Перейти к содержимому
Mineforgian

Where Winds Blow

Interactive & swaying foliage, new grass types, & other effects!

Загрузки
1K
Подписчики
66
Обновлён
18 августа 2026 г.
Лицензия
All-Rights-Reserved

Опубликован 7 мая 2026 г.

Where Winds Blow, I'd go with you.

Grass swaying in the wind

Available for NeoForge
Available on GitHub Available on Modrinth Available on CurseForge

Where Winds Blow adds a visible, weather-driven wind system and denser Vanilla+ foliage. Wind changes with the biome, weather, altitude, and nearby shelter, then drives atmospheric effects across the world without pushing entities or replacing vanilla terrain.

Client-only friendly: Install it on the client for visual wind and weather effects without requiring a server-side installation. For multiplayer with WWB blocks and world generation, install it on the server and connecting clients.

features

Interactive foliage

What It Adds

Feature What it does
Dynamic wind Creates smooth direction changes, gust fronts, calm lulls, and turbulence shaped by the biome, weather, altitude, and surrounding terrain
Responsive foliage Makes grass, crops, flowers, and leaves sway; nearby movement, projectiles, lightning, and explosions can disturb plants locally
Visible air movement Sends pale wind streaks and biome-tinted drifting leaves through the world, following the wind and reacting to terrain
Atmospheric weather Slants rain with the wind and gives snow drifting, fluttering movement as weather strength changes
Reactive world details Bends campfire smoke into wind-shaped plumes and moves banners, hanging signs, lanterns, and chains with the same wind
Vanilla+ world generation Adds flat, dry, dead, overgrown, and wild-wheat grass variants to create denser biome coverage and softer transitions
Customization Provides an in-game visual config plus datapack control over grass placement and biome-specific wind profiles

compatibility

Custom rain effects & weather based wind changes

Compatibility

  • The standard renderer and Sodium support the complete feature set.
  • Iris has full support while no shader pack is active.
  • With an Iris shader pack active, weather, streaks, leaves, smoke, banners, signs, world generation, and local plant interaction remain available. Foliage sway, wind sheen, and lantern/chain sway are disabled to avoid terrain-shader conflicts.

Where Winds Blow is incompatible with Chunks Fade In because both mods alter terrain shader rendering.

See the datapack guide for more information.

credits & license

Swinging hanging sign & lantern

Modpacks

You may use this mod in modpacks, videos, servers, and other projects. A link back to the Modrinth page is appreciated.

Credits

Created by me :D

License

All Rights Reserved.

Feel free to use this mod in modpacks, videos, etc. Just provide a link back to this page if possible :)

Please don't port this mod without express permission from me.

For any general queries/unlisted questions, DM me on Twitter (@prodbyjvn) / Discord (ijvn).

Warning: this mod ONLY exists on Modrinth & CurseForge as of June 2026. Any sites hosting this mod outside of Modrinth/CurseForge are not official releases.

Ченджлог

2.1.0Релиз1.21.1 · 18 августа 2026 г.

Added

  • Direct support for Acedium Sodiumized 0.4.1 when its NVIDIA terrain renderer is active.
  • A Terrain Renderer Backend compatibility setting with Automatic, Sodium, and Acedium / Nvidium choices. Changing the renderer integration settings now rebuilds responsive foliage immediately.
  • Convention-based biome world-generation profiles using NeoForge c: tags, allowing suitably tagged modded plains, forests, jungles, savannas, taigas, swamps, rivers, deserts, and badlands to inherit built-in grass placement.
  • A dedicated has_tall_grass_fields profile for plains and meadows, with tall-grass passes at 25% of normal frequency.
  • Field-specific overgrown grass in plains and meadows at 12.5% of normal frequency.
  • Light short-grass scatter placement using the no-leaves heightmap, improving coverage beneath trees and across uneven terrain.
  • A bounded grass_cover world-generation feature for dense, medium, and sparse short grass. It evaluates each chunk column once, adds coherent noise variation, honors configured density passes, and caps total coverage at 88%.
  • Bonemeal progression for grass variants: flat grass grows into vanilla short grass, while a complete two-block tall-grass plant grows into a three-block overgrown-grass column when space permits.
  • Responsive-foliage composition with Continuity model wrappers, preserving connected and emissive rendering while applying wind and interaction behavior to the underlying foliage model.
  • Snow! Real Magic compatibility for snow-covered plants and leaves, including contained-block profile detection, column sway, local interaction, preserved vertex marker alpha, and snow top surfaces that move with supporting leaves.
  • Block-update and chunk-unload invalidation hooks shared by lantern and snowfall caches, keeping cached render data synchronized with world changes.

Changed

  • Dynamic wind simulation time now stops while the game window is inactive and resumes without a time jump when focus returns.
  • The terrain-renderer compatibility toggle was generalized from "Sodium Wind Patch" to "Terrain Renderer Integration" so it controls all supported terrain backends.
  • Grass biome assignments now favor ecosystem profiles: jungles and cherry groves receive dense short grass; plains, forests, savannas, and meadows receive medium short grass; taigas and windswept biomes receive sparse short grass; forests, jungles, savannas, and cherry groves receive regular tall grass; forests, taigas, and jungles receive fern accents; swamps, rivers, and flower forests receive regular overgrown grass; deserts and badlands receive dry grass; and savannas receive dead grass.
  • Tall-grass, fern, overgrown-grass, and wild-wheat placement was expanded from mostly vanilla biome lists to convention tags, improving compatibility with modded biomes while retaining special vanilla biome entries where needed.
  • Tall-grass and fern placement now uses terrain noise to form broad coherent regions rather than evenly distributed spots.
  • Tall-grass patches now use smaller, less dense irregular interiors with a short-grass fringe.
  • Overgrown-grass patches now use smaller, sparser height-graded cores that transition through tall grass into mixed short grass.
  • Dense, medium, and sparse built-in short-grass generation now uses one bounded cover feature per profile instead of repeated scatter and cluster features. Per-pass base coverage is 10%, 6.5%, and 3.5%, respectively, with a 5:2 mix of vanilla short grass to flat grass.
  • Swinging-lantern discovery is now cached until an actual block update or chunk unload, reducing chunk scans from six to two per frame; collision checks run every two ticks instead of every frame.
  • GPU snowfall now caches surface-height and biome precipitation samples with bounded caches, refreshes visible data only after movement or relevant world changes, and clears caches when changing levels.
  • CPU snowfall fallback density was reduced: fancy range 12->10, fancy flakes per column 12->8, fast range 7->6, fast flakes per column 6->4, and fancy vertical span 22->20.

Removed

  • Periodic rescanning of cached swinging-lantern chunks.
  • Full GPU snowfall terrain and precipitation resampling every five ticks.
  • The built-in dense, medium, and sparse biome modifiers' legacy eight-pass scatter/cluster feature chains; their datapack definitions remain available, but the default profiles now route through bounded cover passes.
2.0.0Релиз1.21.1 · 12 августа 2026 г.

Added

  • Added configurable blizzards during severe snowy weather, featuring terrain-aware ground spindrift, custom snow, and smooth whiteout fog.
  • Added separate controls for normal and blizzard snowflake amount, size, and speed, plus configurable snowfall fog modes and intensity.
  • Added optional desert and badlands sandstorms with wind-driven screen-space dust, terrain-aware rendering, biome-specific sand coloring, and visibility-reducing fog. Sandstorm effects and fog are disabled by default while I tune it.
  • Added configurable, wind driven tumbleweeds in deserts and badlands.
  • Added wind blown flower petals from nearby flowers.
  • Added a toggle for wind blown leaf particles.
  • Added dynamic rain squalls and configurable rain-angle variation.
  • Added resource-driven foliage sway profiles. Client resource packs can now configure blocks and tags, motion types, priorities, opt-outs, interaction behavior, and per-profile height and strength scaling.
  • Added foliage compatibility profiles for:
    • Bountiful Fares
    • Farmer’s Delight
    • No Man’s Land
    • Regions Unexplored
    • Sweety’s Garden
  • Added biome-specific wind profiles for No Man’s Land.
  • Added configurable, noise-clustered fern accents to world generation.
  • Added foliage color variation controls.
  • Added an in-game warning explaining Iris shader-pack limitations.

Changed

  • Rebuilt snowfall around a dedicated shader-driven GPU renderer with a deterministic CPU fallback, improved vertical sampling, terrain clipping, and smoother animation.
  • Rain and snow now render in separate precipitation passes and transition more smoothly as weather conditions change.
  • Rain and snow now react more naturally to local wind, thunder, gusts, squalls, and wind lulls.
  • Foliage sway now responds to current weather conditions, including storm loading, lulls, and gust fronts.
  • Foliage interaction now produces directional motion wakes, movement trails, stationary pressure, and vertical influence.
  • Responsive foliage animation now supports stepped movement, improved sheen, low-profile plants, tall columns, and top-anchored hanging plants.
  • Wind streaks now use cleaner halo-and-core rendering, improved motion paths, near-camera fading, and revised spawning.
  • Drifting leaf particles now match nearby oak, spruce, birch, jungle, acacia, dark oak, mangrove, cherry, and azalea foliage.
  • Local biome wind sampling is now smoothed when crossing biome boundaries.
  • Tall and overgrown grass generation now forms irregular clustered patches with fringes and height-graded cores.
  • Responsive foliage section invalidation, column scanning, and model caches are now bounded and more efficient.
  • Wind, foliage, particle, weather, and decoration settings have been reorganized into more focused configuration groups.

Fixed

  • Fixed wind sheen causing grass to appear white under moody brightness.
  • Fixed twisting and weeping vines bending from the wrong anchor.
  • Fixed incorrect wind and interaction scaling on pink petals and other low-profile foliage.
  • Fixed azaleas, sea pickles, and waterlilies being deformed as generic bush foliage.
  • Fixed randomized block-model offsets splitting foliage interaction sampling across block boundaries.

Compatibility

  • ToucanLib 0.4.0 is now a required dependency.
1.0.0Релиз1.21.1 · 15 июля 2026 г.
  • Initial Release!

Комментарии

Загружаем…