Scale stays explicit
At the 1:1 reference scale, a block is a metre. Smaller world presets can trade area for density without changing the core data model.
REAL DATA · REAL SCALE · PLAYABLE WORLD
A world generator that turns elevation, oceans, rivers, climate, land cover and regional detail into one continuous Minecraft Earth.
THE IDEA
EarthCraft is designed around the physical structure of Earth: terrain first, then water, climate, surface materials and regional detail. The result should feel like a place, not a heightmap demo.
At the 1:1 reference scale, a block is a metre. Smaller world presets can trade area for density without changing the core data model.
Regional high-resolution DEMs are authoritative only where their real coverage is valid; global sources remain the fallback.
Elevation, rivers, oceans, climate, geology and ecology are not independent decorations — they constrain each other.
ONE PLANET · MANY SYSTEMS
Switch the system below. The visual, data layer and generation logic change together — this is closer to how EarthCraft is actually built than a static feature list.
DEM / SURFACE
A global DEM provides continuity. Higher-resolution regional sources replace it only inside valid coverage, so detail improves without changing the shape of neighboring terrain arbitrarily.
CLIMATE / ECOLOGY
Temperature, precipitation and land-cover data guide biome and surface decisions. The goal is not random biome noise but geographically coherent regions.
HYDROLOGY / OCEAN
Rivers, lakes, coastlines, surface-water observations and ocean-floor elevation feed a separate hydrology pipeline so water can follow the world instead of cutting through it blindly.
TALL WORLD / STREAMING
EarthCraft has a native tall-world path for extreme vertical terrain and a dedicated far-teleport/streaming pipeline so very high or deep locations can remain part of the same world.
SCALE LAB
EarthCraft is built around explicit scale. Move the control to see how many real-world metres one Minecraft block represents in a smaller-world preset.
DATA STACK
Select a source to see its role. The public site shows the architecture without exposing internal checkpoints or temporary developer paths.
Choose the best valid dataset for the location.
Terrain, water, climate and surface rules interact.
Runtime generation uses prepared local data, not web requests per chunk.
One continuous Earth-scale world in Minecraft.
IN-GAME / DEVELOPMENT
The gallery now uses several very different scenes instead of repeating one mountain look. Click any image for a full-screen view.
CURRENT DEVELOPMENT STACK
These labels describe the current development environment, not a final support guarantee. Compatibility changes as the core stabilizes.
Primary loader and runtime target.
Dedicated climate, surface and world-generation integration is under active development.
Current visual test environment.
Used while validating enormous view distances and tall terrain.
Used in chunk-generation and performance testing.
Physics integration remains experimental.
The architecture is being kept portable so other loaders and Minecraft versions can be targeted later.
FOLLOW THE BUILD
Discord is the main place for screenshots, test results, progress updates and release notices while EarthCraft is still in pre-release development.
No fake download button. When a public build exists, this becomes the real release entry point.