WindLink 0.1.2Fabric · 26.1.x

WindLink

One wind field, on its own steady clock, solved against the world you are standing in. It drives grass, leaves, torn debris and desert dust, and publishes the whole thing to any shaderpack that speaks MCWIND.

Download on CurseForge What it needs

Try the presets

They retune the wind above.

The same five presets /windlink gives you in game. They drive the canvas in the hero, and with a conforming shaderpack installed they drive its foliage too, without the pack author writing a line of preset handling.

The wind itself

One field, and its own clock.

The wind runs on a real-time clock of its own, decoupled from the world clock. A time-acceleration or seasons mod can speed the day up, slow it down or freeze it, and the wind keeps blowing smoothly, because it never reads the day clock for motion.

That clock is published to the shaderpack as well, so the mod's debris and the pack's foliage stay in phase to within a frame.

As of MCWIND v5 the debris is published too, not only the clock it rides on. A pack picks it up with one extra line in its grass branch, and blown leaves and torn grass draft the grass they skim past: the tuft a particle has just gone over bends in that particle's direction of travel, instead of merely sharing a wind with it. The draft is sheltered like the rest of the field, so dead air behind a wall does not keep a full-strength wash.

clockreal-time, wraps at 9600 s
flow field512-block toroidal, solved ±100 blocks
gust wake256-block toroidal, written where debris passes
published asMCWIND provider, version 4.0
sideclient only, vanilla-server safe

The differentiator

The terrain shapes the wind.

This is the part an analytic header cannot do on its own, because it needs to look at the actual world.

  • Wakes. Wind slows in the lee of a hill, or a wall you built. The near field is checked block by block, so a one-block wall shelters properly instead of being stepped over.
  • Crest speed-up. A slope rising into the wind accelerates the flow over the top.
  • Valley funnelling. Wind squeezed between two walls channels along the corridor and picks up speed.
  • Forest floor becalming. A canopy overhead quiets the air beneath it.
  • Deflection. Wind blowing into a slope bends around it rather than through it.

The field re-solves when you place or break blocks, so a wall you have just built starts sheltering immediately rather than when you next walk away and come back.

Overhead view of a house in a forest with the wind visualizer running: the streamlines part around the building and close again behind it
a house, from above

That is a normal survival house, not a test rig. Nothing was authored to make the wind do that: the solver read the blocks and the flow went around them.

Streamlines converging over a rise and fanning out past the crest

Crest speed-up

Wind climbs a hill faster than it crosses flat ground.

The same solve that shelters the lee accelerates the crest, so a ridge line is the windiest place you can stand. The visualizer draws the field it actually computed, which is how the terrain response was tuned in the first place.

Performance & honesty

What ships turned off, and why.

  • The per-blade strand grass carpet.
  • The ground-cover takeover.
  • The light module.
  • The wind visualizer.

All four are real work with real cost, so they are opt-in rather than sprung on you. Check the settings screen before reporting them missing.

What it needs

minecraft26.1.x only; 26.2 not supported yet
loaderFabric
java25 or newer
requiredFabric API, PlunderEngine 0.1.2+
optionalSodium, Iris (both recommended)

Download WindLink Download PlunderEngine