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Tellus

Tellus

by yucareux • Downloads: 0 • Followers: 0
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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)

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.21.11
Fabric
23h ago 1
1.20.1
Fabric
23h ago 1
1.21.1
Fabric
23h ago 1
1.20.1
Forge
23h ago 1
1.21.1
Neoforge
23h ago 1
1.21.11
Neoforge
23h ago 1
26.2
Neoforge
23h ago 1
26.2
Fabric
23h ago 1
1.21.1
Neoforge
23h ago 1
26.2
Neoforge
23h ago 1
1.20.1
Fabric
23h ago 1
1.21.1
Fabric
23h ago 1
26.2
Fabric
23h ago 1
1.20.1
Fabric
23h ago 1
1.21.1
Fabric
23h ago 1
26.2
Fabric
23h ago 1
1.21.1
Neoforge
23h ago 1
26.2
Neoforge
23h ago 1
1.20.1
Fabric
23h ago 1
1.21.1
Fabric
23h ago 1
26.2
Neoforge
23h ago 1
26.2
Fabric
23h ago 1
26.2
Neoforge
23h ago 1
1.21.1
Fabric
23h ago 1
1.20.1
Fabric
23h ago 1
26.2
Fabric
23h ago 1
26.2
Neoforge
23h ago 1
1.20.1
Fabric
23h ago 1
1.21.1
Fabric
23h ago 1
26.2
Fabric
23h ago 1
1.20.1
Fabric
23h ago 1
1.21.1
Fabric
23h ago 1
26.1.2
Fabric
23h ago 1
1.21.11
Fabric
23h ago 1
1.21.11
Fabric
23h ago 1
1.21.11
Fabric
23h ago 1
[0.8.3] Tellus 0.8.3 by yucareux on Oct 18, 2026
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## Tellus 0.8.3
### Terrain Height Scaling

Tellus terrain heights now scale correctly across different latitudes.

Previously, mountains and slopes appeared increasingly flatter the farther you traveled from the equator. This happened because elevation values did not account for the way Tellus's map projection stretches horizontal distances.

  • Terrain height scaling is now corrected automatically.
  • Mountains and slopes should appear consistent at all latitudes.
  • Terrain cache formats have been updated so previously cached, incorrectly scaled height data is not reused.

Already-generated Minecraft chunks will not change automatically. Only newly generated or regenerated chunks will use the corrected terrain scaling.

Old Distant Horizons terrain data may also need to be deleted or regenerated before the corrected terrain heights become visible.

### World Generation

  • Added procedural trees based on elevation data from ETH Global Canopy Height 2020.
  • Antarctica now generates with snow instead of grass.
  • Improved ore generation.
  • Increased the depth of sand, dirt, desert stone, and snow layers.
  • Adjusted water generation to allow waterfalls to render properly.

### Configuration

  • Added an option to enable or disable Huge Mushrooms.

  • Disabled by default.

### Cache Screen

  • Added progress bars when loading or deleting cache data.

### Other Improvements
  • Fixed a DH API issue with Iris.
  • Improved building exterior and interior designs.
  • Improved street lights.
  • Improved several translations.
  • Fixed various bugs and crashes.
  • Fixed an issue where some islands were incorrectly displayed as oceans.
[0.8.2] Tellus 0.8.2 by yucareux on Oct 18, 2026
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# Tellus 0.8.2

Join our Discord to report issues or share suggestions: https://discord.gg/G53VVevczy

You can download compatible Distant Horizons forks here: https://github.com/Yucareux/Tellus/releases/tag/0.8.2

## Cave Generation and Structures

  • Caves now generate across the full underground depth, including deep levels.
  • Cave systems now use larger, more modern shapes.
  • Deep underground structures should be easier to discover through cave exploration.
  • Fixed several issues in ancient cities.

## Terrain and Geology

  • Enabling ores no longer creates large granite or diorite patches on exposed mountain faces.
  • Added a separate **Geological Stone Patches** option for granite, diorite, andesite, and tuff. This option is disabled by default.
  • Single-line rivers no longer smooth the surrounding terrain.

## Biomes and Land Cover

  • Improved the badlands biome.
  • Fixed an issue that caused desert biomes to display only stone.
  • Significantly improved land-cover data used for biome placement by making **ESA WorldCover 2021 v200 COGs** the primary land-cover source.

## Preview and Map Loading

  • Added a button to the terrain preview for enabling or disabling 3D preview clouds.
  • Improved the speed and reliability of map loading in **Set Spawnpoint**.

## Compatibility

  • Existing chunks remain unchanged. These fixes and improvements apply only to newly generated chunks.

[0.8.1] Tellus 0.8.1 by yucareux on Oct 18, 2026
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# Tellus 0.8.1

Join our Discord to report issues or share suggestions:
https://discord.gg/G53VVevczy

You can download compatible Distant Horizons forks here: https://github.com/Yucareux/Tellus/releases/tag/v.0.8.1

## New Features

  • Added NeoForge support for Minecraft 1.21.1.
  • Press **M** to open the map; the key can be changed in the controls.
  • World scale can now reach **1:1 km**.
  • Random Biomes now allows manual biome selection.
  • Updated Distant Horizons forks for Increase Height compatibility.

## Terrain & World Generation

  • Improved terrain accuracy around coastlines, water, overlapping land-cover areas, and map tile borders.
  • Fixed repeating land cover, inland river cutoffs, Caspian Sea water levels, and terrain at extreme world heights.
  • Fixed Terrestrial Height when using Increase Height.
  • Snow and cliffside deepslate now generate more accurately based on terrain slope.
  • Overhauled caves to closely match vanilla generation, including previously missing ores.
  • Improved the Badlands biome and support for Tellus’s extremely tall terrain.

## Distant Horizons & LOD

  • Fast LOD mode now preserves terrain detail across longer distances.
  • Reduced blocky or oversimplified distant terrain.
  • Improved LOD generation around buildings, trees, mangroves, water, and other tall features.
  • Skyscrapers remain visible farther away, and distant buildings align more accurately with loaded chunks.

## Stability & Performance

  • Improved recovery from internet, Overture Maps, and download failures.
  • Fixed stuck or corrupted map tiles, background-loading issues, and failed place searches.
  • Improved handling of damaged caches and malformed, incomplete, slow, or oversized downloads.
  • Reduced unnecessary processing and memory usage across terrain, maps, climate data, and cached files.
  • Improved cache cleanup to prevent gradual memory growth.
  • Weather and time synchronization now handle invalid responses correctly.
  • Corrected version numbering to properly reflect the 0.8.x series.
  • Improved and added missing translations.

# Pre-Release 0.8.0 — New Heights

## Terrain Source Overhaul

The terrain data system has been completely rebuilt.

All previous terrain sources have been removed and replaced by a single provider: **Mapterhorn**. Visit [mapterhorn.com](https://mapterhorn.com) to see which regions currently offer enhanced, higher-resolution terrain data.

Areas without enhanced coverage use terrain data at a resolution of approximately **30 meters**. Additional high-resolution sources will continue to be added over time.

A detailed coverage map is available here:

[View the Mapterhorn coverage map](https://mapterhorn.com/coverage/#map=0.82/0/0)

Using a single terrain provider allows the mod to load terrain more quickly, reliably, and consistently.

### Ocean and Land-Cover Data

Ocean terrain is now generated using **OpenWaters Bathymetry**, which provides better performance than accessing GEBCO directly.

ESA WorldCover data is now delivered through **Overture Maps**. This change adds zoom-level support, improves chunk-generation speed, and significantly accelerates generation at large scales, including scales such as **1:500**.

> **Note:** The previous direct ESA WorldCover data source is no longer supported.

Together, these changes have dramatically reduced the mod’s storage usage. All caches have also been updated to support the new data sources.


## 1:1 Terrain Everywhere on Land

A new option has been added under **World Settingss** in the world configuration screen.

When enabled, terrain is generated using a significantly larger vertical scale. This allows landmarks such as Mount Everest to appear at their real-world height.

### Current Ocean Limitation

The increased vertical scale cannot currently be fully applied to oceans, which remain limited to **Y = -2040**.

I am investigating ways to overcome this limitation so the game can eventually render terrain as deep as the Challenger Deep, approximately **10,935 meters below sea level**.

### Underground Generation

To maintain reasonable performance, the mod does not generate thousands of blocks beneath every terrain column. Instead, it generates a consistent depth of **256 blocks** below the terrain surface.

This value is currently hardcoded. A configurable depth slider is planned for a future update.


## Distant Horizons Compatibility

> **Important:** The standard version of Distant Horizons does not support the increased terrain height used by the new 1:1 terrain option.

A custom fork has been created that allows Distant Horizons to display the expanded vertical scale correctly.

The fork also fixes several existing issues, including the giant terrain pillars that can appear when **“Upsample Lower Detail LODs to Fill Holes”** is enabled.

  • Download the compatible fork here:**

https://github.com/Yucareux/Tellus/releases/tag/v0.8.0

Be sure to pick the correct Minecraft version you are using.



## Ocean Improvements

Coastlines have been significantly improved through a combination of:

  • Overture Maps data**
  • OpenWaters Bathymetry**
  • Coastline smoothing**

In locations where bathymetry data is incomplete or unavailable, the ocean depth is now forced to a minimum of **20 blocks**. This prevents oceans from generating with water that is only one block deep.


## Terrain Preview Overhaul

The terrain preview has been completely redesigned.

It now more closely resembles Minecraft’s visual style, making it easier to understand how the terrain will look when generated in-game.


## Bug Fixes

Several reported bugs have been fixed and some more were added to fix them later
[0.7.1] Tellus 0.7.1 by yucareux on Oct 18, 2026
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Hot-fix buildings and roads not working
[0.7.0] Tellus 0.7.0 by yucareux on Oct 18, 2026
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### 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.

[0.6.4] Tellus 0.6.4 by yucareux on Oct 18, 2026
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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.
[0.6.4] Tellus 0.6.4 by yucareux on Oct 18, 2026
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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.
[0.6.4] Tellus 0.6.4 by yucareux on Oct 18, 2026
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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.

## 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.
[0.5.0] Tellus 0.5.0 by yucareux on Oct 18, 2026
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# 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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