Realms of Runeterra 0.1a.2
on Sep 12, 2024REMEMBER: ALPHA VERSIONS ARE UNSTABLE. PLEASE REPORT ANY CASE OF THE FOLLOWING IMMEDIATELY VIA THE ISSUE TRACKER:
DANGLING THREADS: Memory optimizing threads might not properly clean, thus residing in memory even after the game is closed. If you see a java task running after minecraft is closed with very low cpu and memory usage, do not worry (its not a virus or anything intentional), just report it and close the process.
MEMORY LEAK: Please report any RAM over usage: Expected RAM usage for the mod at this point is no more than 6-7GB. A memory leak can be fixed by restarting your computer.
If you encounter any issue, please post it in the issue tracker
CHANGELOG:
Remember you need to run the following command to enter the dimension for now:
execute in realmsofruneterra:runeterra_dimension run tp x,y,z
-
INTERPOLATION ROCKS!
- Heightmaps are now half the original size
- Missing points are calculated through linear interpolation of adjacent heights
- This means the images occupy less in the jar, and in memory. The chunk generator takes even less time to load in and to generate new chunks.
- General terrain look is more smooth and minecraft-like.
Want to help?
- Are you a lore enthusiast and want to help with gathering lore resources?
- Are you skilled in using worldpaint, worldedit or other terrain and world editing tools and want to help with crafting the base terrain layout?
- Are you skilled in minecraft modding, and more specifically in world generation and mixins?
- Skilled in programming to help optimize the mod?
- Skilled minecraft builder that would like to help design buildings and landmarks for later use in the mod?
Hop on into the discord server and let's figure things out!
You can also help by just downloading the mod and checking thins around! Your experience on the mod under some certain specs, bugs, crashes... Anything that you can later let us know using the issue tracker!
Realms of Runeterra 0.1a.1
on Sep 9, 2024REMEMBER: ALPHA VERSIONS ARE UNSTABLE. PLEASE REPORT ANY CASE OF THE FOLLOWING IMMEDIATELY VIA THE ISSUE TRACKER:
DANGLING THREADS: Memory optimizing threads might not properly clean, thus residing in memory even after the game is closed. If you see a java task running after minecraft is closed with very low cpu and memory usage, do not worry (its not a virus or anything intentional), just report it and close the process.
MEMORY LEAK: Please report any RAM over usage: Expected RAM usage for the mod at this point is no more than 6-7GB. A memory leak can be fixed by restarting your computer.
If you encounter any issue, please post it in the issue tracker
CHANGELOG:
Remember you need to run the following command to enter the dimension for now:
execute in realmsofruneterra:runeterra_dimension run tp x,y,z
This version focuses on optimzing initial terrain generation. So nothing much is added, except better load times and chunk loading for the dimension.
-
Added four test blocks under "piltover items" (provisonal creative tab name)
- Piltite ore block: Natural block spawning north piltover. (Worldgen not implemented yet). When mined it drops:
- Raw piltite chunk item: Needs of an unimplemented block to create:
- Refined piltite block: Needs of an unimplemented block to create:
- Base piltstone block: Northern piltover prominent decoration and building block.
-
Slightly altered world generation block filling to complete asynchronously.
- World might take up to 15% more time to load on the first teleport / when spawning into an area with fully undiscovered chunks, but it makes up for it being up to +40% faster loading new chunks.
-
Added alpha biome assigment system:
- Reads from a biomemap to set a biome or a group of biomes. If a group of biomes is present, it resorts to vanilla bione noise assigment for a natural look.
-
Memory optimizations:
- Map caches will evict the least recently used slice if full (4 images)
- Changes both the heightmap cache and the biomemap cache so that slices not used within the last five minutes will be concurrently removed by a thread.
- This should help alliveate bloaty memory usage
-
Added a base custom biome:
- Vanilla structures and features (geodes, trial chambers, villages) no longer spawn.
- The terrain is still featureless. Mossy stone blobs have been added as means of seeing biome delimitations.
-
More heightmap corrections for the intercontintental sea coast.
-
Dimension now uses soothing main menu music <3
-
What next?
- We will still focus on performance on the next update:
- Instead of loading a 1:1 map, we might see if using interpolation with maps half the side makes things smoother, both on loading times, ram usage, and overall terrain shape, even if a small bit of accurracy is lost.
- After we get that sorted out, we will look into starting with biome placement procedures around the isthmus area, including the biomemaps, blocks, sturctures and street layouts.
- We will still focus on performance on the next update:
Want to help?
- Are you a lore enthusiast and want to help with gathering lore resources?
- Are you skilled in using worldpaint, worldedit or other terrain and world editing tools and want to help with crafting the base terrain layout?
- Are you skilled in minecraft modding, and more specifically in world generation and mixins?
- Skilled in programming to help optimize the mod?
- Skilled minecraft builder that would like to help design buildings and landmarks for later use in the mod?
Hop on into the discord server and let's figure things out!
You can also help by just downloading the mod and checking thins around! Your experience on the mod under some certain specs, bugs, crashes... Anything that you can later let us know using the issue tracker!
Realms of Runeterra 0.1a.0
on Sep 1, 2024This is a very barebones version just so anybody interested can check the scale of what is to come!
There are no biomes, no features, no mobs and no special blocks or items yet, just the base terrain! As such, terrablender is not a dependency yet, but it will be in the near future
You will also see vanilla structures like geodes, trial chambers, villages etc spawning on ground and in mid-air: This is due to the generator of the dimension still spawning vanilla related stuff. The only "biome" right now is identified as the vanilla ocean, therefore ocean features may spawn everywhere. This will be fixed in the near future. (For now) to accesss this dimension you need to run the following command on a cheat-enabled save:
execute in realmsofruneterra:runeterra_dimension run tp x,y,z
where x,y,z are the coordinates of a regular teleport (tp) command.
The range of terrain avaiable to explore is from (-16000, 0) to (16000,16000)
You will most likely want to check Piltover and Zaun, the only two capital citiy areas available on this cycle, around the area of (12000, 7000) to (14000, 8500)
We recommend to have a view distance of 12-20 chunks (beefy computer) to have a more immersive experience or no more than 6-8 chunks on a mid to low end computer, if your computer normally handles 12 chunks, you can (probably) leave it as such.
This initial few steps will focus on fixing the terrain on the isthmus and the intercontinental sea (The coasts need to be raised according to the terrain elevation.)
Once content with the terrain, we will start to focus on Piltover itself.
Some fun facts about the project and some more development pictures:
- The oceanic floor stands at 0 blocks high, meaning there are 128 blocks below it and 2031 blocks above. The oceanic water level is located at 12 blocks.
- The interconintental sea raises 172 blocks, meaning the height difference between the intercontinental sea and the oceans is of a whooping 160 blocks.
- The widest part of the isthmus is 1000 blocks in length
- The tallest points that aren't mount Targon only reach up to 1600 blocks high. The only point that will reach the height limit (2000+ blocks) will be the peak of Targon itself.
Want to help?
- Are you a lore enthusiast and want to help with gathering lore resources?
- Are you skilled in using worldpaint, worldedit or other terrain and world editing tools and want to help with crafting the base terrain layout?
- Are you skilled in minecraft modding, and more specifically in world generation and mixins?
- Skilled in programming to help optimize the mod?
- Skilled minecraft builder that would like to help design buildings and landmarks for later use in the mod?
Hop on into the discord server and let's figure things out!
You can also help by just downloading the mod and checking thins around! Your experience on the mod under some certain specs, bugs, crashes... Anything that you can later let us know using the issue tracker!