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 2, 2012@DaddyChurchill
thanks for your reply. i do remember that it was cityworld and some other map generator that made the map, i wish i could remember what it was. it also took many restarts and new settings to get it to do what i wanted, and i knew the whole time i was asking these programs to do something they were not intended to do. so just the search was an adventure in itself and i enjoyed seeing what the extreme edges of parameters/settings would create.
i remember being quite pleased with the tool you had given me and how powerful it was. so again i'll say thank you.
P.S. i also remember that it would always start with the first block as pure city and i had to move to the edge and have it generating new areas to get the areas of city covered with wilderness. i don't know if that helps or not.
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Posted Nov 2, 2012I love this plugin but I play tekkit and the schematics addition would be amazing if it was in a version that works with tekkit (1.2.5)
So is there any chance that you could consider releasing a version with the new schematic support that is compatible with tekkit?
Other suggestions -
Also a config file for materials that are used with buildings that are generated? (including tekkit materials)
Also a config file that defines what loot items will be placed inside chests that are inside schematics? (also applies to loot in chests generated in the sewers etc.) (this is so that chests inside a schematics have random contents.) yes...including tekkit items
The plugin would be absolutely amazing if it included interiors that weren't empty.
Is there anything I could do to help with that?
I know all of that is a long shot! But it's an almost perfect generator bar the extra details.
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Posted Nov 2, 2012@Zerkhaan
Glad you like the plug in.
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Posted Nov 2, 2012I am currently working on interior walls and configuration files for materials used during generation. I would love to say that it will be out on a particular day but I can't. I am also testing the plug in with the new versions of Bukkit and Minecraft. So far I haven't come across any issues that require a patch but I can't test everything. If anyone notices an issue please send me a PM with info. Thanks
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Posted Nov 2, 2012@atcshane
The regeneration of an already generated chunk is controlled by Minecraft/Bukkit. My code won't regenerate a chunk unless it is asked to. Where you might have problems is at the edges of generation, where a new chunk get generated. You might see partial building (or something similar) due to the new chunk "thinking" that it is beside something that wasn't generated.
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Posted Nov 2, 2012@LettucePrey2
Interesting idea, I am not sure if the current configuration options would permit that one but I will add it to my list potential of "generation styles". I am not sure when I will get to all of them but when I do I will attempt your idea as well.
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Posted Oct 31, 2012I'd like to put the newest version on my server, but I need to know...
People are already living in the CityWorld, and I don't want to mess up their homes. If I install this, will it only affect the area where chunks have not been created yet?
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Posted Oct 30, 2012great work and thanks for making it available for others to use.
some time ago i was experimenting around with the idea of putting together a server for a few friends and found conurbation and cityworld. i tried working with it for a while and then another friend got a server running, and we all used that one instead of mine. one of the things that i did was to get some combination of parameters to generate the world with hills and mountains on the surface and the city under all this non-city surface.
the intention i had was to create the planet trantor after the fall of civilization.
trantor was the BIG city planet, a planet that was all city buildings and no wilderness in the "foundation and empire" series written by Asimov. my idea was to have the world that i called "trantor rebuilding". a place where there had been a city, with shoulder to shoulder mile high skyscrapers above ground and city wall to wall below the surface covering every square block of the entire planet when it WAS in full operation, and now there are forests, deserts, tundra, all of those types of land on top of the now abandoned city that formerly covered the entire planet.
i had the world generating exactly that way, with rare occasions of bits of buildings breaking the surface. but still i could travel around most areas and not see any bits of buildings above the surface. unfortunately i don't remember the parameters i was using, and i seem to remember using both world generators at the same time. i'm not sure that was even possible, my memory of how i got it to work is a little sketchy.[a couple of heart attacks and the problems that come from the old pump not working for several minutes being the cause there, not drugs].
since i was the only person there, and so didn't run it very often, and then came the "great purge" for disk space and i deleted the 20gig virtual machine i had been running it and a few other worlds in. so i don't have those settings anymore. the word "backups" is very prominently on my mind right now since i didn't have any.
this was all some time ago, and now i am thinking of setting up trantor again and was looking for updated versions and found conurbation is now retired.
my question is: are there settings for cityworld that will generate the world i described above? i am asking you since you know the software better than i do, and may know just off the top of your head what settings i could use for that. and if you don't know the specifics, but know that it can be done, just let me know that much and i'll start working on the whole project again and do the "footwork" needed to find those parameters and post them when i find them just in case anyone else is interested.
thanks again for this great program.
P.S. and the generating of the random towns is great and fits in with the whole fallen civilization theme as well.
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Posted Oct 29, 2012This generator is simply the world's best generator O_O !
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Posted Oct 24, 2012@angtom
The towns auto generate but not necessarily near where you spawn. The general recommendation is (like with reality), head down hill and find the shore and then follow it. Eventually you will reach a city.
But first you need to make sure you are using CityWorld as your world's generator. See http://dev.bukkit.org/server-mods/cityworld/pages/installation/ for more info
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Posted Oct 24, 2012hello does it create a town any where or do we need to place te town what's the commands
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Posted Oct 22, 2012@Kiak
I can answer this one.
CityInfo is just to test the new API. It echos to chat and the server logs information about the current chunk. Its context, lot info and schematic if any.
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Posted Oct 20, 2012@robotnikthingy
I will add your vote to that item on my todo list
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Posted Oct 18, 2012it would be nice if an ocean biome was made, that way schematics for ships and stuff could be added
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Posted Oct 16, 2012ok cool this plugin is realy great for my server
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Posted Oct 16, 2012@DaddyChurchill
That fix was so good, it actually backported itself at least as far as v2.01. I just found a reed farm plot in one of the cities. :) Many thanks for the wild reeds fix!
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Posted Oct 16, 2012@KJ_Shipp
Have you tried http://wiki.bukkit.org/Bukkit.yml#.2AOPTIONAL.2A_worlds
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Posted Oct 16, 2012Awesome plugin... just installed it and looking forward to seeing what i can create with it. One question though. Is there a way you know of, to be able to set the CityWorld as the beginning spawn world and only use it instead of the original world? I tried making the CityWorld then copying the folder and changing the server.properties to accommodate the desired world.Problem there was new chunk generation wasn't handled via CityWorld. Any ideas on how I could accomplish this?
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Posted Oct 16, 2012what does the city info command do mate? i don't have this installed at the moment to try it (too many npcs to play with) but i always watch the progress
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Posted Oct 15, 2012@Caslomyr
v2.03... now with Reeds!
Mind you I am not crazy how they turned out. I am torn on their distribution and lack of clumpiness (is that even a word?) But its a start. :-)