CityWorld
CityWorld
The great outdoors is all good and fine but sometimes you just want to go to town. Not any town will do, how about one that goes on forever or multiple ones separated by the largest mountains possible in MineCraft. But what is under those mountains? There is an entire world to explore, have fun!
There is a Spigot/Bukkit happy version of CityWorld over at http://www.spigotmc.org/resources/cityworld.2250/. I am not going to be updating the version here on dev.bukkit.com, so go there for the latest.
Version 3.002

More pictures can be found here.
v3.002 (at https://www.spigotmc.org/resources/cityworld.2250/)
- Now supports Minecraft/Spigot 1.9 (or I think it does) and was tested against PI day build of Spigot
- Added an option to turn off things like Hot Air Balloons for folks who don't like fun things in the air ;-)
- Add material lists for astral, bunkers and water towers generation, yes I know there still more to do
- Reduced the likelihood of Museums, sorry about that
- Farms now can grow BeetRoots, Yumm!
- More building and roof styles
- MAYBE ISSUE: It seems to me that Minecraft/Spigot 1.9 causes CityWorld to generate worlds slower, but I could be wrong
- Fixed bugs
v3.001 (at https://www.spigotmc.org/resources/cityworld.2250/)
- Finally got the fossils generating... and Museums :-)
- Fixed a long standing tree generation bug... and added the occasional dead tree trunk
v3.000 (at https://www.spigotmc.org/resources/cityworld.2250/)
- The majority of materials used during building generation are now configurable (lists are maintained in the cityworld's yml file)
- All chest content generation is now configurable (phatloot should still work if you really need it)
- Road material is now configurable, don't like clay... change it
- Added new lot types to world (hot air balloons, water towers, park mazes, barns, etc.)
- Brought over some of the Maze world lots to normal worlds (lumber yards, quarries, camp grounds, etc.)
- Created a way to invert the range generation logic, now you can generate cities that surround a center of nature instead of the other way around
- Lots of refactoring and tweaking, world generation will likely change... sorry but it couldn't be helped
- Fixed a number of bugs that have been bothering me
Personal note
It has been a while, sorry but my day job continues to be a bit crazy and is pretty much taking up all of my time. In this most recent update CityWorld should now work against 1.8.8 to a large degree. Many things have changed with the latest MineCraft and Spigot/CraftBukkit, I would be surprised if no problems are hiding in here somewhere.
Index of useful info
- Installation... Start Here!
- Options...
- Styles...
- Schematics...
- Commands...
- Version info...
- Tools I used to make this...
- Copyright...
Heads up!
This plugin really "tests" MineCraft/Bukkit when it comes to complex worlds. In fact when you spawn/teleport into a new CityWorld (or some wildly new location) it takes a while for all of the blocks to generate. This is especially obvious if you are flying around. Once the blocks are generated though everything works just fine. What I recommend is take a tour of your new world and just walk/fly up to each "uninitialized chunk" until everything shows up.
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Posted Nov 4, 2011Will you be adding furniture and loot inside the buildings in the future?
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Posted Nov 4, 2011Took me a little while to figure out how to get this set up using XcraftGate, but the problem was that I fail at basic language comprehension. Once I actually READ the instructions it was easy! I just cut and pasted the 'parallel' world code into my bukkit.yml and then in game did /gworld create thecity
bingo bango! A couple gates later and I'm in the middle of a city that I'm going to take apart to bedrock for its vast mineral wealth!
I'm actually rather glad I haven't seen any diamond block, since that would eliminate the last bit of challenge from the game :D
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Posted Nov 4, 2011@telephonekiosk
Now that the underground is more fillled, I come across mobs in the building's all the time now. It is always interesting to tease zombies into falling to the death when standing in next building over :-)
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Posted Nov 4, 2011@DaddyChurchill
Is the reason no hostile mobs were spawning on the surface because of the giant expanse of darkness underground? :P Also, I think this would be a good plugin to have for a zombie survival RPG server
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Posted Nov 3, 2011@telephonekiosk
I am still working on it. I hope to have an update up here by the end of this weekend. The space between the street and the bedrock was/is where the sewers and such were in my original WorldEdit script. If everything works out they will be back in the next release along with considerably more complex buildings.
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Posted Nov 3, 2011Hope you don't abandon this... I'd like to see where this goes in the future. Also, why is there a big space between the surface and bedrock?
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Posted Oct 29, 2011@Darkshied
The buildings use a random combination of material types. The actual odds of cobble and wool both being used in a single building is pretty low. Mind you even with that, the picture above shows at least two buildings using cobble/cobble. But randomly speaking, lightning can strike same place twice. :-)
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Posted Oct 29, 2011Can't it be smooth stone and sandstone instead of cobble and wool? :S
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Posted Oct 16, 2011@mraof
The URL is listed on the repository tab (above)
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Posted Oct 15, 2011Where is the source located?
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Posted Oct 3, 2011@hammale
Humm... I wonder if I make the spawnpoint's chunks especially simple to fabricate if it will solve/avoid the problem then... double hummm
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Posted Oct 3, 2011@DaddyChurchill
idk if you already know this but the "twinkling stars" are the new void. That's just Minecraft loading the new chunks. You probably won't be able to do anything about that...
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Posted Oct 2, 2011@bgalichti
Please read the thread before asking the same question again...
see below
Read the two bolded items in the first message in the thread. It will explain the script time out issue and how to "fix" it.
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Posted Oct 2, 2011please help me it´s not finish build "Failed to execut: Script timed out (3000ms)"
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Posted Oct 2, 2011@never2nv
please help me it´s not finish build "Failed to execut: Script timed out (3000ms)"
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Posted Oct 2, 2011please help me it´s not finish build "Failed to execut: Script timed out (3000ms)"
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Posted Oct 1, 2011@PureDarkKnight
No problem, I am glad you got it working. Have fun
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Posted Oct 1, 2011Sorry for not having read the thread from the start to the end I was a little lazy, cuz i am really good at english. but now i got it.
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Posted Oct 1, 2011@PureDarkKnight
Read the two bolded items in the first message in the thread. It will explain the script time out issue and how to "fix" it.
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Posted Oct 1, 2011But when i try to run it, it only give me this: Failed to execute Script timed out (3000ms)