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 Nov 24, 2012Hey DaddyChurchill, all things good I hope. Been working on setting up some nice schematics and can barely wait for the next version, the server needs a new Urbania! I know you are a busy man, but any news/updates/ETA on progress?
Thanks a bunch again for what is probably the very best world-gen out there...
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Posted Nov 19, 2012With each revision this plugin just keeps getting better and better we all appreciate the hard work you keep putting into it, Thank you!
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Posted Nov 18, 2012The flooded city seems like a pretty cool addon. Wanted to do a flooded world server, would it be possible to adjust the global flood level? Will caves,sewers, and mineshafts be flooded as well? The idea of underwater treasure hunting is interesting. :D
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Posted Nov 14, 2012When is CityWorld getting updated?
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Posted Nov 14, 2012@EpicTrance
It depends on the multi-world plugin you are using but in general yes. For help in setting up CityWorld so it works with your generator, take a look at: http://dev.bukkit.org/server-mods/cityworld/pages/installation/
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Posted Nov 14, 2012@SeeJayEmm
1) Yes the NEXT version will generate those. Actually since you will have control over what gets generated, you will be able to add new crops as Minecraft does. 2) Blocks of diamonds do not generate, Diamond ores do. If you have WorldEdit, you can use their stats commands (I forget what it's name is) to count the numbers of certain blocks within a region to prove they exists or not. If you find a chunk that doesn't contain diamonds, feel free to send me the yml, location and seed and I will take a look. 3) I hear you, interiors will be in the NEXT version. It is taking longer than I expected due to my real-world job ramping up like it has.
Glad you like the generator.
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Posted Nov 13, 2012We love CityWorld. We have a couple questions/requests.
Thanks again for an amazing world generator.
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Posted Nov 10, 2012all i need to do is change the generator of the world so this has multiworld support right?
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Posted Nov 9, 2012@tigerman0424
Multiverse-Core and Multiverse-Portals work fine. Given the scant details, I'm guessing you've set the generator in /Multiverse-Core/worlds.yml properly, but the current build (v2.03) isn't set to load before Multiverse-Core. The loadbefore issue is fixed in the recent commits on the github source.
If you can't wait, you can implement the necessary changes to the .jar's plugin.yml outlined here.
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Posted Nov 8, 2012I LOVE the city generation. I do not love that portals do not work and Multiverse does not work. Cant even get to the nether. Really thinking of not using this plug in because of those things alone. Have it installed and tried it to see.
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Posted Nov 8, 2012@OriginalMadman @DaddyChurchill
I think there's some case sensitivity going on in the config generation... when I had a world called ZARP in windows all was a-ok - but on moving to a linux box (Ubuntu to be specific) it created a new schematics for zarp folder
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Posted Nov 7, 2012@DaddyChurchill
Seems like neither config file nor Cityworld directory is generated on startup, but somehow generates on server stop, but then the config file is empty.
Can you post a proper config file and I can try the rest of functionality with that?
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Posted Nov 6, 2012@OriginalMadman
Hummm... I wonder if it is related to Ubuntu. My work is mostly done on Windows. I just got finished updating the family's machines to 8, I am not sure I am up for futzing with another OS just right now. :-)
Is there anyone else out there running on Ubuntu? If so what version are you running?
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Posted Nov 6, 2012@DaddyChurchill
Ubuntu 12.04LTS 64bit, latest JDK7, latest craftbukkit beta (skipping the dev's for now). I'll see if I can play around with it a bit more and figure what is causing the issue tonight.
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Posted Nov 5, 2012@XeonG8
Humm, I like the idea of "multiple construction points".
As for sub-templates (what I called your light post example in my notes), it is currently on my todo list.
Mind you, combining the two ideas would be interesting... having regions defined where certain collections of schematics (and eventually sub-schematics) and generation style are used would be kind of cool :-)... that is now on my todo list. :-)
That todo list just gets bigger and bigger :-(
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Posted Nov 5, 2012@OriginalMadman
I have heard about this issue but haven't been able to duplicate it... and as such fix it.
For the next release (which is coming along slower than I would have liked), I am reworking the yml generation to move things out into the world folders themselves. (I need to do this so that each world can have it's own material/loot/spawner configs)
Alas since I don't know what the problem is that is making the YMLs not generate, I am not sure if what I am doing will actually fix it or not.
One more note, I am just using the config file that Bukkit gives a plugin, nothing fancy.
one question before I go, what OS are you running on?
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Posted Nov 5, 2012My todo would have included more control of over terrain/city generation or biomes... like desert biome with sparse towns but long roads connecting, gas station! ...
Generation Range
needs more improvement, I like the idea of controlling -ConstructChunkRadius -RoadChunkRadius -CityChunkRadius -CenterPointOfChunkRadiusX -CenterPointOfChunkRadiusZ
but then those settings are just for one city area, what about multi areas.. and no way of controlling continents on a bigger scale. Kinda wish there was an external tool to input all these config settings and a worldseed and have it generate a rough 2d map to get an idea of it. Bit like
better beaches, and mountains( with more stone variance instead of so sloping grass algorithm ) the other World Styles are interesting, but I'd rather a perfect CityWorld with more easier ways of controlling what is possible with the generator. I did vote up interiors..
Things like schematics.. I just dont' think I like the implementation.. something easier like here is are the default lamp post schematics that cityworld uses.. replace them with your own and those will be used for generation instead. Something that simple (to me anyway) would have been much better. same with the roundabout/crossections on the roads, I would have liked to take more control over those generated bits to have them look a bit better (more curved corners)
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Posted Nov 5, 2012My config.yml generates completely empty (tried multiple times)...
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Posted Nov 4, 2012Hey Daddychurchill, this plugin is still the best! (our server has used it since january in several iterations!)
Looking forward to the materials and interiors customization. It is time for us to make another urbania horror map here. If I can add my vote (which I think could be popular) its a mode where the city is in disarray/disrepair/holocaust state. I think many would appreciate that.
Especially a percentage of broken streetlights and broken windows would be interesting. But also perhaps to set a configurable percentage of decay/entropy for the entire city including buildings - how much of it has fallen apart (generation wise, this could perhaps be done in a melted-fashion similar to what you have or the one in worldedit (but I like the voxelsniper one better) or such?)
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Posted Nov 3, 2012like the idea :D