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Licensed ARR
Published 2 months ago
Updated last month
All versions
2.1.0
Release
Where Winds Blow 2.1.0last month 2,853
Uploaded by
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client-side
Client and server
Required content
Any compatible version
Any compatible version
Changes
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_fieldsprofile 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_coverworld-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.
Optional dependencies
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:u6keAZw8:gAxCACfZ"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:u6keAZw8:gAxCACfZ"
}

