Mods
Resource Packs
Data Packs
Modpacks
Shaders
Plugins
Mods Resource Packs Data Packs Plugins Shaders Modpacks
Sign in
ModsPluginsData PacksShadersResource PacksModpacks
Sign in
Settings
Realms of Runeterra: A tale of Relative Dimensions

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.

448
7
Equipment
Magic
World Generation
AboutGalleryChangelogVersions
All versionsRealms of Runeterra 0.1a.0

Realms of Runeterra 0.1a.0

Download
Report

Changelog

This 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.) Range of generation of version 0.1a.0, with the coordinate origin (0,0) in blue.

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.

View of the isthmus wall as seen from the ground inside the northern chasm (Zaun), from coordinates x=13300, z=6300

  • The interconintental sea raises 172 blocks, meaning the height difference between the intercontinental sea and the oceans is of a whooping 160 blocks.

View of what will be northern piltover (to the right) and the intercontinental sea (to the left) from the north-western side of the isthmus located at x=12175, z=6500

  • The widest part of the isthmus is 1000 blocks in length

View of part of the southern chasm (right) and Zaun's promenade level (left) from the sout-western part of the isthmus. at x=12750 z=7690

  • 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.

As a last treat, little doodle of the layout of the isthmus.

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!

Dependencies

dependency-iconTerraBlenderoptional

Files

Realms of Runeterra-forge-1.21-0.1a.0.jar(19.66 MiB) Primary
Download

90% of ad revenue goes to creators

Support creators and Modrinth ad-free with Modrinth+

Metadata

Release channel

Alpha

Version number

0.1a.0

Loaders

Forge

Game versions

1.21–1.21.1

Downloads

44

Publication date

September 1, 2024 at 5:07 PM

Version ID

Modrinth is open source.

main@aaf125c

© Rinth, Inc.

Company

TermsPrivacyRulesCareers

Resources

SupportBlogDocsStatus

Interact

Discord X (Twitter) Mastodon Crowdin
Get Modrinth App Settings
NOT AN OFFICIAL MINECRAFT SERVICE. NOT APPROVED BY OR ASSOCIATED WITH MOJANG OR MICROSOFT.