Paved roads


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!

If you like CityWorld, please consider donating via the Donate button in the upper right corner.

Version 2.98

(sometimes there is a delay in getting the new version of the plugin through the approval process, if the above version isn't available check back in an hour or so... ...or possibly look here)


More pictures can be found here.


  • Fixed a bug where chests would be populated with ores instead of useful stuff
  • Fixed a bug where trees would cause house roofs to generate oddly
  • Re-textured the sewers to make them nicer to look at... a lot more spooky and "realistic"
  • Re-textured the roads to make them nicer to look at... and make those darn ores quit showing up
  • Continuing to work on Astral, feel free to visit but don't expect much yet. For folks using Multiverse try "mv create Astral normal -g CityWorld:Astral". Other multiworld plugins will use a different syntax, see your plugin docs for more info. Astral

Remember, if you aren't up for using the latest beta of Bukkit or the bugs from this one bother you too much, the older versions are still available.

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. With the upcoming changes in 1.8, it is VERY possible that CityWorld will have to be rewritten quite a bit. I have taken the first step with this latest release, but there is still much that can happen. Only time will tell.

Index of useful info

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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  • Avatar of DaddyChurchill DaddyChurchill Aug 27, 2014 at 18:08 UTC - 0 likes

    @SableDnah: Go

    I agree... alas Bukkit/Minecraft makes it rather iffy to combine world generators. Things are improving on this front, let's see what 1.8 (or whatever it ends up being called) gives us. :-)

  • Avatar of SableDnah SableDnah Aug 27, 2014 at 18:00 UTC - 0 likes

    @DaddyChurchill: Go

    I'd love a cityworld that citifies the regular MC terrain. But I also understand the technical nightmare finding flat enough terrain or adapting to even gentle hills :/

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  • Avatar of DaddyChurchill DaddyChurchill Aug 27, 2014 at 17:41 UTC - 0 likes

    @thelastlokean: Go

    It is something I have looked into but would require quite a bit of reworking. It is on my list of things to look at again once the modding API soap opera settles down.

  • Avatar of thelastlokean thelastlokean Aug 27, 2014 at 17:22 UTC - 0 likes

    Is it possible to use the city world schematics to implement my own set of schematics into a world that is not generated by citworld? In particular I want to generate a map following say floating islands or glassbiome generation, then populate it with various schematics: buildings, ruins, tombs, etc.

    Thanks for your help/time!

  • Avatar of SableDnah SableDnah Aug 26, 2014 at 23:43 UTC - 0 likes

    @DaddyChurchill: Go

    Adding the "dimension jump" really added a new level to gameplay. my server ran factions, so they had to claim the land in both dimensions to stop someone just walking into the chunk in nether and jumping back into middle of their base!

    I had a story line where an obsidian sphere was uncovered and by completing fetch tasks they collected items to fund research. and i had it gradually open up as they reached the goal. Previously one of the mobs had a rare drop of an end frame piece. So once the goal was reached - end portals worked - taking them to the floating world ;) Was fun.

    I hope to get it all back up soon. That was the server I tweaked the ratios of construction/hirise/lowrise etc etc and the land shape so it was more city with occasional mountains (those castles are cool).

  • Avatar of DaddyChurchill DaddyChurchill Aug 26, 2014 at 23:20 UTC - 1 like

    @SableDnah: Go

    When CityWorld was initially created I actually designed a storyline to go along with it and that is exactly the point :-).

    The user woke up and everybody was gone (the normal world) and all that was left was cryptic notes leading the user on a journey of discovery.. eventually leading them to a time portal in a buried science lab (the bunkers). That then led the user to the flooded world due to "global warming", then to the next ice age (snow and the end), then to everything being dried up due to a solar event (sand and nether)... and finally leaving the earth and heading out to space (astral) to find humanity.

    I never came up with a story location where floating made sense but it was a fun variation to create (well maybe a different city style, bunker buildings maybe... hummm). I continue to ponder/toying with creating the tech required to drive the story along, heck I even created a side-by-side plugin that simulated an alien attack... but I never finished/published it. :-)

    Last edited Aug 26, 2014 by DaddyChurchill
  • Avatar of SableDnah SableDnah Aug 26, 2014 at 22:51 UTC - 0 likes

    @DaddyChurchill: Go

    I did find floating to be "reminiscent" of the others ;)

    I have same seed for overworld and nether and same scale set in multiverse. Add in a nether portal schematic in roundabouts, and a plugin that lets players jump 'tween the two. And I have twin identical dimensions hellish+overworld ;) Was hoping I could do similar with snow + sand ;)

    So I can have a city at various point in time before and after an apocalyptic event ;)

  • Avatar of DaddyChurchill DaddyChurchill Aug 26, 2014 at 22:14 UTC - 0 likes

    @SableDnah: Go

    Snow, Sand and Flooded should all be "similar". If Floating is similar it is just an accident as I didn't attempt to make it similar but then again I also didn't go out of my way to make it different.

    Astral, on the other hand, is actually intentionally different... getting more so on a daily basis. :-)

  • Avatar of SableDnah SableDnah Aug 26, 2014 at 21:27 UTC - 0 likes

    @DaddyChurchill: Go

    Especially with current drama!

    Quick question - the new world types - which ones share the same city layout if fed the same seed? E.g. decayed and nether type if fed same seed product the same city and terrain "shape". Does blizzard and sand dunes share the same plat/city structure?

    Just being lazy - takes a while to build several city worlds and fly around to check similarities ;)

  • Avatar of DaddyChurchill DaddyChurchill Aug 26, 2014 at 21:00 UTC - 0 likes

    Just a heads up, when Minecraft 1.8 release occurs (September 2nd - here) expect some delays while Bukkit and then CityWorld get updated. It looks to be as crazy as the 1.7.x release was. Note: that the folks at Bukkit have still not issued a "recommended" build for 1.7.x... so this might take some time to settle down. :-(

    Last edited Aug 28, 2014 by DaddyChurchill


Date created
Sep 24, 2011
Last update
Jul 15, 2014
Development stage
  • enUS
GNU General Public License version 3 (GPLv3)
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Recent files
  • R: v2.97 for CB 1.7.9-R0.1 Jul 15, 2014
  • R: v2.93 for CB 1.6.2-R1.0 Sep 15, 2013
  • B: v2.9 for CB 1.5.1-R0.2 Apr 29, 2013
  • R: v2.03 for CB 1.3.2-R1.0 Oct 16, 2012
  • R: v2.02 for CB 1.3.2-R1.0 Oct 15, 2012