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 Aug 11, 2012@guildsbounty
I don't attempt to generate any mobs beyond a few spawners here and there. There are quite a number of plugins that provide this functionality to one degree or another.
Maybe after I get done with everything else I can make a stab at populating the world. Mind you the "everything else" list is pretty darn long. :-(
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Posted Aug 11, 2012I like plumbing, too! Too bad it's gone.
How about subways & railroads & such?
I know, I know, too many ideas! :D
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Posted Aug 10, 2012@don97322
Plumbing went away... sorry... but now you have mineshaft mazes and bunkers underground. Loads to explore and get lost in.
Humm... maybe I can do... arrggg... too many ideas... I will bring back mazes, but it won't be plumbing. Let me get this next release out first... :-)
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Posted Aug 10, 2012Updated to latest Bukkit Build and upgrade CityWorld along with it. What happened to the plumbing? what happened to the underworld area? neat new stuff - really really miss the plumbing. :(
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Posted Aug 10, 2012this is sexy.
nice work.
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Posted Aug 9, 2012Question for you. Do Villagers still spawn anywhere within the generated cities, and if not, does anyone know if you spawn a bunch if they will settle in and operate properly? We're considering using this mod for an Adventure/Zombie Apocalypse map and without Villagers to trade with, Adventure mode is pretty much impossible.
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Posted Aug 9, 2012@predawnia
That is the plan. I currently have the plug in open on the operating table... so to speak. I should have the next update out this weekend if all goes ahead as planned.
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Posted Aug 9, 2012Will next update include Emerald ore generation?
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Posted Aug 7, 2012@romar_morales
I still have no idea where that one is coming from. If you read the error message it seems like the block is being placed in the wrong chunk. Which given I am generating a chunk at a time, I don't see how that can be happening. 8)
I have not tried to enter a bug against Bukkit yet. We had some hosting issues with our family site which goofed up email for everybody. So I have had to put on my IT hat for the past week or so. I hope to get back to the plugin later in the week.
In the meantime, if anyone wants to post a bug over on Bukkit feel free. You know as much as I do about what is causing it. :-(
Heck, I am not even sure the message is coming from Bukkit. It is entirely possible that it is the Minecraft server.
p.s. I have a workaround for the sporadic Chest/Sign casting exception. It will be included in the next update.
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Posted Aug 7, 2012Tested on the RB that was released today and still getting the "Wrong location for EntityItem" errors
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Posted Aug 3, 2012@asofold
Ok updating to 2281 crashes server in CityWorld with: http://dev.bukkit.org/paste/5910/
Not sure you want those in chat here, its a dev build still, so i could move that to some dev build news thread / ticket ...
Ok next test - first everything seemed ok when flying slow but when flying fast the server crashed again (above crash also was flying fast).
long paste including flowers and class cast etc: http://dev.bukkit.org/paste/5911/
Flying for a bit in creative fly worked well, but at some point it crashed again, seemingly out of chunk generation out of the packet...flying.
I will not fly there anymore and see if it crashes again with normal users in it ...
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Posted Aug 3, 2012@DaddyChurchill
Oh it is a custom plugin (swgt), which will check in spiral propagation manner around a center and load the chunks and save back, periodically it will "clean up" by requesting to unload chunks safely and running gc. I am not sure if that could conflict with generation/population, it seems that the world is ok (...).
Actually now i am getting these a in bunches now and then, also for roses:
The world had been generated for most with a very early dev build (probably the first) for 1.3.1, so there might be other effects. Still i am not sure if there ae some chunks left to generate (world is limited).
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Posted Aug 2, 2012@asofold
What do you mean by "my chunk loading plugin"? What plugin are you using?
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Posted Aug 2, 2012@DaddyChurchill
No NoLagg, but im getting the debug messages about flowers / entity / tileentity thingy in the city world, not sure those have any effects, but seems too many for flowers to be creepers :) , the chest / signs where very seldom or probably even just once.
Could be anything, players where online and CB versions are advancing too.
Big parts where pre generated bit by bit by chunk loading during runtime, could it be that the population happens after restarts when players come near or was it already done when the chunks are being loaded automatically ?
Actually the chest / sign thingy might simply be related to delayed population, becuase my chunk loading plugin would now and then request chunks to be unloaded, so if some chunks are unloaded that are still to be pupulated... but thats wild guessing i am not into these generation things too much ...
But the roses were at a moment without automatic generation, but i will report back with the latest CB ...
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Posted Aug 2, 2012@asofold
I almost tested against 1.3.1 this morning but ran out of time. It is nice to hear that things worked for you.
As for those CraftState issues: do you have NoLagg running? Once I stopped running it, those disappeared for me. When I tried to track down those errors it turned out that the block I just set to a particular type wasn't the type I just set it to. I think that NoLagg introduces some caching that makes changes how the block change propagation happens. or maybe it is caused by sunspots... or creepers... who knows :-)
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Posted Aug 2, 2012Hi,
just created one world under 1.3.1 dev build.
It seems al fine on the surface, could not test too deeply yet - just there are those class cast exceptions (seemingly occasionally), about CraftState with signs and chests - i had those problems with 1.2.5 with copying between worlds as well, so that might not necessarily be a new problem.
I hope those dont break the populating of all chunks :)
Maybe instanceof checks could make those more robust, for the type ids seem to be ok...
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Posted Aug 1, 2012<<reply 835109>> Tiggetagg
worlds:
world:
generator: CityWorld
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Posted Aug 1, 2012The amount of detail that has gone into the world being generated by this plugin is just ridiculous.
Each new city feels like a new experience, and little things like sewers or the feeling of standing on the edge of a city, looking into wilderness.
This is amazing.
Thank you, for this.
-Caid.
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Posted Jul 30, 2012Easily one of, if not the greatest plugin to come out of bukkit/mc. And it keeps getting better. This is next level stuff man. Keep surprising us :)
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Posted Jul 28, 2012This is just... WOW!
A server I am going to help run is doing a wipe for 1.3, and players wanted some more exciting terrain. This looks like it'll hit the spot nicely, and you're actually supporting it!
Big props to you dude, this plugin is just awesome!