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 28, 2012Sorry for the delay in getting the latest bug fixes out. Sometimes pulling on a string ends up unraveling things more than intended. I am currently testing v1.10. As soon as I feel "good" about it, I will post it. I hope that it will happen by tomorrow morning.
Heads up: this version will simplify the number of combinations of decay and world modes like Nether and End. This was required due to the chaos that all of the combinations were causing. As it currently sits the options are creating over 8 BILLION permutations, and I can't test them all... so please bare with me as I track down reported issues and simplify where I can. :-)
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Posted Jul 28, 2012@SchemingDuck
You can turn off all the spawners via options. See for more info
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Posted Jul 27, 2012Would be cool to have an option to remove all spawners as it is currently far to easy for players to make mob grinders :I Otherwise, simply amazing plugin, I don't think I can say in words how awesome DaddyChurchill is ! :D
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Posted Jul 27, 2012Hi a stupid question here, i'm new to the bukkit.yml so i don't really know how to make the cityworld the main world. When i just change it in the server.properties so that cityworld is the used world, it stops generating city when i generate new chunks. So each time i restart the server all the players are back in the usual world and i have to use /cityworld to get back to it. How do i make it so that cityworld is the main world but still generates city and doesn't randomly start generating usual biomes and terrain.
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Posted Jul 27, 2012@predawnia
Thanks for the info. I still haven't duplicated the issue but I will continue to try.
Still no word on when 1.08 will happen but I can tell you I have removed includePavedRoads and added includeWoolRoads. I made cross walks show up on non-wool roads (clay lines on stone) and made wool roads something you have to opt into. That should solve your "roads catching on fire" problem. I might add something to tekkit generation to make the roads look better but that is not something I will do for 1.08.
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Posted Jul 27, 2012@DaddyChurchill The version I tested was 1.07
It was just a test world_nether, and I already deleted it. I don't have a specific seed nor do I entered any seed when the world was generated.
I just use the following lines in my bukkit.yml
worlds:
world_nether:
generator: CityWorld
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Posted Jul 27, 2012"/mv create cityworld normal -g CityWorld"
couldn't get that to work anymore, only way I could get mv to work was make the world or import it from /cityworld.. and in either case.. then edit the mv world config so that:
generator: 'null' is generator: CityWorld
weird.. works fine after that.
btw redstone lamps? maybe you can add a lever on them.. i'm not sure why the change on that one seeing as there is no easy way to get redstone lamps turned on at night (unless there is a plugin?)
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Posted Jul 26, 2012nevermind, im stupid :)
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Posted Jul 26, 2012The new updates are ubercool DC! Glad you started working on this again! Looking forward to that End world version ;)
Come by the server again some time... tons have happened hehe...
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Posted Jul 26, 2012@predawnia
Before answering "just turn off paved roads and you are set", I was verifying the non-paved road code worked, I noticed that street signs don't generate unless paved roads are on. Sigh... permutations will be the death of me yet. so I fixed that this morning.
As for allowing the materials to be settable, it is a goal of mine but now with 1.3 coming out that will likely have to wait until all of that settles down.
As for the nether crust generation, what version are you using? I am sure it is the latest but I have to ask just in case it isn't. There was a problem with an earlier release that didn't generate sewers correctly. Thanks for the config.yml. Could you also send me your world seed via PM and I will take a look at the problem tonight. If I find something I will roll it into 1.08 (which will contain the street sign fix). Which may or may not happen tonight.
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Posted Jul 26, 2012@robotnikthingy
Short answer: No, not yet
Long answer: Once Minecraft 1.3 actually exists and Bukkit for 1.3 is released in some form (http://dl.bukkit.org/downloads/craftbukkit/), I can start verifying that CityWorld works for 1.3. Until then: No, not yet
I am not trying to be snarky, I am trying to very clear. Alas, sometimes it is very hard to tell the difference between the two.
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Posted Jul 26, 2012will this work with 1.3?
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Posted Jul 26, 2012For the paved road, can you make it so the block for the road is configurable? Because right now, the paved road is made of gray wool, people can burn down the road, or lightning strikes could burn the road.. and with fire spread, before you know it, there are no more paved roads :(
Also, I generated Cityworld in the nether, and when I dig down from the road, there is no sewer or underworld, just stone blocks down to bedrock. Is this what it suppose to be?
My config.yml is: http://pastie.org/4335365
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Posted Jul 25, 2012@AliasKrew
Finally got a chance to see your video... One "voice" said that he wouldn't build farms "that way". To improve verity.. I am always looking for other/better ways to do things. If he wants, tell him to contact me via dev.bukkit PM.
Nice video by the way, I loved the banter :-)
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Posted Jul 25, 2012@minecraft111333
Farms will appear more likely at the edges of the cities, near seas and mountains. The logic "sorta" goes like this: I count up the number of "natural" relatively flat chunks are in a 10x10 chunk area and...
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Posted Jul 25, 2012BEST PLUGIN EVER!
AWESOME CITYS SOON... ...Just cant find farms :) THANKS!
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Posted Jul 25, 2012@Mayhem777
This plugin is a world generator. So you put it on your server and tell Bukkit to use this plugin to generate a world with it. It makes a world that looks really cool and has great features.
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Posted Jul 25, 2012very cool plugin! good work! :)
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Posted Jul 25, 2012I don't know for what's this plugin :/
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Posted Jul 24, 2012@Ninjahan
I don't understand... what do you need an explanation for?