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.
Changelog
REMEMBER: 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!
Dependencies
Files
90% of ad revenue goes to creators
Support creators and Modrinth ad-free with Modrinth+