Dear friends, in just a few days it will have been a year since I released my first real-world map for Minecraft. In a short time, this little project grew into something much bigger: thanks to everyone’s enthusiasm and positive feedback, my goal became to develop—completely from scratch—a piece of software that can automatically generate maps of any real-world area for Minecraft, in a simple, fast, and intuitive way, yet with incredibly detailed results.
After months of work and support from the community, I’m finally happy to announce that EarthToMC is now available in beta for everyone subscribed to a Top Tier plan or higher!



Main Features of the Software:
- Generates Minecraft maps for every version from 1.17 up to 1.21.4 (the latest), covering any area worldwide, with scales ranging from 1:1 to 1:1000.
- Uses WorldPainter for converting geographic data into Minecraft elements, creating fully editable .world files for users and map makers.
- Offers the option to save GeoTIFF files for each layer and a QGIS project, allowing you to preview the final map.
- Automatically generates the correct datapack to handle altitudes beyond standard limits.
- Lets you set a “snow line” based on altitude.
- Integrates buildings, roads, railways, airports, and other urban elements from OpenStreetMap.
- Integrates rivers, lakes, coastlines, swamps, glaciers, permanently snow-covered areas, and vegetation from OpenStreetMap.
- Retrieves terrain elevation from high-resolution DEM datasets (USGS 3DEP and NASADEM).
- Determines biomes and vegetation using high-resolution land-use datasets (USGS NLCD and GLC FCS 30).
- Identifies desert and arid areas using Sentinel-2 data and the Global Aridity Index.
- Allows adding national, regional, and provincial boundaries (states and counties in the USA).
- Supports creating maps at a scale more detailed than 1:1, up to 10 cm in the real world per Minecraft block (ideal for highly detailed building projects).
- Enables rotation of the map to a user-defined angle for the best representation of city buildings (given polygons must convert into blocks within the game).
- Splits the map into tiles, making processing feasible even on older or less powerful PCs.


With your support, I will find the incentive to spend more time developing and refining these maps, creating new content and improving the quality of existing maps. Thank you for reading this far and I hope you will choose to join me on this adventure. I can't wait to see what we create together!