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 Jul 24, 2012Need an explanation! Please add me on Skype if u can...
SK:TheOnlyninjahan
Im getting mad..
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Posted Jul 23, 2012Heads up... v1.04 has a bug that prevents sewers from generating under city streets. I have isolated and fixed the problem. Expect v1.05 in an hour or so. I just want to make sure there aren't any other similar errant "!" in the code
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Posted Jul 23, 2012@smbarbour
You can turn on some Tekkit ores, including oil under the drilling platforms in v1.04
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Posted Jul 23, 2012@xcoldfyrex
Nether support is now in v1.04. but its not a happy place :-)
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Posted Jul 23, 2012@DaddyChurchill
Heads up, Decay is back with 1.04
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Posted Jul 23, 2012@rmh4209
Glad you like it
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Posted Jul 23, 2012Sorry to bother you, but I'd just like to ask a question:
Since Nether worlds are making the world all "destroyed" and such, are End worlds going to make the city futuristic? If so, that'd be amazing and awesome. Either way, I'm looking forward to anything you do with this plugin. I've loved it since the first time I popped it on my server many versions ago.
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Posted Jul 23, 2012@DaddyChurchhill Thanks. I got it to work. Amazing plugin :D
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Posted Jul 23, 2012@Blackhawk185
Setting the config.yml options IncludeSeas and IncludeMountains will prevent future generations of seas and mountains and the city chunks will be generated instead. If you already have a world generated, you might want to delete its folder and have it regenerate from scratch so any existing seas and mountains are banished.
For more possibilities see Config.yml options' page
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Posted Jul 23, 2012How do I make the city never end?
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Posted Jul 23, 2012@docabbit
Please give 1.04 a try, see if that solves your problem.
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Posted Jul 23, 2012@ryanblm
They are gone in v1.04, sorry about their inclusion. For a little guy they are remarkably over powered.
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Posted Jul 23, 2012@AliasKrew
Thanks, I will give that a looksee
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Posted Jul 23, 2012@Bkjc
Alas not at this time. I am still pondering how to make that happen.
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Posted Jul 23, 2012@SomeITGuy
The roundabout fix is in v1.04
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Posted Jul 22, 2012We did a quick, very basic runthrough video on this plugin. Hope you like it! http://www.youtube.com/watch?v=PETXwLL_PJU
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Posted Jul 22, 2012@SomeITGuy
Depending on the Altitude you get different biomes.. actually it is a bit more complicated than that but that is the general case. I will give the biome code a once over to see if I can make things work better.
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Posted Jul 22, 2012Cool thank you, any idea why animals from other mods are not generating in cityworld. I realize that if animal requires say a forest biome it may not show up in the middle of a city. They don't generate on the mountains and the sea creature don't generate in the ocean either. When cityworld generates a forest for example is that forest area a biome like in the vanilla world or is cityworld all one biome?
Would it be possible to have a place to put saved schematics in the cityworld folder so that they could be genaerated as the world grows? If it fits inside the sidewalks of a square cityblock it would be generated there but if it is bigger than a city block it will be generated elsewhere like the big buildings are.
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Posted Jul 21, 2012@SomeITGuy
Yep, the random generator sometimes goes overboard with the roundabouts. I just added back in the IncludeRoundabouts option and toned down the odds of them showing in general. The change should be in the next release... I am hoping to have it out tomorrow morning.
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Posted Jul 21, 2012This is a very awesome plugin thank you for creating it. I just found a bunker I also like the radio towers and oil platforms. I was wondering if in the the next release you could make the amount of round abouts in intersections configurable so that we could cut down on how often they happen. See the picture. In .63 they I think you had the settings for the round abouts correct if that helps.
http://tinypic.com/r/2hobvh1/6
With less round abouts it makes it easier to partion of city blocks for players homes. I am running Craftbukkit++, server with Mo creatures mod on it the mo creatures spawn just fine in the normal world but they don't spawn at all in cityworld do you have any idea what might cause this?