Realms of Runeterra: A tale of Relative Dimensions
An immersive adventure on a new dimension: Runeterra, where characters and creatures of the MOBA League of Legends live on. A full 131072 blocks size map, paired with procedural generation so every new world is just a tad different.
Compatibility
Minecraft: Java Edition
Platforms
Supported environments
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Details
Changelog
REMEMBER: ALPHA VERSIONS ARE UNSTABLE.
IMPORTANT: THIS VERSION WILL CORRUPT ANY WORLD IT LOADS IN. IT WILL LET YOU PLAY THE FIRST TIME BUT THEN WON'T ALLOW YOU TO GO BACK! WE ARE LOOKING FOR A FIX, BUT BE CAREFUL AND DO NOT TEST IT IN ANY OF YOUR ACTUAL WORLDS
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.
CPU USAGE: CPU usage is expected to have increased. If it slows the terrain generation, use the issue tracker (both on github or discord) to let us know.
If you encounter any issue, please post it in the issue tracker
Remember you need to run the following command to enter the dimension for now:
execute in realmsofruneterra:runeterra_dimension run tp x,y,z
CHANGELOG:
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Terrain changed:
- Base terrain elevation was elevated from 12 to 192, meaning it leaves more space for underground development (almost 300 in comparison to the 132 from before)
- The tallest peaks (non-Targon) have been reduced from 1700 to 1200. The mean elevation is now ~650 blocks in comparison to the 800+ from before. The difference between Targon's peak and the rest of peaks is now of 800+ blocks.
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Oh, to the Biomes you'll go!
- The dimension uses now a customized biome source. This allows for vanilla biome assigment to work on a per-zone basis, making certain biomes "region-locked", in contrast to the full vanilla biome source, which would make the full pool of biomes spawn anywhere, generating inconsitencies like making a petricite forest (demacia only biome) spawn outside demacia territory.
- Two custom biomes have been added. Those have been edited to have stark features (like a deep red undeerwater fog or a navy blue sky fog) to be visually distinct (they will be changed later)
- You can also press F3 and check the biome assigment via the debug data! The zone with assigned biomes is the northern isthmus, which can have either a custom piltover biome or a vanilla jungle biome. Everything else has either a warm ocean on the ocean at the chasms or a "blan piltover biome" everywhere else.
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Density functions are the way!
- The dimension uses now a customized noise router. This noise router has density functions tailored to generate the dimension in a vanilla-friendly way, meaning that they will be able to be tweaked, blended, noised or shifted with other modified or vanilla density functions (as the vanilla overworld does) for more variability in the future!
- Height is now completely driven by density functions (InitialDensityWithoutJagedness) and (FinalDensity) This pretty much works the same as before, whereas the density function will sample a height point from the image heightmaps. This data will then be normalized to density function ranges [-1,1] so that the game correctly assigns a the base-block (stone) or aquifer replaceable air to a certain position.
- This dramatically decreases the RAM usage (from ~6GB to ~3GB), but also increases CPU usage during chunk generation: This includes during the first generation of the world, as well when generating new chunks from exploration.
- Aquifer generation corectly sets water up to the nominal sea level. This also generates a more dynamic ocean floor shape, but makes both chasms completely flooded at the moment.
WHAT STILL NEEDS TO BE DONE:
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Tweak the shape density functions to alow for dynamic terrain shape based on continentalness and erosion
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Underground base carving and aquifers
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Correct application of surface rules for test biomes.
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Aquifer level correction for the chasm areas.
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Closely monitor CPU usage on world generation.
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!