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Fast Minecraft Java Edition seed finder with .ezsf criteria language and GUI

Project description

EZ Seed Finder

Fast, GUI-based Minecraft Java Edition seed finder with an extensive .ezsf criteria language.

Powered by cubiomes via a vendored cubiomespi-fork build for accurate structure and biome generation.

Features

  • GUI — set version, structure distances, stronghold options, and spawn filters
  • .ezsf files — expressive criteria syntax for complex multi-dimension searches
  • Multi-threaded — uses all CPU cores for fast random/sequential scanning
  • Structures — villages, temples, mansions, monuments, ruined portals, ancient cities, trial chambers, and more
  • Dimensions — overworld, nether, and end criteria in one search
  • Strongholds — nearest distance, under-spawn, ring selection, full stronghold (best-effort)
  • Biomes — point checks, region percentages, spawn biome
  • Bastions — variant filtering (treasure, housing, stables, bridge)
  • Distance rules — e.g. village and ruined portal within 200 blocks of each other
  • Terrain / mobs / loot — terrain heuristics, mob biome proxies, loot structure checks

Quick Start

Install from PyPI

pip install ezseedfinder
ezsf -gui                  # graphical interface (requires tkinter)
ezsf -f criteria.ezsf      # headless CLI search
ezsf --village 500 -n 10   # quick village filter

GUI requires tkinter. On Debian/Ubuntu: sudo apt install python3-tk

Windows: pip builds a native cubiomes library during install (requires Microsoft C++ Build Tools with the “Desktop development with C++” workload). If pip selects a wheel built for another OS, it falls back to the source package and compiles locally.

Development

python3 -m venv .venv
source .venv/bin/activate   # Windows: .venv\Scripts\activate
pip install -e .
ezsf -gui
ezsf -f examples/speedrun.ezsf -n 5

GUI Usage

  1. Pick a Minecraft version (1.12.2 – 26.2, default 26.2)
  2. Set structure distances in blocks (0 = ignore)
  3. Enable stronghold options if needed
  4. Optionally edit the .ezsf panel for advanced criteria
  5. Click Start Search — results appear in the table (double-click to copy seed)

.ezsf Syntax Reference

version 26.2
threads 8
max_results 10
random                    # or: sequential
seed_range start 0 end 1000000

spawn within 2000 of origin
spawn biome plains | forest

stronghold nearest within 1500 of spawn
stronghold under spawn
stronghold full
stronghold ring 1

dimension overworld {
  biome at 0, 64, 0 plains | meadow
  biome region -512, -512 to 512, 512 y 64 contains desert >= 10%
  structure village within 500 of spawn viable
  structure between village and desert_pyramid within 800 of spawn viable
  ruined_portal within 300 of spawn viable giant false top_missing 1 chest item obsidian min 1 chest item flint_and_steel min 1
  terrain at 0, 0 flat radius 128
}

dimension nether {
  structure fortress within 400 of 0,0 viable
  bastion variant treasure within 600 of spawn viable
}

dimension end {
  structure end_city within 1000 of 0,0 viable
}

distance village ruined_portal <= 200 in overworld
mob witch within 200 of spawn in overworld biome swamp
loot at ruined_portal item obsidian min 1 within 500 of spawn in overworld

Structure variants

Ruined portals support cubiomes variant flags plus frame/loot simulation (1.16.1+):

  • giant true|false — giant portal template
  • underground true|false, airpocket true|false, template 3 — placement variant
  • top_missing N — obsidian holes on the top row of the portal frame (after crying-obsidian RNG)
  • frame_missing N — total frame holes (optional; templates usually need 3+ blocks to complete)
  • chest item <name> min N — ruined portal chest loot (obsidian, flint_and_steel, gold_ingot, etc.)

Bastions: bastion variant treasure|housing|stables|bridge within 600 of spawn

Point references

  • spawn — world spawn
  • origin or 0,0 — world origin
  • x, z — explicit coordinates

Structures

village, desert_pyramid, jungle_temple, swamp_hut, igloo, ocean_ruin, shipwreck, monument, mansion, outpost, ruined_portal, ancient_city, treasure, mineshaft, fortress, bastion, end_city, trail_ruin, trial_chambers, and more.

Notes

  • Full stronghold — cubiomes does not simulate portal room layout; EZSF uses a ring-1 proximity heuristic.
  • Chest loot — ruined portal chests use the real 1.16.1 loot table (best-effort RNG). Other structures verify placement only.
  • Ruined portal frame — uses extracted vanilla structure templates; crying-obsidian replacement is simulated at ~15% per block.
  • Mob rules — use biome suitability as a proxy for spawn conditions.

Examples

See bundled examples (ezseedfinder/examples/ after install, or examples/ in the repo):

  • ruined_portal_speedrun.ezsf1.16.1 portal_6 frame + chest loot speedrun
  • speedrun.ezsf1.16.1 village + portal + stronghold + nether
  • advanced.ezsf — biomes, terrain, mobs, all dimensions

License

MIT

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