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Realms of Runeterra: A tale of Relative Dimensions

New blocks, items, mechanics, stories and adventures await you in a 131072-side block map of Runeterra, the world of the world-wide known MOBA League of Legends. An immersive new dimension paired with procedural generation to spice every new world!

1,3 тыс.13обновлён 31 дек. 2025 г.
СнаряжениеМагияГенерация мира

Описание

  • This project is a sister mod of Relative Dimensions, a mod that seeks to bring new immersive dimensions, items and narrative-oriented stories from some of your favourite franchises and other internet phenomena!

  • 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 is also available on CurseForge!

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 Done
    • 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) Done

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:

  • Recommended minimum requirements:

    • Similar to Minecraft itself: at least 8GB of RAM and a CPU with at least 4 independent execution threads.
  • 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.
  • 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.
  • 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)
  • 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:

  • League lore enthusiasts that can help us further gather sources and refine the narrative of the mod

  • People that are versed in the use of terrain edition tools like Worldpainter or Worldedit

  • Programmers that can help with mod optimisation and procedural generation endeavors

  • 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!

Галерея

Current biome map for Piltover area (0.1a.5)Moonrise at Piltover highlands (0.1a.5)Current terrain area (0.1a.0)Moonrise at Piltover highlands (no features or biomes) (0.1a.1)

Последние версии

Все версии →
alpha

Realms of Runeterra: A tale of Relative Dimensions 0.1a.8

0.1a.8
31 дек. 2025 г.216Minecraft: 1.21.11neoforge
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Bumped up to 1.21.11 in preparation for 26.1 version
alpha

Realms of Runeterra: A tale of Relative Dimensions 0.1a.8

0.1a.8
6 дек. 2025 г.47Minecraft: 1.21.9, 1.21.10neoforge
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This version contains everything 0.1a.77 had updated to 1.21.10 and split in three mods. This mod will now be necessary for those who want to test or play the Runeterra dimension part of the mod. # What IS/WILL be included in the core package: - Runeterra Dimension - Runeterra cities, PoIs and terrain - Runeterra biomes and structures - Progression towards Runeterra from the Overworld - Progression trees and advancements related to actions performed in the Runeterra dimension - Items and blocks related to the travel to/from runeterra --- Certain parts are needed by the mod but are now managed by other projects that are now treated as compulsory dependencies: # What ISN'T/WON'T be included in the mod: - Blocks, items entities and NPCs. These are now part of the Realms of Runeterra Conent Pack. This is made so thhat people that solely want to play with the items or entities in the overworld can do so without needing to download the gross generation logic too. - Structures, items and other progression *exclusive to the overworld* I might or might not do this in the future. Check the changelog and news for the Realms of Runeterra Content Pack for future news on that matter - Miscelaneous generation systems. These are systems that can be used in other projects and I want them to be usable outside of the mod, but that are also a core part of the mod itself. # What does this mean: You will probably want to keep the two dependencies up to date, especially the content pack that shouldn't interfere with whatever version the core mod is in. As I focus more on content (and with an eye put on Hytale's release next month) I will work slower on the generation systems related to runeterra itself, focusing more on smaller thematic structures, blocks, items and entities, as well as biomes and areas outside the cities and tweaking the generation of the dimension as time passes and versions (hopefully) make worldgen easier.
alpha

Realms of Runeterra: 0.1a.77 NEO 1.21.8

1.21.8-0.1a.77NEO
17 авг. 2025 г.83Minecraft: 1.21.7, 1.21.8neoforge
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We're still here and working on stuff! And there are some development news: - Firstly, the development of the project is being moved from Forge to Neoforge. This means that from this version onwards, the alphas and betas will be released (almost) exclusively on Neoforge. This comes after careful consideration of the state of forge, its comunity and documentation and the easiness of use from the modloader APIs. Does this mean there won't be any versions for forge? No. AS explained on the original text, this just means the main development modloader will be neo, and the efforts will be focused on said modloader. Stable future versions might be ported, albeit scarcely, to both forge and fabric, with major release versions available for the three modloaders. - Secondly, we will be bumping versions of the mod onwards as soon as there are neoforge stable releases for said version, meaning the idea of staying for long periods of time on the same version after a more recent release are discarded. Depending on the update itself, we might stay or not on a given version. But since mojang is not only changing but improving a lot of stuff this mod might rely on, as well as adding content that might be of use for the future of the mod, we will bump the mod up and exclusively (meaning no backports), specially between major versions. Since the mod is still in heavy alpha state, the fact that it is compatible with earlier versions or other mods is not a priority right now What to expect now? - Version 0.77a will be ported to the most recent neoforge version (expect at least a 1.21.6 version, but will be probably bumped up to 1.21.8), so expect an extra mod version ported to one of those versions. - No more OG forge versions will be delivered, thus making 0.77a the last availabe forge alpha version of the mod. - City systems are still being worked on, that's why no major news have been available for the past few months. But progress is being made! If you want news about the development outside published versions, check the discord! # Want to help? Lore, art, texturing, modelling, coding... Remember that you are welcome! This is still mostly a one man job and the tasks at hand are humongous! So any help is welcome! Check the discord on this page to know more! --- Here is the original 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 ``` # CHANGELOG: BORED OF YOUR LAME, SAD RUNETERRA WITH BORING SURFACE SHAPE AND NO NOISE CAVES??? WE BRING YOU: A BRAND NEW NOISE ROUTER!!! This noise router not only generates base-noise caves below the surface (starting around 10 blocks below surface level) but also utilizes noise to alter the base shape of the terrain! Forget about those laaame straight slopes that only take into account the heightmap and enjoy some procedural variation.
alpha

Realms of Runeterra: 0.1a.77

0.1a.77
8 апр. 2025 г.142Minecraft: 1.21.4forge
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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 ``` # CHANGELOG: BORED OF YOUR LAME, SAD RUNETERRA WITH BORING SURFACE SHAPE AND NO NOISE CAVES??? WE BRING YOU: A BRAND NEW NOISE ROUTER!!! This noise router not only generates base-noise caves below the surface (starting around 10 blocks below surface level) but also utilizes noise to alter the base shape of the terrain! Forget about those laaame straight slopes that only take into account the heightmap and enjoy some procedural variation.
alpha

Realms of Runeterra: 0.1a.74

0.1a.74
2 мар. 2025 г.68Minecraft: 1.21.4forge
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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 ``` # CHANGELOG: This is just a mid-patch version. It mainly fixes a fatal error that made the mod incompatible with a dedicated server. (Still not recommended to run it on one, but at least now works)
alpha

Realms of Runeterra: 0.1a.7 for 1.21.4

0.1a.7
23 янв. 2025 г.76Minecraft: 1.21.4forge
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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 ``` # CHANGELOG: This is just a cummulative version with all the performances boosts of the 0.1a.6x patches and an update to Minecraft 1.21.4 + some fixes. This means the mod is no longer compatible with <1.21.3, so you need Minecraft Forge for 1.21.4 if you didn't have it already. The changes are as follows: ## SUMMARY: - **New item: Hexporter prototype** - A techmaturgical device powered by a hexgem. It allows you to travel to Runeterra and back without ghosting via chunk pregeneration. INSTRUCTIONS OF USE: Use the item in any dimension to open the GUI to set the coordinates. Once set, crouch + use the item for 5 seconds to teleport. Once in the buffer dimension, click again to start pregenration (depending on your computer it might take a while but you will see a "pregeneration completed!" message once its done) Hold shift + use the item again for five seconds to teleport to Runeterra (it might take some seconds but will put you into the dimension surface correctly) - Pregeneration should go smoother (using hexporter) - Permanent ghosting when using the direct tp command aboe should stop happening (it might take a while for you to spawn on the surface) - The mod forces your render distance to five chunks inside Runeterra. You will find the Render distance setting disabled if you go to graphic settings while being on Runeterra; This is not permanent and in future versions there should be an option to enable or disable this limit, but due to performance considerations, we want to try this. - On the more technical side, the Biome grouping system has been rewritten to use game registries instead of being directly hardcoded in a class. This has helped to slightly reduce the generation time too and will also help with other biome group-dependent systems - Remember that the area with biomes applied is between (12000,7000) and (14000, 8500)! ## FIXES - The teleport sound (triggered when using the hexporter item or running the /playsound command) now plays - The hexporter item wasn't properly added to the creative tab. Now it can be obtained through it. - Some features implemented via mixins didn't properly work on the production environment. After adding a missing configuration file, they work. This includes: - Custom splash texts on Minecraft's main menu - Snow and freeze height changed (now the snow and frozen water on cool and cold biomes will happen higher up, starting on y=555) - Locking of the render distance on Runeterra. The render distance slider now correctly fades out and can't be changed while on Runeterra (this will probably change on future versions) # Other news Don't expect many 0.1a.7x patches, unless some bug or performance patch is necessary before the next major version. There might not be a new version for the next weeks or even months while I work on the megastructure system. If you want to keep in touch with the development, you are welcomed on the discord server!
alpha

Realms of Runeterra: 0.1a.63

0.1a.63
13 янв. 2025 г.158Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4forge
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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 ``` # CHANGELOG: This is just a cummulative version with some other generation performance upgrades. No need to updated from a 0.6x version, but overall recommended: - Pregeneration should go smoother (using hexporter) - Permanent ghosting when using the direct tp command aboe should stop happening (it might take a while for you to spawn on the surface) - The mod forces your render distance to five chunks inside Runeterra. You will find the Render distance setting disabled if you go to graphic settings while being on Runeterra; This is not permanent and in future versions there should be an option to enable or disable this limit, but due to performance considerations, we want to try this. - On the more technical side, the Biome grouping system has been rewritten to use game registers instead of being directly hardcoded in a class. This has helped to slightly reduce the generation time too. Still working on the structure system. Once that's done, the mod is one step closer of leaving alpha state!
alpha

Realms of Runeterra: 0.1a.6

0.1a.6
19 дек. 2024 г.90Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4forge
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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: - **Dimension generation** - Optimized Runeterra generation - Created a new dimension, the **buffer dimension** that you can explore while the chunks needed on Runeterra load that (will) feature previews of things to come and also some secrets. - **New item: Hexporter prototype** - A techmaturgical device powered by a hexgem. It allows you to travel to Runeterra and back without ghosting via chunk pregeneration. INSTRUCTIONS OF USE: Use the item in any dimension to open the GUI to set the coordinates. Once set, crouch + use the item for 5 seconds to teleport. Once in the buffer dimension, click again to start pregenration (depending on your computer it might take a while but you will see a "pregeneration completed!" message once its done) Hold shift + use the item again for five seconds to teleport to Runeterra (it might take some seconds but will put you into the dimension surface correctly) NOTES: The current pregeneration system is far from perfect, but it works. Once the mod is more advanced i will revisit the system. You can still use the original command. # 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*!
alpha

Realms of Runeterra 0.1a.5

0.1a.5
2 окт. 2024 г.95Minecraft: 1.21, 1.21.1forge
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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*!
alpha

Realms of Runeterra hotfix 0.1a.4r1

0.1a.4r1
24 сент. 2024 г.61Minecraft: 1.21, 1.21.1forge
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Hotfix for version 0.1a.4! If you were using that version please download this one instead ASAP! # CHANGELOG: - Fixed a problem with deserialization of the custom BiomeSource causing a mismatch that made any world created in version 0.1a.4 not able to load after quitting for the first time. - Added silly splash texts to Minecraft main menu, and, unlike vanilla splasharts, ours are localized _(es_es and en_us)_ Go check them out! If you have ideas or want to localize the splashes (or any other mod text) to your language, we will be waiting for you in the discord server too! - Enabled basic surface rules testing and carving for test biomes. # 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*!