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.
Nice plugin, is there a underground railway? My design can be scaled and lined up so that a fully-functioning underground arises. Using the plugin i work on, the following is possible: If you get into any station (belonging to the network), you can travel by command (eg) /Travelto <Station> to the selected station without lifting a finger. Of course this goes without plugin, then you have to use the switch (buttons) itself. (3 parts: rails, switch (DE: Weiche), station; everything is Redstone triggered) you can create a grid for easier implementation
That's crazy, yo. Good work!
I have just posted a "quick" update to get rid of the debug code for any new biomes and make CityWorld 1.1 happy. I am still working on something new for this weekend but there is a chance that won't make it in time.
@Mal0ne
I will try to add an option for that in this weekend's release.
Hello!
Is there any way to fully disable the /cityworld command? I use voxelports and I don't want ppl to cheat their way to the city.. Even disabling the command in bukkit essentials or worldguard doesn't seem to help
@deleted_8039704
I am willing to bet some serious money some new biome types are coming back via that unreleased 1.1 Bukkit/MC you are running. Specifically CityWorld is getting back a biome id of 24, what ever that is ;-)
Hard to tell given jenkins is down. I hope to be back coding again by early next week, I will make sure to fix this "Console.Out" issue with the next up date. :-)
update
While I am still not back up and running, it seems that you have come across a FOREST_HILLS biome (one of five new ones). I currently plan to update the generator this week and will fix this problem along with making sure it is fully 1.1 happy. Sorry for all the odd city blocks folks, that is what I get for leaving debug code in. :-(
I'm having the same problem as Lezyadmin.
My cfg is same from when the server was on 1.0.0 (aka using multiverse, NORMAL type world) Using bukkit dev build 1798 (mc 1.1)
screenshot on new 1.1 genned chunks: http://dl.dropbox.com/u/41136580/2012-01-23_15.15.51.png
@Lezyamin
I can't verify this right now (not at home) but that should only happen if you are in CityWorld generated world in Neither or Sky (now called TheEnd) mode, instead of Normal. It is my debug platmap generator that tells me the coordinates of a plats (along with other debug info)
addition
Well that could also happen if an unknown/new biome came back from getBiome. Are you using CityWorld with Bukkit 1.1? Wait... has 1.1. been release? I feel so out of touch... :-(
Are there meant to be giant areas with glowstone numbers in?
@DaddyChurchill
Hope it's not to bad :(
Love the plugin.
A family emergency has popped up and I will be unavailable for at least a week. Sorry but reality comes first. :-(
@DaddyChurchill
A few of the more common error's I've noticed:
http://roleplayga.org/images/cityworlderrors.png
Highlighted with red boxes. One of the building caught fire and burned down, towards the bottom-left corner, that's why it looks so strange.
It's a little hard to tell, but some buildings are having their sides cut off and parks with no trees are replacing that portion of the building.
It leaves behind stairs (if there were going to be any) and the entrances to the parks are actually wooden doors framed with whatever material the building would have otherwise been made out of, rather than the open entrances you see in normal parks.
Cityworld is begging for a custom texture pack...
@rmsy
I was wondering when that question was going to pop up. :-)
Actually those are "air conditioning" units. No joke. I was looking for something to put on top of flat top roofs but didn't want them to be too big. Of all the blocks built into Minecraft that looked like air conditioners was the ender portal block. Even when skinned they are likely to have a circular detail on top and some fancy trim work around the edges.
My kids were agast that I was going to use it but in the end, nobody came up with a better idea. :-)
As for interfering with the outer edge of the roof, I would love to see any problems you come across with the generator. I am especially interested in any roof top issues you are seeing. Thx
@keenerb
No, they're just randomly scattered across roofs, sometimes interfering with the outer layer of the roof. I'll take a screenshot.
EDIT: And when I say 'Ender Portal Frame', I mean the block. They're not actually arranged into a frame shape.
@rmsy
Those are chimneys, right?
For some reason, Ender Portal Frame is randomly appearing on roofs.
Good to hear you're back on cityworld for a little while.
I'm using treasurehunt to generate random chests full of things that your generator is missing, if I could eliminate that it would be great...
@keenerb
A mineral exclusion list is interesting... I will see what can be done.
As for foliage... I have only included the urban blocks for now, the rural ones were being worked on before I took a winter break.. then I got distracted by WellWorld. I am starting back on CityWorld now so hopefully I will get those rural blocks in soon.
I know this is a "configless" world generator, but I really would like to see one significant change: Please allow us to disallow certain blocks from being generated, like diamond blocks.
I don't mind diamond ore at all, but diamond blocks in vaults is pretty unbalancing.
Also, some materials are unavailable in this world generator, like sugarcane, grass/seeds, flowers, etc.
It would be useful to have those available in some fashion. Perhaps generating "abandoned lots" with sand/gravel/dirt/small water patches and weeds/flowers/sugarcane/vines could work, or providing a chest in some underground vaults that contain these items and would be analagous to the current "dungeons" minus the mob spawner, of course...