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. PLEASE REPORT ANY ISSUE ON THE ISSUE TRACKER ON GITHUB OR THE DISCORD SERVER
Remember you need to run the following command to enter the dimension for now:
execute in realmsofruneterra:runeterra_dimension run tp x,y,z
If the terrain happens to "ghost" (i.e you just fall down into the void indefinitely without the terrain generating) try running the tp while flying in creative mode This is a known problem and we're looking for a long-term solution. ESC + Quitting to the game menu and re-entering apparently can also fix the issue.
CHANGELOG:
-
Terrain changed (again):
- This will be the last time. Promised
- Base terrain elevation was reduced from 192 to 128, finding a compromise between terrain density and underground space
- The tallest (non-Targon) peaks are still ~1200 tall
-
Oh, to the Biomes you'll go (But even better)!
- Features have been adapted to work with the custom biomesource!
- While the city biomes are still empty, you can check how the biome map based multinoise system works travelling up to the Piltover Highlands! This mountain north Piltover has a group of (as of now) vanilla biomes that you can take a look in, functionally identical to the vanilla overworld with trees, flowers and other decorations, as well as animals spawning!
- (Some spawning structures, like Ruined portals, are non-functional for now)
- Go to the same location in two saves and you will see: it won't be the same: The multinoise system works!
- Dynamic snow & Freezing system: The feature that controls whether a biome gets snow and iced water decoration (due to low temperature or high altitude) has been tweaked to happen at higher altitudes (555+ blocks) relative to the base height
-
Dynamic cloud position Since this dimension is tall, the clouds now move relative to your height: Above 200 blocks and below 1800 blocks, you will always see the clouds at a regular distance above you. Above 1800 the clouds will be below you, as normal.
WHAT NOW?
With the terrain shape and biome base systems finished, we will focus now on implementing procedural arlgorithms to create the city of piltover:
- Dynamic street layouts
- Procedural building generation
- Placement of Points of Interest (PoIs) and landmarks
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!