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.
This mod is a tale of Relative Dimensions and an intiative of Lore and History of Runeterra, a non-profit, free-to-use, community-driven and community-made mod for Minecraft using ideas, characters and places of Riot Game's intelectual property and expanding upon them and as such is created following Riot Games legal jibber jabber
Realms of Runeterra aims to create an immersive experience in a 131k block side dimension in which every region of Runeterra, the world of the globally known game League of Leagends, will be able to be explored within.
In every new world you create, you will find the the layout of the map you know and the regions you love, paired with procedural generation for caves, biomes and structures of each region, making it different with each run.
ALPHA CYCLE 0: The Thread of Creation
At the beginning of everything, there was nothing. A boundless realm of darkness, untouched by form or purpose, inhabited by shapeless, mindless creatures whose very essence was the void itself. These beings, trapped within the infinite expanse, could not fathom a reality beyond their own hollow no-existence. To them, there was no thought, no dream — only the timeless, unchanging, silent nothingness.
But from this void, without warning or cause, there emerged a note. A sound so pure, so absolute, that it rippled through the expanse, shattering the silence of eternity. With it came the light, illuminating the void and revealing a universe yet unmade, a breath of creation that awakened the realm of infinite possibilities.
With it, the celestials were born. Beigns of radiant power and meaning within. Carrying the purpose of the light that had brought them into existance, they wove the heavens, casting stars into the void like scattered jewels. Burning with life, the light of each star spread warmth and magic across the new cosmos.
As the Celestials' symphony grew, they turned their focus to one creation unlike any other — a world where magic would flow like blood through veins, where the threads of reality could twist and reshape themselves and that, unlike the stars, wasn't fixed and eternal. It was raw and untamed, a realm of endless potential, of untamed beauty and possibility.
The Celestials carved rivers and raised mountains, painted skies, and stretched oceans across its surface. They weaved the leylines, threading invisible strokes of power that bound the land, sea, and sky together and all the creatures living within.
And then, having finished their work, they left to watch from a higher plane. For better or for worse, this new world would keep turning, imbued with the magic from above.
Because for as long as magic flows and life endures, this song of creation will echo through the ages.
CURRENTLY IN DEVELOPMENT:
- Basic game systems:
- Dynamic area-limited noise biome assigment system
- Pregeneration for Runeterra dimension
- Algorithm for placement of structures
- Algorithm for placement of streets
- Placement of megastructures (structures that are bigger than the theoretical limit of the vanilla structure system)
PLANNED FOR FUTURE CYCLES
- "Old Piltover" base biomes: Featuring a clear Shuriman influence, as this is the part of the city on the Shuriman continent and where most historical connections are seen, but is also the less secure part of the city, where most middle class everymen live, walking the isthmus north to the university and places of work.
- "New Piltover" base biomes: Featuring the more widely known white tall buildings with golden accents and red roofs, where the technology is most advanced and the richest and most influential individuals live.
- Isthmus base biomes: The isthmus itself is now mostly in use for the passage of ships through the sun gates as well as water canalisation from Pilt River to the shuriman part of the city and down below. It can be traversed afoot, altough it is usally well guarded.
- River pilt: This river starts in the northern mountains, and splits various times as it reaches both Zaun's northern chasm and Piltover itself.
- Zaun surface level (Promenade) biomes: Right in the middle of the isthmus one can appreciate the wall that is the mixture of old shuriman buildings with Zaun's neo-industrial architecture. They go down in height as so does the terrain below, once at the same level than the isthmus itself, now suspended in the nowhere between the land routes above and the ship routes below, sorrounded by the water, creating a sort of "natural staircase" in which the luckiest people of Zaun live, being able to reach the isthmus bridge by foot, as well as the lower decks that open to the ocean.
- Structures:
- The Sun Gates (Including its access points and the aqueduct)
- Hex gate tower (As seen in Arcane, maybe next cycle)
- Kiramann mansion (As seen in Arcane, maybe next cycle)
Other features planned for future cycles:
- Zaun entresol level base biomes
- Zaun slum level base biomes
- Firelight hideout (Biome and/or structure)
- Procedural generation of Piltover layouts (Streets and non-structure buildings)
- Piltover university (Structure)
- Lymere's house (Structure)
BEFORE DOWNLOADING:
This mod is in a very early Alpha state. Things might not work as expected. If you experience bugs or crashes, please use the github issue tracker provided and tag your problem with the tag Realms-of-Runeterra.
FAQ:
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Recommended minimum requirements:
- Similar to Minecraft itself: at least 8GB of RAM and a CPU with at least 4 independent execution threads.
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Why the game is (or eventually will be) heavier in file size than most other mods?
- Minecraft usually uses procedural generation to create the terrain layout. In our case, this is not possible. Since we want to generate a dimension with very specific terrain shape, we need handcrafted heightmaps (aka not procedurally generated) the game can read during generation. There are a total of 36 maps to cover the whole 131k blocks. This is what most of the size of the file is. Right now, only the heightmaps that are actively being developed are bundled with the mod, but in the future more will be added, which will make the file bigger. At some point in the future, alternatives to bundling all the maps with the mod will be studied.
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The terrain takes too much to generate when I first enter the dimension / the chunks load slowly!
- The dimension of Runeterra is not of standard height (-64 to 355): It goes from the layer -128 to the layer 2048. This can be a problem in older computers, as it will have more horizontal sections to load in each generated chunk. The recommended (although not tested) amount of RAM for this mod is 8GB. Anything below will either make it load very slowly or plain crash. Take into account that the heightmap of the area you currently are in will be fully loaded into your PC memory. At some point in the future, optimisation techniques to better make usage of memory for world generation purposes will be studied. In the meantime, for a mid-end computer, lowering the render distance to about 8-10 might alliveate any memory issues.
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Multiplayer? Server mod?
- The final goal of this mod is to be a RPG-ish minecraft mod set in Runeterra, way beyond just only creating the maps, areas and cities.. But right now its in a very unstable state. I do NOT recommend using this mod in a server until the alpha phase is over (in a long, long time)
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Neoforge? Fabric? Quilt?
- Versions for other modloaders are, as of now, planned for beta verisons. If you want to help the development of the mod during Alpha stages, then you must use FML. FML will also be the only modloader where development versions will be released for testing.
Want to help out?
We're looking for people that want to help out:
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League lore enthusiasts that can help us further gather sources and refine the narrative of the mod
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People that are versed in the use of terrain edition tools like Worldpainter or Worldedit
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Programmers that can help with mod optimisation and procedural generation endeavors
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Builders that can help creating buildings that will be used in procedural generation, from city buildings to landmarks
If you want to help, use the correct tags in the issue tracker or go to the new discord avaiable int the mod frontpage and we will sort it out!
- You can also help by just playing and using the issue tracker to communicate any performance or gameplay bugs!
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