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, 2013@63854
You need multiverse plugin.
http://dev.bukkit.org/bukkit-plugins/multiverse-core/
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Posted Jul 16, 2013Will this support horses in 1.6.2?
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Posted Jul 7, 2013Best in town!
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Posted Jun 19, 2013nice plugin
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Posted Jun 6, 2013OK guys for one thing I use this fine for multiple worlds you just need to set your bukkit.yml so it will use cityworld as the generator I have pointed this out quite a few times on this forum and posted my paste so you see how to do it.
^CLICK THAT @63854
I bet money your bukkit.yml is not like the link I posted.
@imback6565
When you first start your world as it is generating your going to get chunks that do not gen correctly just type /citychunk regen to fix you can also do a big area with /citychunk regen <radius>
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Posted Jun 5, 2013I just want to point out that I'm running this on Bukkit 1.5.2 with MultiVerse not as my primary world and it's working just fine. Issues appear to be related to using this as a primary world.
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Posted Jun 2, 2013Everything is awesome!!! Until the server restart... the generation stops and when you go into the world its all cutoff leading into normal world
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Posted May 29, 2013On our server we are trying to setup a cityworld for a zombie apocalypse style world. The problem is it isnt generating chunks properly and itsa cuts off into natural terrain generation very quickly? It would be a big help if there was a fully generated 5k by 5k map please
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Posted May 27, 2013The latest version is awesome. However, I do want to point out that PhatLoots support looks like it's still broken. Have been testing using WorldBorder and filling out to a certain distance. The PhatLoots loot tables are made, however, the chests are not linked to them. They appear to be, however, there are no files in the Phatloots chest directory, and upon a server restart, all chests are unlinked.
Notice in the code that it's supposed to say "[LootProvider]" in the server log, which I'm not getting. Have tried Bukkit 1.5.2/CityBuild 2.9/Phatloots 3.08 as well as the builds that were out when you released the build "Tested against Bukkit 1.5.1-R0.2", and it seems to do the same. Have also stripped out everything but CityWorld, Multiverse, and Phatloots and it still doesn't seem to work, although I have not tried it as my primary world.
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Posted May 26, 2013Warps to the cityworld break on server restart. Update please.
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Posted May 24, 2013So this has happened a few times every time I make a new cityworld, big huge world holes would spawn in. Please help
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Posted May 19, 2013Is there a way to disable the use of certain materials in the world generation?
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Posted May 17, 2013Ive been looking for JUST like this for my server and it works perfect for me (p.s when i found the sewer it made this plugin for me XD)
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Posted May 10, 2013@63854
It's working completely fine on my server.
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Posted May 9, 2013This is needs a 1.5.2 update. Will break immediately on server restart. :( No errors of any kind but pretty obvious when the terrain starts generating normally.
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Posted May 8, 2013@nullschritt
You need to edit your Bukkit.yml for the generator to gen the world as your main quite easy to do Notice the bottom here You can do multiple worlds pretty easy.
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Posted May 8, 2013Hello, It seems like V2.0.3 still works for tekkit, But the ''include tekkit items'' Isnt in the config anymore. Could you please put it into the V2.0.3?
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Posted May 8, 2013@nullschritt I'll concede I don't use the CityWorld for my "main" world so you may have already tried this. But if you're using MultiVerse have you tried manually editing the worlds.yml config to set "generator: CityWorld" ?
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Posted May 7, 2013This is a great idea, I love it, however, our server recently suffered a total data loss,and I would love to use this as a basis for the MAIN world generator on my 1.5.1 server. However nothing I seem to do forces MAIN to be generated by this plugin, is there something I am missing, or is this currently not possible for some reason?
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Posted May 6, 2013Doesn't matter what version of Craftbukkit I use, it refuses to load Cityworld.jar.
Here's the snippet of code:
I get this error no matter what version I use, tried practically every Beta and Development build.
EDIT: Found it out after many hours. I had to upgrade my Java 6 to Java 7 and use a different bit of code to start the server to actually use Java 7. Works like a charm now.