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 Aug 21, 2012@SynthRack
It is on my list of things to do. At one time I started to try to support PhatLoot (with the help of another user), alas I haven't been able to get back to that since the whole 1.3.n version storm.
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Posted Aug 21, 2012@quickclay
I plan to try to do that in the future, right now I am focusing on isolated "settings/environment/etc". The permutation are hard enough to get right as it is, let me get "single" worlds working first. :-)
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Posted Aug 21, 2012Hello Btw love the mod,but I feel it could come so much better,these are the things I think should be added.
-Sandstone Towns (located in deserts) -Nordic towns (In snow biomes) -sky towns (I know your implementing this :P) And like harbours would be a nice feature.
I cannot help with modding or coding as I am just learning but I dunno if you need any building designers, because I can build pretty well,and it gives you more time to develop the plugin.
If you are interested let me know and ill show you some screenshots of my previous builds,if you dont then I understand. Im not even asking for credit within the plugin just want to get better builders generating,not thats theres anything wrong with the current ones.
Thanks
LiamTheSpazGamer
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Posted Aug 21, 2012I LOVE this plugin. Thank you very much for it.
A small suggestion: a section in the config to control what items show up in the random sewer/mine/bunker chests?
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Posted Aug 21, 2012@DaddyChurchill
The option of having both regular cities and floating cities in the same world is awesome! Also, a "percentage" variable for the decay level in the config would be fun, like having some cities heavily destroyed, while others are mostly intact.
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Posted Aug 20, 2012@deleted_13516
The mode (first of many, I hope) can be used with either Normal, Nether or The_End. I am right now just walking through the various option permutations to make sure I haven't broken anything. I have already found a few issues that I need to address before releasing it. I hope to release it sometime this week.
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Posted Aug 20, 2012@DaddyChurchill
I'm so looking forward to that.
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Posted Aug 20, 2012@DaddyChurchill The floating cities look awesome! Are they intended for the normal world, or for the end dimension, or what?
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Posted Aug 19, 2012@DaddyChurchill
Coming soon... floating cities
p.s. I am sorry to say that Minecraft isn't quite up for moving floating cities but it's a start. :-)
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Posted Aug 19, 2012@minecraftmodplayer02
I have no idea. Are you saying that plugins/cityworld doesn't contain config.yml after going to a cityworld based world?
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Posted Aug 19, 2012@evilnucca
I keep researching what I can do to make world creation persistent easier to accomplish alas short of incorporating a multi-world manager into CityWorld (...and I really don't want to do that) the only thing I can do is point people to plugins like MultiVerse, MultiWorld, DimensionDoors, etc.
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Posted Aug 19, 2012@evilnucca
I am actually considering removing all iron doors, they never worked out the way I wanted them do... heck consider it done in the next release. :-)
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Posted Aug 19, 2012@Zerodagger
The easiest way to do it now is with MultiVerse, MultiWorld or similar portal/multi world manager. The way Bukkit's built in world management system handles this is a little lacking, thus the need for multi world management plugins.
I continue to research alternatives but short of incorporating technology similar to those plugins listed above directly into CityWorld (I really am reluctant to do that) there doesn't seem to be an easy fix. Sorry
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Posted Aug 16, 2012@DaddyChurchill
How do you get the city to generate within Nether as well?
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Posted Aug 15, 2012Also was wondering using the default settings:
RoadRange: 2147483647 CityRange: 2147483647 whats the radius in chunks. thinking of adding in world borders but not sure yet if its a good idea or not. Also can you add an option on what type of doors are in the sewers my world is protected by Factions and the Iron doors seem to block travel in the sewer I have talked to faction people about making an addition that lets people break blocks in protected areas but it would be easier if players just had normal doors to deal with.
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Posted Aug 15, 2012EDIT: Sorry for this but you might want to let people know they can use cityworld as their generator by adding in the text worlds: your_world_name: generator:CityWorld to their bukkit.yml I do not see this stated anywhere also am kind of lost on how to generate the Nether world destroyed buildings as there is no tutorial here.
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Posted Aug 14, 2012why doesnt it make a new config for me?!?!!??!?
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Posted Aug 13, 2012@Aikar
I am working on an experiment towards that end but completely different :-) I hope to have a release soon.
If it works out then I can try a few of those ideas. :-)
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Posted Aug 13, 2012@ArsecreamCow
For little bit of clarity (since my initial reading of the post even confused me!), he means in the context of "City Like" generations, but with vastly different themes, like for sand, use sand/sandstone/wood for all of the structures, and throw in things like Pyramids and such....
Then for like a forest, super tall jungle trees with large structures in the trees all connected by vines and catwalks. Jungle one could be hard I forsee... but sand one shouldnt be too far off of normal city generation.
Also, could make the nether/end themes then usable on the standard "normal" worlds, so mob spawns and such are still the same but with nether/end appearence.
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Posted Aug 13, 2012Hi there. This is going to be quite a suggestion that I know would take tons of time, but just wanted to know if it's something you'd be interested in going after. Our server plans to use this for some dedicated game type PVP action. One thing I would like to see down the line is for it to expand past the city as the only option. For example, you could choose "Desert" theme and there would be desert battles with pyramids and sandstone buildings, etc. Same idea for forests, snow biomes, etc. Imagine having battles where you build and climb among the trees and stake out in tree fortress/houses.
Thanks for all your time you spend on this already!