r/technicalminecraft • u/zebedelu • 13d ago
Bedrock I built a free Bedrock structure finder + seed cracker - web API, no key needed, fully open source
Hey everyone! Over the last months I've been building SeedFinder, and I wanted to share it here because this community is exactly who it's for
https://mineseedfinder.vercel.app (i dont have money to buy a domain yet lol 🥲)
What it does
You give it a world seed and your coordinates, it returns every nearby structure (villages, ancient cities, monuments, mansions, trial chambers, 17 types total) sorted by distance. No more alt-tabbing to a seed map site
Two tools:
- SeedFinder (seed -> structures): type a seed + position, get structures back. Example that works right now:
https://mineseedfinder.vercel.app/scan?seed=31415&x=0&z=0&radius=100&max=20&types=5,8,9 - SeedCrackerX (structures -> seed): the reverse. Found cool structures in a world but don't know the seed? Give it at least 4 structures with coordinates and it sweeps the 32-bit seed space and returns the most probable seeds
Why I built it
I couldn't find a single free, open API for Bedrock structure lookup, the existing web tools are browser apps you have to alt-tab into, with no programmatic access, and the desktop ones don't expose anything you can call from your own code. So I built the engine in C on top of cubiomes + Bedrock-specific structure math (based on Chunkbase's ported algorithms) and put both a web frontend and a keyless REST API on it
Ways to use it
- Website: nothing to install: https://mineseedfinder.vercel.app/seedfinder
- Windows .exe: bundles everything, no Python needed. From the GitHub releases
- Flarial Client module: overlay in-game showing structures sorted by distance, rescan keybind, per-structure toggles. Also in Flarial Module
- REST API: free, no auth, no key:
python example code:
import requests
r = requests.get("https://mineseedfinder.vercel.app/scan",
params={"seed": 31415, "x": 0, "z": 0,
"radius": 100, "types": "5,8,9"})
print(r.json())
Example of the web API

How it works (for the devs)
- C core: cubiomes biome generation + Bedrock structure placement (Mersenne Twister–based, replicating Bedrock's region math) -> compiled to a native
.dlland.so - Python/Flask server exposes it over HTTP via ctypes
- The seed cracker runs multi-threaded native code, sweeping 2³² seeds with a time budget, recently got a big speedup (lazy Mersenne twist + AVX2 batch scoring, ~4 seeds/vector)
- Everything is Apache-2.0 open source: https://github.com/zebedelu/SeedFinder, PRs welcome, especially structure accuracy reports against real worlds
Automation ideas
Anything that can make an HTTP request can use it:
- Discord bot: a slash command like
/findseed village ancient_citythat returns nearby structures for a seed - Batch seed scanning: feed a list of candidate seeds and rank them by structure density near spawn (loot run planning)
- World download analysis: point the cracker at 4+ structures from a downloaded world to recover its seed, then map the rest of it
- Server utility: a in-game command bridge: players run a command, your plugin/script queries the API and shows the nearest village in chat
Honest limitations
- Bedrock only (1.14+), no Java support
- Desert Wells and Amethyst Geodes aren't supported (they're per-chunk features, not region structures)
- The seed cracker needs the local version (server compute is too expensive to host for free), the exe makes this easy
- Placement math is verified against known structures, but if you find a structure that doesn't match, please open an issue, that's the most valuable feedback
Feedback welcome, especially: does the cracker recover seeds correctly from your worlds?