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Mineforgian

Tellus

Tellus is a mod that recreates real-world terrain, buildings and roads in Minecraft by generating Earth-scale landscapes from geographic and OSM data.

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5 июля 2026 г.
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LGPL-3.0-license

Опубликован 20 января 2026 г.

Tellus

Tellus is a mod that replicates real-world terrain, roads and buildings in Minecraft by converting various open-sourced geographical datasets into chunks in real-time. It focuses on realistic elevation (30m globally with more detailed coverage for areas that support it), biome placement, cities, buildings, and climate-driven time and weather, aiming to transform Minecraft into a playable, voxelised map of the Earth.

Mount Rainier

Inspired by and partially based on Gegy’s Terrarium: https://modrinth.com/mod/terrarium

Survival note: Some survival features are still missing (including certain features and biomes). While a survival world is possible, upcoming updates may break those worlds; for now Tellus is better suited for testing and exploration than long-term survival.

Internet & data note: Tellus requires an active internet connection and will not work offline. It gradually streams terrain datasets, (e.g. land cover, climate, and weather data) so expect ongoing data usage that varies with how much of the world you explore.

Server support note: Tellus must be installed on the server, but is not required on clients. Official server support is not available yet; for now you should create the world in singleplayer first, then move that world to the server (with Tellus installed) so new chunks generate with Tellus.

Note: generative AI was used to assist with the creation of this mod.

Features

  • Earth-scale terrain generated from geographic elevation data
  • Highly customizable terrain generation (scale, height limits, and more)
  • Built-in terrain preview screen for visualizing settings before world creation
  • Biomes placed to match real-world climate regions
  • Real-time weather and time systems (optional)
  • Dedicated Distant Horizons integration
  • Voxy real-time chunk ingestion support
  • In-game map teleport UI for choosing real-world locations

Distant Horizons Integration

Tellus supports Distant Horizons to render planet-scale terrain far beyond vanilla view distance. When DH is installed, distant terrain is built using Tellus data and settings instead of generic vanilla sampling.

  • Approximate mode: Tellus takes advantage of a a specific feature in DH that samples elevation, land-cover, climate, and water and more data directly to drastically improve generation speeds when using DH, although discards certain features such as accurate foilage and structures (e.g. villages, ruined portals)
  • Detailed mode: Tellus falls back to DH's chunk-based generator for far terrain, which is more accurate but significantly slower.

Because Tellus worlds are Earth-scale, use of DH or Voxy is strongly recommended and is almost essential for comfortable exploration and long-distance views.

Some commands

  • /tellus map: Opens the GeoTP map UI (requires permissions).
  • /tellus weather: Shows local Tellus weather and time information based on your current in-game position.
  • /tellus config weather enable_realtime_time <true|false>: Overrides the real-time time setting on the server (requires permissions).
  • /tellus config weather enable_realtime_weather <true|false>: Overrides the real-time weather setting on the server (requires permissions).

More commands will be added over time.

Settings

These options are available in the "Customize World Generation" screen when creating a Tellus world.

Configuration UI

World Settings

  • World Scale: Controls how many real-world meters are represented by one block. Lower values create more detailed, larger worlds; higher values compress distances and features. Current limits are 1:1m to 1:500m per block, with larger scales planned up to 1:40km.
  • Terrestrial Height Scale: Multiplier that converts elevation above sea level from meters to blocks. Higher values produce taller mountains and landforms.
  • Oceanic Height Scale: Multiplier that converts elevation below sea level from meters to blocks. Higher values deepen oceans and trenches.
  • Height Offset: Shifts all terrain up or down by a fixed number of blocks. Use this to raise or lower the entire world.
  • Sea Level: Sets the waterline in blocks without shifting the terrain. Set to Automatic to track the height offset.
  • Max Altitude: Upper world limit in blocks. Set to Automatic to let Tellus compute a safe cap based on your scale settings.
  • Min Altitude: Lower world limit in blocks. Set to Automatic to let Tellus compute a safe floor based on your scale settings.
  • River/Lake Shoreline Blend: Distance in blocks used to smooth river and lake edges into nearby terrain.
  • Ocean Shoreline Blend: Distance in blocks used to smooth ocean coastlines into land.
  • Limit Shoreline Blend on Cliffs: Prevents shoreline smoothing on steep slopes to preserve sharp cliffs.

Ecological Settings (work in progress)

These options are currently locked and not adjustable yet. They describe what will be configurable in a future update.

  • Land Vegetation: Will enable grasses, flowers, and small plants on land.
  • Land Vegetation Density: Will control how dense land vegetation appears.
  • Tree Density: Will control how many trees spawn in eligible biomes.
  • Aquatic Vegetation: Will enable kelp and seagrass in water.
  • Crops in Villages: Will add village farm plots during village generation.

Geological Settings

The cave and underground generation system is still work in progress, so expect changes here.

  • Cave Generation: Toggles underground cave generation.
  • Ore Distribution: Enables vanilla ore distribution in Tellus worlds.
  • Lava Pools: Enables underground lava pools.

Structure Settings

This section lets you toggle vanilla structures and world features on or off, such as villages, temples, monuments, ruins, and underground features like Deep Dark and amethyst geodes. Some structures (notably Deep Dark and certain ocean structures) may not generate properly yet and are still work in progress.

Real-Time Settings

  • Real-Time Time: Syncs the in-game day/night cycle to real-world time based on your in-game location, so sunrise and sunset match that location's local clock.
  • Real-Time Weather: Pulls live weather conditions for your location and mirrors them in-game (rain, thunder, or snow) instead of Minecraft's default weather rolls.
  • Historical Snow Coverage (work in progress): Tracks recent temperature and snowfall data to decide if snow should appear and persist on the ground, creating more realistic seasonal snow coverage.

Compatibility Settings

  • Distant Horizons Render Mode: Fast uses Tellus's LOD generator to build simplified distant terrain quickly with lower cost. Detailed asks Distant Horizons to use full chunk generation for far terrain, which is more accurate but significantly slower and heavier. For most setups, keeping Fast LOD generation is recommended.
  • LOD Water Resolver: Adds detailed water depth sampling to Distant Horizons fast LODs, improving coastlines, lakes, and ocean floors at distance but with extra cost. If you plan to play around water-heavy regions, it is suggested to keep this enabled; otherwise you can disable it for better performance.
  • Coming Soon: Additional compatibility options are work in progress and currently unavailable.

Cache

  • OSM map: Cached map tiles used by the teleport map UI. Deleting will force re-downloads as you browse.
  • ESA WorldCover: Cached land cover tiles used for biome and vegetation lookups.
  • Terrain tiles: Cached elevation tiles used for terrain height sampling.
  • Total: Combined size of all Tellus caches (read-only).
  • Delete cache / Delete all cache: Removes cached data to free disk space; data will be re-downloaded or rebuilt as needed.
Data Sources

ESA WorldCover 2021 (land cover)

Koppen-Geiger climate classification

Terrain Tiles (global DEM tiles)

  • Terrain Tiles (AWS Open Data Registry / Mapzen Jord)
  • https://registry.opendata.aws/terrain-tiles
  • Source attributions for Terrain Tiles:
  • ArcticDEM terrain data: DEM(s) were created from DigitalGlobe, Inc. imagery and funded under National Science Foundation awards 1043681, 1559691, and 1542736.
  • Australia terrain data (c) Commonwealth of Australia (Geoscience Australia) 2017.
  • Austria terrain data (c) offene Daten Osterreichs - Digitales Gelandemodell (DGM) Osterreich.
  • Canada terrain data contains information licensed under the Open Government Licence - Canada.
  • Europe terrain data produced using Copernicus data and information funded by the European Union - EU-DEM layers.
  • Global ETOPO1 terrain data U.S. National Oceanic and Atmospheric Administration.
  • Mexico terrain data source: INEGI, Continental relief, 2016.
  • New Zealand terrain data Copyright 2011 Crown copyright (c) Land Information New Zealand and the New Zealand Government (All rights reserved).
  • Norway terrain data (c) Kartverket.
  • United Kingdom terrain data (c) Environment Agency copyright and/or database right 2015. All rights reserved.
  • United States 3DEP (formerly NED) and global GMTED2010 and SRTM terrain data courtesy of the U.S. Geological Survey.

Open-Meteo (weather)

Ченджлог

0.7.1Альфа26.2 · 5 июля 2026 г.

Hot-fix buildings and roads not working

0.7.0Альфа26.2 · 30 июня 2026 г.

World Generation & Terrain

  • Added support for oceans using GEBCO 2026 bathymetry data.
  • Improved inland water generation so it works better in areas where terrain is unstable, including with fast LODs.
  • Added Thin Shell Terrain, which disables underground terrain and keeps only the surface.
    • This feature is currently WIP.
  • Deepslate is no longer used for mountains, as mountainous terrain is being reworked.
  • Fixed snow in mountains showing dirt underneath the snow when using fast LODs.

Buildings, Roads & Structures

  • Improved buildings and added more road details and elements thanks to the Arnis project: https://arnismc.com

    • Distant Horizons LODs may not perfectly represent some of these new buildings yet.
  • Added an option for areas where ESA data shows built-up features such as buildings, roads, and infrastructure to use a Minecraft biome from the Köppen/ESA classification instead of only stone and gravel.

  • Villages no longer spawn in the middle of water bodies, such as lakes.


Biomes

  • Made biome adjustments for better biome selection based on Köppen climate data.

  • Oceans now use NOAA OISST v2.1 as the temperature source for biome classification.

    • Inland biomes still use Köppen/ESA data for classification.
  • Added a Random Biomes option with a percentage slider.

    • This is intended for a more Minecraft-like survival experience while still using real-world terrain.
    • This mode still uses Köppen and ESA data, but mixes in random Minecraft biomes.
  • Added more Minecraft biomes:

    • warm_ocean
    • lukewarm_ocean
    • cold_ocean
    • frozen_ocean
    • deep_ocean
    • deep_lukewarm_ocean
    • deep_cold_ocean
    • deep_frozen_ocean
    • sunflower_plains
    • flower_forest
  • New Sulfur Caves are planned.


UI & Localization

  • Added Japanese translation.
    • Translations made with AI, so hopefully the translations are accurate 😅
  • The Set Spawnpoint map search box now shows suggestions using Minecraft’s selected language.

Fixes & Backend Improvements

  • Fixed some trees showing a gray palette instead of their proper color when using fast LODs.
  • Fixed issues across cache handling, terrain preview, and other backend systems.

Known Issues

  • Some coastlines may still show broken or unusual terrain elevation.
    • This is mainly caused by resolution differences between inland and ocean terrain.
  • Ocean fast LODs may show strange underwater elevation near coastlines.
  • Fast LODs may show water elevation inconsistencies compared to full chunks.
0.6.4Альфа1.20.1 · 29 апреля 2026 г.

Fixes

  • Fixed animals not spawning.
  • Fixed coastline terrain artifacts.
  • Fixed water appearing as dry chunks.
  • Fixed water not rendering properly when using ESA water instead of OSM water.
  • Fixed cache deletion failing in some cases.
  • Fixed some errors with DH 3.0.2.
  • Attempted fix for Voxy terrain generation issues when using 1:1 scales.

Compatibility

  • Backported the mod to Minecraft 1.20.1.
  • Ported the mod to 26.x and Minecraft 1.21.1 Fabric.

Other

  • Made various small changes and improvements.
0.6.4Альфа1.21.1 · 29 апреля 2026 г.

Fixes

  • Fixed animals not spawning.
  • Fixed coastline terrain artifacts.
  • Fixed water appearing as dry chunks.
  • Fixed water not rendering properly when using ESA water instead of OSM water.
  • Fixed cache deletion failing in some cases.
  • Fixed some errors with DH 3.0.2.
  • Attempted fix for Voxy terrain generation issues when using 1:1 scales.

Compatibility

  • Backported the mod to Minecraft 1.20.1.
  • Ported the mod to 26.x and Minecraft 1.21.1 Fabric.

Other

  • Made various small changes and improvements.
0.6.4Альфа26.1.2 · 29 апреля 2026 г.

Fixes

  • Fixed animals not spawning.
  • Fixed coastline terrain artifacts.
  • Fixed water appearing as dry chunks.
  • Fixed water not rendering properly when using ESA water instead of OSM water.
  • Fixed cache deletion failing in some cases.
  • Fixed some errors with DH 3.0.2.
  • Attempted fix for Voxy terrain generation issues when using 1:1 scales.

Compatibility

  • Backported the mod to Minecraft 1.20.1.
  • Ported the mod to 26.x and Minecraft 1.21.1 Fabric.

Other

  • Made various small changes and improvements.
0.6.0Альфа1.21.11 · 9 апреля 2026 г.

Important

Back up your existing worlds before updating.
This update will most likely break them.

Overture Maps Integration

Added optional Overture Maps streets, buildings, and water, which mostly use OpenStreetMap data.

This feature is still in early development, so more improvements, bug fixes, and customization options are planned over time. Coverage is worldwide, but some areas may still have issues.

Current Overture Maps features include:

  • Roads with lamps and night lighting
  • Building decoration
  • Very basic interiors
  • Bridges with pillars
  • Some 3D buildings

Notes

  • Buildings currently render only at 1:1 to 1:15 scales
  • Interiors currently render only at 1:1 scale
  • Some 3D landmarks may look inaccurate in places (for example, the Eiffel Tower), as this reflects how they currently render in Overture Maps

Terrain Preview

  • Terrain preview now shows 3D trees and buildings
    • This can be disabled
  • Added a new Info screen in terrain preview showing:
    • Which DEM is being used in the selected area
    • Highest altitude in the preview area
    • Min Y and Max Y values
    • Warnings in red when Y limits are exceeded
  • Added an Auto Adjust button for players who want terrain settings as close to 1:1 scale as possible for the selected area

Cache Improvements

  • Added full world-config cache coverage
  • Fixed cache clearing so it now removes both stored and runtime data
  • Improved cache size totals to more accurately reflect all Tellus cache types

Elevation / DEM Updates

New DEM Sources

  • Added Copernicus DEM as a new elevation source
  • Added USGS DEM, allowing 1–2m resolution where available in the USA
  • Added swissALTI3D, providing 1–2m resolution across most of Switzerland
  • Added CANElevation, adding 2m elevation data where available in Canada
  • Added Japan GSI DEM, supporting 1m, 5m, and 10m resolution where available

Automatic DEM Selection

Added Automatic DEM selection, which keeps the highest available resolution from:

  • Terrain Tiles
  • ArcticDEM
  • REMA
  • Other DEM sources where available

It uses Copernicus in lower-resolution areas.

DEM Controls

  • DEM sources can now be enabled or disabled individually

Terrain Quality Improvements

  • Improved mountains and terrain detail in regions that previously relied on coarse 90m+ elevation data
  • Fixed poor terrain data in many areas, including places like Cyprus, thanks to Copernicus

Antarctica

  • Antarctica now has 2m resolution thanks to REMA
  • ESA WorldCover has no Antarctica data, so all terrain there currently renders as snow

Work in Progress: High Mountain Asia DEM

Work is underway to add High Mountain Asia 8m DEM, including Mount Everest.

Notes

  • This source requires users to create an account and obtain a token
  • The token can then be used in-game to access the data
  • This DEM currently has some locations with significant missing data, which can cause noticeable terrain artifacts, especially around K2 and Mount Everest
  • Tellus will fall back to Copernicus where data is missing and apply smoothing to reduce artifacts
  • This feature is still work in progress and is not enabled yet

UI Changes

  • Increased the maximum zoom available in Set Spawnpoint

Reworked / Disabled Features

  • Reworking Historic Snow Coverage
    • This option is currently disabled

Fixes and Improvements

  • Various UI adjustments
  • Bug fixes
  • General improvements

Known Issues

  • Chunk performance may be poor with some DEMs and in certain areas, especially for full chunks around the player
  • Some bridges may extend beyond their real-world length
  • Some coastlines may not render properly with OSM water

Next Update

The next update will focus on:

  • Minecraft 26.x
  • Minecraft 1.21.1
  • NeoForge support on both versions
  • Bug fixes and optimizations

For 26.x, I'm mainly waiting on Distant Horizons to release its update as well.

0.5.0Альфа1.21.11 · 15 февраля 2026 г.

Worldgen Update: Terrain, Structures, LOD, and Voxy Support

Improvements

  • Significantly improved cave generation.
  • Fixed missing structures in some areas (e.g., Ancient Cities, Ocean Monuments).
  • Improved biome transitions for a more natural look.
  • Major improvements to surface decoration (will continue to be refined over time).
  • Initial mitigation for terrain holes caused by bad DEM source data (some locations may still have issues).

New Features

  • ArcticDEM 2m (Optional DEM Provider)

    • Added ArcticDEM 2m as an additional (optional) DEM provider.
    • Works only in Arctic regions. Coverage: https://www.pgc.umn.edu/data/arcticdem/
    • Outside supported areas, Tellus falls back to Terrarium DEM tiles.
  • Faster LOD Render Option (WIP)

    • Added a new faster LOD render mode (work in progress).
    • Less accurate for now, but may replace the current fast LODs if detail can be preserved without affecting generation speed.
  • Voxy Compatibility

    • Added Voxy to compatibility settings.
    • Enables Tellus to generate chunks for Voxy to ingest and render far distances without needing to explore chunks first.
    • Tracks player movement to keep generating new chunks automatically.
    • Note: Voxy requires full chunk data, so terrain generation is much slower than with Distant Horizons, but distant terrain quality is generally better.

Compatibility & Behavior

  • If Distant Horizons or Voxy is not installed, related options will be disabled in the config screen.
  • Added a warning if both mods are installed:
    • Tellus will prioritize Distant Horizons
    • Tellus will disable Voxy terrain generation

Configuration Changes

  • Height Offset can now go down to -2000 for taller mountains and more dramatic terrain (at the cost of reduced ocean depth).
  • Added two new buttons to the config screen:
    • Restore Defaults
    • Select Preset (not enabled yet)
  • Settings are now saved when exiting the world config screen.

Work in Progress

  • OpenStreetMap features
    • Streets, buildings, and more accurate water bodies in some areas.
    • Chunk generation speed may be heavily impacted; optimization is ongoing.
  • Better server-side support.
  • NeoForge support.
  • Backports to other versions (current target: 1.21.1) and preparation for the upcoming Minecraft 26.1 update.

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