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.
@keenerb
It could but I don't have any of those. :-)
I know there are "hacks" to allow such things but I steer away from those to help me maintain my sanity.
This should support >128 height worlds...
@deleted_8039704
Im not, anyway it can be on 45 and he was going to add Metro system so it will make more space for it. Also it will have more underground space for player builds.
@s3crtAZOnt
Are you kidding me? streets at 64? We don't need that big of a sewer system, whereas taller buildings are quite cool.
That would be good, anyway you can make streets not exactely at 65, you can make them ate 35-45 and just make terraian which is around of city be lower. As alternative choice so you dont have to shorten the buildings. Also i love your Todo list :D hope youll make it. Also some buildings were inside of those "walls" and some sides of buildings arent generated. Will this be fixed too?
@s3crtAZOnt
Street at 65 is on my list of options to add (mind you the tallest buildings will be shorter). I didn't think I put lava near buildings... maybe it happened down in one of the basements. Sorry about that. I will double check. Auto lighting and populating the insides of the buildings is on the list as well.
Can you make the world create on normal Y scale? Worlds spawn on y:27 and thats not very good to make a way out of them. Could you fix that? Also like 50% of city burned because of lava leaking onto wooden and wool structures.(Ps i know i could use plugin for burning but i dont) Also can you make it generate torches inside of buildings? Its too hard to place them all by myself
@Mal0ne
I was about to ask you about Multiverse world registration. Using a real world manager, like multiverse, is really the only correct way to tell bukkit about new worlds. I only put in the CityWorld command to help new folks quickly get started, sometimes I reget doing it. Glad things are working for you.
p.s. now if the Multiverse folks could just release an official build all would be swell :-)
@DaddyChurchill
Hi!
I'm using the latest citizens plug for bukkit 1.0.1-R1
thanks for the quick reply this problem's driving me nuts trying to think of something clever
edit: I thought I'd include my server boot sequence in case: EDIT: Also if you notice, WORLDGUARD only prepares regions for world,world_nether,and the_end. It will ONLY load the saved regions on CityWorld, once one of us actually /CityWorlds to initialize the engine
http://pastebin.com/mx6Atrsn
Ignore the burning mobs error at the end, happens very seldomly but the plugin runs fine
EDIT: RESOLVED. Using multiverse 2 fixes this issue once you have imported your world. /mv import CityWorld normal Cityworld :)
Thank you again for the amazing plugin
@cadika_orade
I have only included the urban generators at the moment. I have a number of rural ones pending including farms, neighborhoods, etc.
I spent most of my time with this release getting the hosting system nailed. With that out of the way I plan to add more PlatMaps (10x10 chunk themed areas) and PlatLots (what shows up in those chunks) soon. As for underground, what is there is rather primitive and I plan to punch it up considerably after the beginning of the year, including the ability to have it completely turn off (nothing but soil and minerals) so you can use plugins like sewers if you wish.
The bedrock was there to prevent folks from entering the underground layers by "cheating". But like with many other things it is something that I wouldn't mind making optional.
Glad you guys are enjoying it
@Mal0ne
What NPC plug in are you using?
Hello!
First off I'd like to say thank you for creating such an amazing plugin. This will revolutionize the way new users join our server and I invite you one day to come take a look and see what we've been able to do with your great work!
At the moment we're still configuring the area for quests and tutorials etc.
My biggest problem at the moment is that my citizens NPCs dissapear from the CityWorld world every time I reboot the server. I've tried everything to make it stick but no go.
If you look at the npc profile, it does say that the coordinates are CityWorld,x,y,z... so it definately knows where it belongs. Citizens loads dead last and your cityworld seems one of the first to load so I've been breaking my head trying to figure this one out.
Also I'd like to add, I've noticed that unless I do /CityWorld atleast ONCE to initialize the world (after a server reboot), I cannot /home to it. (Once it is initialized /home between worlds works fine)
Perhaps the problem is that the world is not initialized automatically? Which would explain why the NPCs can't be spawned in CityWorld, because the world hasn't been created yet. (I might be getting ahead of myself here)
Any idea how I can prevent this? Unfortunately this stops my work dead in its tracks :(
Thanks again for all your hard work
Please avoid adding mobs. I like separate plugins for that. :3
I LOVE this plugin, and I loved your CraftScript. Some suggestions, though, if you don't mind...
1. More underground. More complex structures underground would be great, something below the city. And Undercity? Old city ruins? Cold War-style bunkers?
2. Optional bedrock. I am not terribly fond of the bedrock below the streets. Making it otional would be grand!
3. Material Options. A way to configure what block can or cannot be used in a building, colors of wool, etc.
4. Custom buildings. Saved as schematic files, there could be a chance to load a custom building in place of a regular building.
5. Farms, parks, etc. like in your amazing CraftScript that I have tried and failed to reverse-engineer. Documentation on CraftScripting is sparse at best. Any advice?
6. Natural ore veins below the city. As it stands, it would be very difficult to play legitly in the City World.
Just some requests. Thank you for this amazing plugin and happy holidays!
EDIT: Mob spawners in the sewers would be nice...
@hammale
That's nice... anyway... back to the subject of CityWorld :-)
@thepackett
although this really isnt my place to make comments, even without Spout you can already do a lot to mobs. You could for example (none of these use Spout):
1. Make any mob explode when near u like creepers
2. Make mobs drop custom drops
3. Have mobs do more damage or even heal you
4. Give mobs more/less health or just make them invincible
5. Although difficult, make pigs (or any mob) fly!
6. Make mobs throw snowballs that explode (or make u not able to move, or poison you, make u drown, etc.)
7. Make mobs shoot water/lava
8. Make mobs leave a trail of fire
9. Stop them from burning in the sun
10. Make the heal/take damage over time on there own
11. Make them break blocks to get to you
12. Make them drop "timed" bombs
13. Allow them to open doors
AND MORE THAT I CANT EVEN THINK OF!!! ALL WITHOUT SPOUT!
All of these things are possible RIGHT now with only bukkit, no spout. Other than the ability to reskin mobs or custom projectiles, i dont much see what more Spout could add.
I know you're taking a break until next year, but a good feature to add would be chests spawning with items in them~
even better if the user could configure what has random chances of spawning in chests ;D
but have fun over your break~
@Psithief
I hope it works for you. If it doesn't, it will be interesting to see what the cause is.
Very nice!
I'm going to see if it works with WorldBorder's /fill command.
@DaddyChurchill
Awesome, a new release soon?
This seems like an excellent generator for player vs. player warfare! I'm sure they'll make it look like a wasteland in no time. Thanks so much!
zombies... o.o
i wish there was a bukkit version of sdk's gun mod and a zombie apocalypse plugin xD
Edit: @Psithief i've been following (stalking) spout and ways to change mob behaviors, animations, and just about everything to do with mobs is planned for spout 1.2 release, so zombie apocalypse plugin = possibly epic