn blocks** for `spawn on …` / `на …`: `clay`, `terracotta`,
`red_sand`, `netherrack`, `soul_sand`, `basalt`, `blackstone`, `end_stone`,
`obsidian`, `ice`, `packed_ice`, `cobblestone`, `moss`, `rooted_dirt`
(RU synonyms included).
- **Compound biome+structure terms** resolve to the specific structure variant:
`plains village` → `village_plains`, `desert temple` → `desert_pyramid`,
`jungle temple` → `jungle_pyramid`, `snowy village` → `village_snowy`, etc.
RU phrases supported (`равнинная деревня`, …).
- **Query validation / ignored words:** unknown words are no longer silently dropped —
they are collected and logged (WARN) so the player knows part of the query was
not understood.
- **Config persistence:** `SearchConfig` (incl. `queryLanguage`) is saved to
`~/.minecraft/config/wywf.json` and reloaded on the Create-World screen.
- **Query language is now a mod-level setting (Mod Menu), not a per-search
button.** The in-search `Language:` button was removed. Only **EN** is
selectable in 1.2.0 — **RU and AUTO are NOT available yet** (the `ru_ru.json`
lexicon exists but is not wired to a UI control); the default and fallback is
EN. RU/AUTO will be exposed in a later release.
- **Search-result reporting:** each found seed now lists the matched structures
and biomes (coordinates stay DEEP v1) plus the reason the search stopped
(`collected N candidates`, `search complete`, …).
- **Unknown-word feedback:** if part of the query was not recognized, the search
screen prints `Unknown words ignored: …` so the player knows what was dropped.
### Changed
- `KeywordDictionary` now loads from lang JSON; `VanillaStructureChecker.EXPANSIONS`
moved to `wywf.variant.*` lang entries; hardcoded `buildModifiers()` /
`buildSpawnTriggers()` removed from `QueryParser`.
- **Structure presence cache:** `SeedValidator` caches per-(seed, structure,
radius) placement results so a revisited seed does not recompute `firstPosition`
(internal optimization; no player-visible behaviour change).
release
WyWF 1.1.1+26.1
1.1.1+26.116 июл. 2026 г.12Minecraft: 26.1, 26.1.1, 26.1.2, 26.2fabric
Что нового
### Fixed
- **Structure search parity (all placement types):** rewrote
`VanillaStructureChecker` to no longer rely on
`ChunkGeneratorStructureState.isStructureChunk(state, …)`, which both failed
to compile and threw `UnsupportedOperationException` at construction (offline /
test `RegistryAccess` lacks the datapack `has_structure` biome tags). It now
re-implements the placement check standalone:
- `RandomSpreadStructurePlacement` via its public
`getPotentialStructureChunk(seed, x, z)` (covers mineshaft, villages,
temples, monuments, bastions, fortresses, end cities, ruined portals, …).
- `ConcentricRingsStructurePlacement` via recomputed ring positions
(`BiomeSource.findBiomeHorizontal`, cached per `(placement, seed)`,
with an "any biome" fallback when the preferred-biome tag is unbound).
- `FrequencyReduction` is now honored through the public
`applyAdditionalChunkRestrictions`.
- Per-structure biome gate now calls
`VanillaBiomeChecker.quartYForSurfaceMatches`, unifying surface/cave quart-Y
with the biome checker.
- **`WorldContext` build API:** removed the broken `structureState` field and
unused holders; now carries `HolderLookup.Provider` + `noiseSettingsKey`.
- **`MinecraftWorldContextFactory`:** updated to construct `WorldContext` with
the registry provider + noise-settings key.
### Known feature
- `ExclusionZone` interactions between structure sets are not yet enforced
(accessor is `protected`; no vanilla structure of interest uses one).
release
WyWF 1.1.0
1.1.0+26.113 июл. 2026 г.21Minecraft: 26.1, 26.1.1, 26.1.2, 26.2fabric
Что нового
### Added
- **Search by spawn block** — find seeds by the block you stand on at the origin:
`spawn on sand`, `on the stone block`, `на блоке песок`, or `any solid`
(predicted from the origin biome via `SpawnBlockPredictor`; approximate).
- **`ruined_portal_nether`** is now included in portal search.
- **`sulfur_caves`** is now searchable (only with the `near` modifier).
- **Adaptive candidate count** — for slow queries the required candidate target
ramps down from `8` to `3` after `10 s` (`SearchConfig` + `SearchWorker` +
`SeedSearcher` monitor). New `stopAtFirstCandidate` option stops at the first
match for the fastest possible result.
- **Faster biome search**:
- `near` uses an early-exit presence check instead of scanning the whole grid.
- The sampled biome grid is cached per seed and reused across all biome terms
(`BiomeField`), so a multi-biome query pays the sampling cost once.
- Query terms are reordered so cheap checks (structures, spawn, positive biome
terms) run before expensive ones (`far` / `never`).
### Changed
- **Removed the `ON` modifier** (merged into `in`, ~64 blocks). `on` / `на` now
belongs to spawn-block search when followed by a block name.
- Removed the unused spawn-offset code in `PendingWorldCreation`.
### Metadata
- `fabric.mod.json` now lists `issues` and `homepage` (CurseForge) contact links.
release
WyWF 1.0.0
1.0.0+26.112 июл. 2026 г.12Minecraft: 26.1, 26.1.1, 26.1.2, 26.2fabric
Что нового
## How it works
Type a description into the Seed field, for example:
```
village near warm ocean
деревня возле теплого океана
mansion dark forest
desert temple in desert
near deep dark
```
When you press **Create New World**, the mod parses the text and, if it contains
recognized keywords, opens a search screen. It scans seeds (around the origin),
locates structures from placement math and samples biomes with a fast,
vanilla-exact climate sampler. When a seed matches, the world is created with it.
Keywords are recognized in **Russian and English**, with many synonyms.
## Modifiers
| Modifier (EN / RU) | Meaning |
|-----------------------------------|----------------------------------|
| *(none)* | present within the default radius|
| `near` / рядом, возле… | within ~200 blocks |
| `in`, `on` / в, на… | within ~64 blocks |
| `far` / далеко, вдали… | far away (~1000–2000 blocks) |
| `some` / несколько, много… | several structures nearby |
| `under` / под, снизу | the surface biome at that spot |
| `no`, `not`, `without` / нет, не | must NOT be present |
## What works
- **Biomes**: surface biomes (ocean, desert, forest, …) and cave biomes
(`deep dark`, `lush caves`, `dripstone caves`).
- **Structures**: village, mansion, temples, monument, shipwreck, outpost,
igloo, mineshaft, ocean ruins, buried treasure, trail ruins, ancient city,
trial chambers, ruined portal, and more.