Game of Thrones Minecraft Mod Wiki
Machine translation via DeepL

In this article you will find everything about the geographical mechanics of the mod - biomes, world map, fast travel, seasons and climate, weather and fixed structures.

Biomes[]

Биомы

There is an article on our wiki about each biome, and it has an exact list of the different properties. Type the name of the biome into the search to read more.

Let's start with the fact that any world in Minecraft is made up of biomes. A biome is an area endowed with characteristic terrain, temperature, mobs, trees, plants, structures and other properties.

Our mod develops this system - the world still consists of biomes, but each biome has variants (for example, hilly, wooded and others). This is done to circumvent the limit of 256 biomes, and also to make the world more diverse - variants are always randomly generated, beautifully complement biomes, make it less boring.

Also biomes in the mod are geographically non-random and can change in time (and we're not talking about day and night). All this was only possible thanks to the introduction of the world map.

World Map[]

Карта мира

The mod contains a world map, which can be found and edited by unpacking the mod via WinRAR and going to assets/got/textures/map/map/map.png. If you edit the file in Microsoft Paint, you can pipette any existing biome color and draw any shape on the canvas - and when you create a new world and visit this place there will be this biome. But now it's not about that.

Actually, the file map.png contains a detailed map of the world of Game of Thrones, which is linked to the code part of the mod, where each biome is assigned its own color, which should be drawn on the map. Therefore, all created worlds will be somewhat similar - the same biomes will be located on the same places, only the terrain may differ (as they depend on the sid). This opens up a wide range of possibilities for new content.

Fast Travelling[]

Быстрое путешествие

The map can be opened within the game by pressing the “L” button and selecting the “Map” section. There are decorative functions there, such as sepia, displaying inscriptions and dots, as well as zooming in and out. Of most interest, however, is the quick waypoint travel system.

In creative mode you can teleport to any point on the map by pressing the “M” button, but in survival mode it is not available. Here teleportation goes only by waypoints. Initially, the waypoints are locked and are only unlocked when you visit the biome where they are located. Waypoints are located in each world at the same coordinates and are controlled by the faction that lives in that biome. If you have a bad reputation with that faction, you will not be able to teleport to a point (unless you conquer a region with it, of course).

If fast travel is available, the waypoint lights up yellow or red (conquest) and teleportation will start there after pressing F. After that you have to stay still for 10 seconds (this is done to prevent players from running away from the battle).

Seasons and climate[]

The northern lights are visible at night from about the Wall and northward

The northern lights are visible at night from about the Wall and northward

As already mentioned, thanks to the world map, all biomes are in the same places and are the same size, so you can tell with certainty how cold or hot they are. From the north to the equator the biomes gradually warm up and the polar wastelands are replaced by coniferous forests with mammoths and woolly rhinos, these are replaced by temperate climates, followed by warm regions with deciduous forests and a rich variety of animals, and finally at the equator there are savannahs and hot regions with lions, elephants and cedar trees. And in reverse order to the south pole.

Thus, all biomes are externally composed based on canon and geographic location. It affects trees, plants, animals and the presence of snow. But not everything is so simple, because there are seasons in the fashion that affect how the biome looks like in summer, fall, winter and spring.

Closer to the polar latitudes, the ocean freezes and the water darkens

Closer to the polar latitudes, the ocean freezes and the water darkens

Summoning in the mod starts on July 10, so when the world is created, the player appears in Winterfell at the height of summer, so it's not cold. The day changes every 20 minutes; there is also a /date set command.

There are a total of 4 main types of biomes and 3 high belt zones, these are:

  • Biomes where it is always snowing and freezing - Arctic climate.
  • Biomes that are snowy and frosty in winter, cool in summer, cool in spring and fall (+ high belt zone) - cold climate.
  • Biomes that are snowy and frosty in winter, humid and warm in summer, cool in spring and fall (+ high zonation zone) - temperate climate.
  • Biomes that are cool in winter, dry in summer, humid and warm in spring and fall (+ high zonality zone) are hot climates.

The high belt zone is characterized by the fact that it is mountainous terrain. At the base there is the same temperature as the main biome, but at the tops there is always snow and frost.

Additional diversity in the appearance of biomes is brought by flora and fauna. For example, Spacious is indeed a region with a hot climate, but still, palm trees, giraffes and elephants are not there. They are in more exotic biomes; the climate is the same there, but the animals and trees give the image of a more southern biome. We have many articles on the wiki about the biomes, and it states more precisely what animals live there, what trees grow there, what structures are found there.

Arctic climate[]

Cold climate[]

Moderate climate[]

Hot climate[]

Weather[]

Deserts and Valyria have sandstorms and ash instead of rain, respectively. They are functionally no different from rain, but they do improve the appearance of the biome.

In addition to being decorative, climate has an important functionality - heat and frost.

Мороз

Frost is that when a biome is in classic winter (i.e. with snow), each player can take damage under certain circumstances. To elaborate:

  • There is damage only when there is no block (“ceiling”) above the player, i.e. standing under a tree also protects from frost.
  • Damage increases when it snows/rains.
  • Damage increases even more when the player falls into water.
  • Damage decreases or disappears as the player approaches a fire or torch (or other light source).
  • Damage is reduced if the player wears a set of woolen clothing (the more components of the set worn, the better).
Жара

The heat mechanic works in a similar and partially opposite way:

  • Damage only occurs when there is no block (“ceiling”) above the player, i.e. standing under a tree also protects from heat.
  • Damage drops when it snows/rains.
  • Damage decreases even more when the player falls into water.
  • Damage decreases if the player wears a set of desert robes (the more components of the set, the better).

Болезни[]

Несколько биомов имеют дополнительные особенности, которые не зависят от климатических причин.

  • Green Scorcher - in this biome, all mobs that do not have a 10 reputation with Sotorians are slowed, weakened, and poisoned.
  • Valyria, Smoky Sea - in these biomes, water slows, weakens, and dries out anyone who accidentally falls into it.

Roads and Walls[]

So, having read up to this point, you have generally familiarized yourself with the biomes and their features. However, to make your adventures more comfortable and safer, read this and the following sections, and don't forget about the theoretical hostility of the population - this is covered in detail in the politics article. After all, frost and starvation don't kill you at all in the first place...

Дороги

Roads are another mechanic made possible by the world map. Since biomes are always in their place (as well as waypoints), it makes sense to realize a convenient connection between them, so as not to cross mountains and forests. For this purpose, roads - convenient paths made of bricks, gravel, compacted earth, cobblestones and other blocks - were introduced into the game. They smooth out the terrain and help you cover long distances faster.

Roads come in different types and quality of pavement: some are almost ruined, some are intact. Some of them look like a dirt road, some of them look like a majestic highway after repair. It all depends on the specific biome, the set of blocks of the local fraction and its mental “richness”. Obviously, the roads in Yi Ti are of higher quality than in the North. The most popular roads are dirt and dirt and sand roads. However, gameplay is not affected by this.

Walls have also been implemented in a similar way. A wall is a road that runs at a fixed height and is dug down to about sea level (63 blocks), so in 99.9% of cases it starts underground and extends very high. To find the base of the wall, you need a cave or gorge underneath it.

There are only four walls in the game: the well-known ice wall, the ensemble of two walls of Ibben and the great wall of Yi Ti.

Ice Wall[]

Ледяная стена

Also known as simply the Wall, the Wall of Ice is a gigantic structure separating the North and the rest of the provinces of Westeros from the snowy wasteland, the Enchanted Forest, and the Lands of Eternal Winter. It extends to a height of 150 blocks, making it the tallest wall in the world.

The ice wall has many gates through it, each with a waypoint. Most of the gates are in rotten condition; three are in good condition. Near the gates are destroyed or active outposts and castles. Each gate has a rope hoist that allows you to climb up and down the wall.

When teleporting to waypoints, the player gets to the top of the wall and must climb down the hoist.

Walls of Ibben[]

Стены Иббена

Canonical walls that are only mentioned in the books. The Ibbenians built them for defense against the Dothraki, and in principle, the walls fulfill this function. There are no passageways, no gates, no outposts, no elevators or ropes. They are simply high log walls that extend to about 90 blocks high. One wall is located on the outer perimeter, one on the inner perimeter.

Yi Ti Wall[]

Стена Йи Ти

A non-canonical wall created by analogy with the Great Wall of China (since Yi Ti is analogous to China and Jogos Nhai is analogous to Mongolia). The wall divides the plains of Jogos Nhai and the border zone of Yi Ti, beyond which the normal biome of the empire begins.

The Iti wall extends to a height of 90 blocks and is built of masonry. In this wall, as in the ice wall of Westeros, there are outposts and gates. And here all the gates are intact, and the outposts are powerful and populated. Yi Ti is the most prosperous empire in the world at the time of the game. Each gate also has a rope elevator to the top of the wall so you can look around.

When teleporting to waypoints, the player gets to the top of the wall and must climb down the elevator.

Fixed structures[]

Красный замок

Waypoints on the map are generally canonical towns, castles, villages and ruins that are well described on the 7kingdoms website map. Some regions that are poorly explored (Ulthos and Sotorios) are provided with additional waypoints whose history was invented by the Porfirievich neural network.

Anyway, waypoints are notable places where the structure should be. Obviously, due to optimization and time resources it is impossible to program a full-fledged Winterfell at the corresponding point, but it is a good idea to place a template fortress there. At the same time in this fortress can be placed Robb Stark and other characters.

Thus, there is a well-developed mechanics of template structures placed at various points. Most often these are settlements and ruins belonging to the faction controlling the point. They contain loot and mobs (and both loot and mobs are different, they also depend on the faction). Many of them contain characters from the books and the series.

Although this mechanic works by default, it can be disabled by creating a world like “Empty Game of Thrones” instead of “Game of Thrones”. This way the world will be empty and without characters, but the random structures will remain.

Mechanics