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 24, 2013@mchamp90
I have multiverse.
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Posted Apr 22, 2013CityWorld isn't dead <3
I looking forward about the new update ! Good luck DaddyChurchill.
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Posted Apr 20, 2013@DayZedServer
This is a world generator. you need a plugin like Multiverse to generate the worlds. Use the command /mv create CityWorld NORMAL -g CityWorld with the Multiverse plugin to make the world. Then use /mvtp CityWorld to go to it
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Posted Apr 20, 2013@DaddyChurchill
May you please help me with the plugin? it dosen't generate and neither does the yml.
And danvern, Terran, yah
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Posted Apr 20, 2013@Danvern
I am currently battling with interior doors and stairs colliding. sigh... this internal room work, while being an interesting puzzle, is a real pain in the butt. :-(
Soon
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Posted Apr 20, 2013Good Luck on the mod, going to release it today?
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Posted Apr 18, 2013My yml dosent generate. Neither dose the city.
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Posted Apr 16, 2013@owned24
It is kind of hard to explain but to make it easy i will link my Bukkit.yml here for you to see what I am talking about notice at the bottom the Worlds section this will work with many different generators. Mind you this is for multiple worlds from generation. Make sure you have no world or you changed the name of the world you want to be a city. After the world generates for the first time check the config and change the settings you would like. Then stop your server delete your world and restart your server. Now your city should generate with your settings. If you have any other issues post your config on pastebin link it here and I will toss it into my testing server to see what happens. I invite all to stop by my server and take a look at city worlds possibilities.
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Posted Apr 16, 2013On the config you will see
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Posted Apr 15, 2013@evilnucca
What do I edit them to?
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Posted Apr 15, 2013@evilnucca
thx
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Posted Apr 15, 2013@messica1010
It does what you tell it to if you only want 20-20 chunk radius you can do that test it out if you need help with your config I can help you out. DCH is pretty busy with his work and trying to get the update out.
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Posted Apr 15, 2013@owned24
Have you set up your config edited your bukkit.yml or anything like that yet. need more info then there is no city
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Posted Apr 15, 2013so this generates a town? then I would be happy to get it! is it a big town? and will it take up any of the world too much? cause I still need lots of wild
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Posted Apr 14, 2013@1cec0ld
Trust me, I have thought about stopping work on this plugin a few times. The biggest problem is that I am not sure what the "finish" line looks like. There are always new ideas. As for flipping my desk, interiors has been a bigger pain than I thought. I wish I could work on them for longer than a few hours a week.
With that said, the latest incarnation seems to be holding together well. Alas I have a big presentation due tomorrow morning and I need to get back to it. Sigh... which means that I need to stop work on the plug in for the weekend. Maybe I will get back to it tomorrow... we will see...
In the mean time, here are a few shots from the interior of the warehouses...
Empty shelves in this warehouse
I am up to 40 or so unique rooms (desks, closets, lounges, bookshelves, meeting, kitchenettes, storage, etc.) across warehouses, stores, offices, libraries, apartments, cafes, etc. The buildings' interiors, being procedurally populated, are not as unique as hand built ones but you can always add those to CityWorld with the schematic support.
I want to get this into your hands as fast as possible, alas it didn't happen this weekend. Sorry about that folks... maybe next week. :-)
Eddie
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Posted Apr 14, 2013@DaddyChurchill
There's no city when i generate it.
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Posted Apr 13, 2013I am very impressed that you continue to maintain this in spite of Bukkit's issues, I probably would have flipped my desk by now.
I would also like to mention that a useful tool for generating the chunks, rather than flying around, is WorldBorder. It can generate all the chunks in a given border radius, recently supporting Rectangle and Ellipse shapes as well. I tested it with CityWorld, with wonderous results. No doubt it would create even more drain on the server during that generation period, but I would still suggest it for a more accurately generated map.
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Posted Apr 8, 2013@DaddyChurchill
Yeah the FTB people have allot of mods depends on your play style. I was also wondering with the new CityWorld will the old boundaries on schematics still apply I am in the process of remapping my schematics for the regen of the next world when you release wanted to know if you were going to let us load bigger schematics. Also whats the standard height for your low med and high rises.
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Posted Apr 7, 2013@sury12345
Yep CityWorld really puts Minecraft/Bukkit to the test.
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Posted Apr 7, 2013@WoWisTheBestGame
thx