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 Apr 7, 2013Now that Bukkit for 1.5.1 has hit the beta phase I will be cleaning up my current efforts and post a new version of CityWorld as soon as possible. Hopefully it posted by 4/14.
See ya then
I am seeing sporadic errors when placing Quartz_Block and Quartz_Ore, something about index out of range. I think there is still a code path in Bukkit that isn't fully 1.5.1 happy. Most of the time it works fine but once it goes bad Bukkit gets somewhat confused. Sigh.. The only thing worse than bugs in my own code is bugs in other people's code :-) I will report the problem as soon as I have a simple repro... mind you now I am effectively not working on CityWorld but trying to track down issues in Bukkit :-(
Ok tracked it down, it is due to the old type ids being of Byte type. Quartz and Emerald.getTypeId are both over the 127 boundary, which when misused will become negative... which in turn makes using them during ChunkGeneration cause sporadic failures. Technically this could be fixed by correcting line 55 of Bukkit's ChunkSection.java. But who knows where else the problem will pop up. Mind you I am not sure they should fix it as I really need to move on with life and shift CityWorld over to the most modern version of generateExtBlockSections. I wasn't planning on doing this since the Bukkit guys said that using it would be slower (more memory moving around). But what really irks me was that generateExtBlockSections is defined as returning an array of Shorts and getTypeId returns an Int. This means that sign extensions exceptions like I am seeing right now will still occur. Sigh... This is yet another example of why we need a refactored API that uses the right types and fixes the really odd Data values (north doesn't always equal north) and Entity extensions (sometimes the data is in data, sometimes it is in entities, sometimes it is both, arrggg)
If none of this makes any sense don't worry, I will find a way to work around the extended block types. It will just means that the update will take a longer to get out as I am not going to ship this as it is. I really hate exceptions begin generated by my code.
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Posted Apr 7, 2013@evilnucca
Sigh... I would love to support all of these great variants of Bukkit but it is hard to keep up with all of the churn. Heck it is almost impossible to keep up with just Minecraft and Bukkit versioning given my day job. I have to say that the Feed the Beast collection seems impressive but heck, why so many sub-variants :-(
Let me get the update for 1.5.1 out and then we can see what can be done.
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Posted Apr 2, 2013Very good job!
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Posted Mar 24, 2013@DaddyChurchill
Hey DCH I know you are probably swamped right now with RL Job and Cityworld as a whole was wondering if when the new release comes out if you could look into making it work with the mods from Feed the Beast w/ BukkitForge using their ores or allowing their ores underground not sure if this is possible but if you spend about 20 minutes messing with TechWorld you will understand where this is coming from. I know you might have to do a little research to see what I am talking about FTB is a Minecraft/BukkitForge modded Client/Server that is really nice better than Tekkit. I am considering going the route of FTB until the new Bukkit API and Minecraft API is released. Also when you say single chunk buildings I am hoping you are going to make the buildings generate more fluid like. I come across buildings that are pretty strange sometimes I like the many different building layouts but one building taking 9 single wide chunks is a bit unrealistic. I know this was probably allot to ask but as an avid Cityworld user and fan I would just like to say one other thing, You sir are a Genius great work and even though there have not been many updates I am very pleased with your plugin and to this day it is still working which is more then allot of devs can say about a 1.3.2 plugin your consideration and time is greatly appreciated. Thank you Evil
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Posted Mar 24, 2013add city min size, max size + city rarity.
+ posible biomes in config. Cause 2.03 havn`t jungles (it`s good, i can sell in adminshop jungles plants for 20 iron ingots)
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Posted Mar 21, 2013nice plugin must have been hard to make. But it takes up quite a lot of the space on the server anyways to make it make smaller buildings?
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Posted Mar 20, 2013Looks like you hit the front page of /r/minecraft, DaddyChurchill. Glad to see you are still updating. I think I'll be setting my end as cityworld nether shortly... see if I can have a resetting end with enderdragons but with your terrain.
Keep up the good fight.
-WG
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Posted Mar 17, 2013I haven't run into any issues with 1.5 so far, other than I need to use a special plugin to generate quartz ore into the nether version of the city world :D
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Posted Mar 17, 2013I have started using the Bukkit 1.5 development builds. Things are looking good but given Mojang is planning to release 1.5.1 soon (or it looks like it) and the speed at which Bukkit is reving... it is very hard to know when I will release. Once Bukkit releases its Release build for 1.5.whatever, I should be able to update CityWorld the following weekend (or soon after)
For those keeping score... currently there are 25+ unique room styles so far (plus various rotations to them) and I am still adding more. I think I will end up with about 40 room styles when I am done.
One more thing, I am likely going to move away from single chunk width buildings, once you add a stair well they become pretty silly.
One last thing, this update will require regeneration of the worlds. The cities should still be where they are now, but the layout of the buildings and roads will likely shift quite a bit.
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Posted Mar 17, 2013@asofold
@Anizeb
I have managed to work around this, it was a little long winded but I have succeeded by using McEdit.
You cant just save the world file from a normal bukkit server with City World Generator then upload it onto a Voltz server because of the additional ore blocks Voltz generates.
You cant do it the other way round either as when you load a volts world file into standard Minecraft server, it doesn't know what the new ore blocks are, has a bit of a meltdown as it doesn't know what to do with the blocks, it eventually decides that they must be Ender Chests and replaces all the ores with thousands of Ender chests, which have a really good effect on world lag, I know this because I speak from experience, LOL. ive never seen so many Ender Chests all with their little animations of floating particles, completely killing my server!
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Posted Mar 14, 2013Could You add My Server to the list of servers that use this plugin: My server is called Necropolis and the ip is: necropolis-mc.com
Thanks!
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Posted Mar 7, 2013Just sticking my head up for a moment. Like stated my day job is taking practically all of my mental cycles (trust me you want me to do a good job at my day job).
...I have continued to work, mind you slowly, on building interiors as well as a few new building variants. I am currently targeting getting out a new release around the same time as Minecraft 1.5 happens.
Keep your fingers crossed... I know mine are. :-)
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Posted Mar 6, 2013I'm guessing there's no way to use with with something like Extra Biomes, since it only seems to use Ocean, Beach, Forest, and Plains biomes. Is that correct, or is there some way to tweak it to allow for more biomes to be included?
Edit; I also seem to be having an issue where no mobs will spawn, unless I spawn them myself. Any suggestions for that?
@WINFAMILYSURVIVAL
You can use this with MCPC Plus, which is what I'm doing. And I don't believe you can just generate it and move the world file. Unless I'm mistaken, the plugin needs to be present so long as the world needs generating.
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Posted Mar 1, 2013@WINFAMILYSURVIVAL
Can't you generate it with a CraftBukkit server and then upload it somewhere else ?
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Posted Feb 23, 2013Is there a way of using this world generator at all with Voltz Server.
I managed to load multiverse to the server with forge bukkit but could not create any worlds or import or load any worlds.
can anyone help me with this I really need to generate a city world in Voltz.
thanks you in advance
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Posted Feb 12, 2013@Clamibot
Agreed. CityWorld is EPIC! It would be nice to have an updated version that includes new blocks though.
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Posted Feb 12, 2013@BZHDOL
Ok, please consider that I have not said anything ...
This generator works great.
I used it with the plugin "multiverse", and the buildings of the city are perfectly created.
For other users (as foxpyt), just fly around the spawn point and be patient ... the city will appear soon ...
@BZHDOL
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Posted Feb 11, 2013Hi,
I have same problem as foxpyt... Installing CityWorld and using with Multiverse.
It creates a new world but without city (no building, nothing... just a classic map with forest and other biomes)
Note : the folder created contains the config.yml and some empty subfolders in the 'Schematic' folder...
I have tried to fly near the spawn point, but no building around...
If anyone have an explanation... or a tip to use correctly this plugin... TIA
Dol.
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Posted Feb 10, 2013Hi
I could install CityWorld as described and Mulitverse - Plugin can see it. It appears in the list. BUT it does not create a folder cityworld after restarting the server. So I cannot change options. Strangely: the command /mv create city normal -g CityWorld only creates a normal World without any City.
Does anyone has an idea what could be wrong?
regrds Fox
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Posted Feb 8, 2013Plugins nice! Just needs to be updated to the newest bukkit build.