Wide EarthCraft landscape under dramatic clouds

REAL DATA · REAL SCALE · PLAYABLE WORLD

Earth.
Rebuilt in blocks.

A world generator that turns elevation, oceans, rivers, climate, land cover and regional detail into one continuous Minecraft Earth.

Pre-release development Real-location validation 1:1 terrain HMA 8 m Hydrology reconstruction Climate & ecology Pre-release development Real-location validation 1:1 terrain HMA 8 m

THE IDEA

Not a map pasted onto Minecraft.
A world rebuilt from data.

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.

01

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.

02

Better data wins locally

Regional high-resolution DEMs are authoritative only where their real coverage is valid; global sources remain the fallback.

03

World systems connect

Elevation, rivers, oceans, climate, geology and ecology are not independent decorations — they constrain each other.

Snowy high-altitude EarthCraft terrain
HMA / HIGH ALTITUDE High-altitude terrain and vertical-scale test.

ONE PLANET · MANY SYSTEMS

Move through the world.
The data changes with it.

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.

Dry mountainous EarthCraft coast Green EarthCraft valley under dramatic clouds Underwater EarthCraft ocean environment Snow-covered EarthCraft mountain panorama
TERRAIN / DEM

DEM / SURFACE

Terrain comes from measured elevation.

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.

  • Global elevation fallback
  • Regional high-resolution authority
  • Extreme-height world support

CLIMATE / ECOLOGY

Climate should explain the landscape.

Temperature, precipitation and land-cover data guide biome and surface decisions. The goal is not random biome noise but geographically coherent regions.

  • Temperature and precipitation inputs
  • Land-cover constraints
  • TFC climate and surface adaptation

HYDROLOGY / OCEAN

Water is geometry, not blue paint.

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.

  • River and lake networks
  • Observed surface-water constraints
  • Global bathymetry below sea level

TALL WORLD / STREAMING

Earth does not fit inside vanilla height limits.

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.

  • Native experimental tall-world core
  • High-altitude rendering validation
  • Dedicated long-distance streaming

SCALE LAB

One slider.
A completely different Earth.

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.

1 Minecraft block1 m
1 real kilometre1000 blocks

DATA STACK

One generated world.
Many real sources underneath.

Select a source to see its role. The public site shows the architecture without exposing internal checkpoints or temporary developer paths.

01Resolve source

Choose the best valid dataset for the location.

02Rebuild world systems

Terrain, water, climate and surface rules interact.

03Stream locally

Runtime generation uses prepared local data, not web requests per chunk.

04Play the result

One continuous Earth-scale world in Minecraft.

CURRENT DEVELOPMENT STACK

Built as a real mod.
Tested in a real stack.

These labels describe the current development environment, not a final support guarantee. Compatibility changes as the core stabilizes.

CORE

NeoForge 1.21.1

Primary loader and runtime target.

ACTIVE

TerraFirmaCraft

Dedicated climate, surface and world-generation integration is under active development.

TESTED

Iris + shaders

Current visual test environment.

TESTED

Distant Horizons

Used while validating enormous view distances and tall terrain.

TESTED

C2ME

Used in chunk-generation and performance testing.

EXPERIMENTAL

Sable

Physics integration remains experimental.

FUTURE

Fabric / Forge

The architecture is being kept portable so other loaders and Minecraft versions can be targeted later.

FOLLOW THE BUILD

Development is public.
The release comes after validation.

Discord is the main place for screenshots, test results, progress updates and release notices while EarthCraft is still in pre-release development.

PRE-RELEASE

No fake download button. When a public build exists, this becomes the real release entry point.

#EarthCraft Discord
COMMUNITY