CityWorld

Version

Index of useful info


Versions

v2.9

  • Tested against Bukkit 1.5.1-R0.2
  • BETA version of the furniture generators... a lot more to do but here ya go :-)
  • Added interior building furnishings
  • Added interior building walls
  • Added a lot of new stair styles
  • Still no furniture in the Houses, Bunkers or Sheds
  • Added latest Minecraft materials
  • Added ForceLoadWorldEdit for those of you who are using beta versions of WorldEdit, set it to true to skip version testing
  • Incorporated PhatLoots fixes by SpaceRibs (https://github.com/echurchill/CityWorld/commit/dad7faeb0712243e24be4fac0e73318d4dee2655)
  • Fixed some WorldEdit pasting issues
  • Fixed loads of other bugs

v2.03

  • Now with Reeds!

v2.02

v2.01

  • Fixed a silly glitch that made CityWorld fail if WorldEdit wasn't installed.

v2.00

  • Added support for WorldEdit schematics. If you want to use this feature, you will need to make sure you have WorldEdit 5.4.2 installed.
  • Almost every file has changed, I am pretty sure some new bugs have been created while fixing other ones but I hope the features now out number the bugs
  • Bukkit 1.3.2 happiness
  • Added a ruined castle up in the mountains
  • Added warehouses (double high single story buildings) in the industrial zone
  • Added storage lots (like radio tower bases but with "stuff") in the industrial zone
  • Still no procedural interiors, sorry but I think the schematics feature makes up for it for now :-)

v1.32

  • Now compiled for 1.6 again

v1.31

  • Fixed an issue with MultiVerse (my fault, not theirs)
  • Tried to make config.yml a bit more bulletproof

v1.30

  • Initial pass of 1.3.* happiness
  • Added concept of MapStyle, this only allows for NORMAL and FLOATING worlds right now
  • Replaced RoadRange and CityRange with RoadChunkRadius and CityChunkRadius to make things more understandable
  • Added CenterPointOfChunkRadius to allow for more flexibility
  • Added ConstructChunkRadius to allow for isolated constructs, like oil platforms and mountain shacks, to be outside of road radius
  • Reduced the likelihood of rubber saplings in Tekkit worlds
  • Reworked the CityWorld command permissions to separate permissions for traveling to CityWorld vs. creating a CityWorld
  • Worked around a strange Chest/Sign casting issue to rarely happens but when it does is bad
  • More refactoring and optimization via YourKit

v1.10

  • Refactored tons of code to simplify options combinations and get things ready for End generation
  • Painting crosswalks on roads even if wool isn't being used
  • Made wool roads something you have opt into
  • Fixed a bunch of bugs associated with farms related to nether and decayed nature
  • Made the nether more nether like... including FIRE!
  • Decayed nature now doesn't mean Nether, which makes Normal worlds much more normal
  • Fixed an issue with 2 story houses where the attic stairs would sometimes lead to a block

v1.07

  • Fixed a decayedNature vs. Normal world issue
  • Made the decayed signs a bit less decayed

v1.06

  • Fixed a farming issue, the drought is over

v1.05

  • Fixed a sewer generation issue, it is amazing what an extra "!" will do
  • Fixed a bunker generation issue

v1.04

  • Added World generated as Nether automagically makes everything destroyed
  • Still working on TheEnd based worlds... it will be cool trust me :-)
  • Added decayed options for buildings, roads and nature
  • Fixed the crosswalks so they appear when they should
  • Fixed the disappearing radio town shacks (still happens but rarer)
  • Added streetnames... no it isn't customizable right now but might be soon
  • Fixed the tree distribution, more randomness and trees
  • Added city and road radius for folks who want a single city surrounded by nature
  • Made the stairs in the mineshafts a little less rickety looking
  • Added alcoves to the mineshafts to make the spawners and chests less obvious
  • Removed the silverfish from the sewers and mineshafts... yike!, that was a bad idea!
  • Oops, sometimes the vertical mineshafts go down beyond the bedrock... double yike!, that was even a worse idea!
  • Fixed a buggaboo that made the bunkers plots clear out too much rock and not generate caves correctly
  • Incorporated support for Tekkit material types base on initial work by gunre/adept
  • If options are used, I put in some sanity checks to make sure all the plots are actually filled with something

v1.03

  • Cactus farms are back... I wonder what else got lost in the conurbation translation? :-)
  • Paved (wool) roads are in, including cross walks but sadly no lane lines... and yes, for those of you who hate wool, they can turned off

v1.02

  • Might have "fixed" the versioning issue that Java was having
  • Reworked the ore distribution to speed things up a bit... AGAIN!

v1.01

  • Fixed a default settings issue where Mountains were not being included
  • Reworked the ore distribution to speed things up a bit
  • Added an option for inclusion of the bedrock level lava fields

v1.00

  • Treats and Tricks in the Bunkers and Mineshafts
  • Reworked the sewers... you can now get seriously lost down there
  • Added IncludeSeas and IncludeMountains

v0.90

  • Bunkers and Mineshafts
  • Reworked the settings, you will need to wipe out your old CityWorld settings
  • Added command permissions and option file

v0.80

  • Include working terrain generation
  • Bridges and Tunnels now generate
  • Radio Towers
  • Oil drilling platforms out where the sea is deepest
  • Rural blocks are back
  • Interiors are still missing
  • ISSUE: lights sometimes don't light (or do) when we want them to... seems to be a Minecraft issue

v0.7x

  • Never released due to "issues"

v0.63

  • 1.2.3-R0.2 Happy
  • Fixed a few string and permission issues

v0.62

  • 1.2.3 R0 Happy, since Bukkit doesn't support taller generated heights yet we are still stuck at 127, sorry

v0.61

  • 1.1 R6 Happy
  • Clay is used instead of Iron where possible
  • Rooftop air conditioners now don't use End Portal Frames anymore

Config option file additions

  • Global.OresInSewers (true) put the ores into the sewer vaults
  • Global.OresInUnderworld (true) put the ores into the underworld

v0.60

  • Initial Permissions and Config file

v0.57

  • Quickie patch to permit support for 1.1

v0.56

  • Added occasional crane on unfinished buildings
  • Hacked my way around a number of roof issues, still more that can be done
  • Added nav lights onto the tallest antenna on a building, if it has any

v0.55

  • Theming of city blocks (highrise, midrise, lowrise, big parks, etc.)
  • First pass of roofs (peaks, edges, antennas, air conditioners, etc.)

v0.54

  • West is North... I really hope I have this issue nailed this time
  • Rounded buildings and doors seem to be happy at last!
  • Added unfinished buildings, just to add variety

v0.52

  • Rounded buildings are back but I still need to get doors and stairs working with them better
  • Doors and stairs now position themselves better
  • Started support for unfinished buildings

v0.51

  • Turned off rounded buildings... for now

v0.50

  • Added rounded buildings.. but there are loads of issues remaining to be dealt with

v0.40

  • Added cisterns and most of the tops of parks
  • Added the command "CityWorld", which will teleport you to (and create) "CityWorld"
  • Added stairs back in (they might be missing in some buildings but that is pretty rare)
  • Added doors (like stairs they might be missing in some buildings)
  • Manholes are more functional (ladders and doors are down there now)
  • Roundabouts now have fountains, "ART!" or a bit of both
  • Got BlockPopulators working
  • Cleaned up the code considerably

v0.30

  • Added sewers and plumbing
  • Added vaults
  • Added basements
  • Removed stairs (coming back in next release)
  • Better road layouts
  • Better building layouts

v0.20

  • There is still much to do, but it is good beginning.
  • We now have a little bit of color.
  • There are basements and stairs but no doors... doh!

v0.10

  • wow that is stark

Facts

Date created
Jul 22, 2012
Last updated
Apr 29, 2013