Version
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Versions
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
v2.997 (at https://www.spigotmc.org/resources/cityworld.2250/)
- Oops left in some debug diamond block generation in, ironically enough, the farms
- Made door generation in empty buildings even rarer
v2.996 (at https://www.spigotmc.org/resources/cityworld.2250/)
- Built against MineCraft 1.8.8, Spigot XXX, WorldEdit 6.1.0, PhatLoots 4.1.0
- Fixed some generation issues related to subsurfaces in floating worlds, upside is now you have more options for it. See SubSurfaceStyle for option.
- Spigot 1.8.x seems to be double generating some chunks, put in code to avoid it happening. This was making Farms create really odd hybrid plants... like CactusRoses and FernGrass.
- Forgot to document tree styles. See TreeStyle for options.
- Fixed a bug that allowed worlds with decayed nature to have normal biomes, now their biomes are wholly set to desert.
- WARNING: WorldEdit itself has changed quite a bit, I haven't tried to update the CityWorld for the latest incarnation of WorldEdit. If it works, great. If not, it will eventually. SORRY
v2.992
- Maze world now works, what I was referring to as Zea earlier. Think: MazeRunner but without the bad acting. Give it a whirl, the Zombie servers out there should find this enjoyable. Still a work in progress, more to come
- For folks using Multiverse, try "mv create MazeWorld normal -g CityWorld:Maze". Other multiworld plugins will use a different syntax, see your plugin docs for more info.
- Fixed Floating's IncludeFloatingSubsurface option and documented it finally. If you set this to false then the world the cities are floating over won't be generated.
v2.991
- Added a lot more stuff to Astral (buried cities, empty bases, abandoned saucers, strange forests, strange towers and much more...)
- Next up: Zea World, along with some other customization suggested by you guys
v2.99
- Added DESTROYED to the world style list to make it easier to create normal but decayed worlds. For folks using Multiverse try "mv create Destroyed normal -g CityWorld:Destroyed". Other multiworld plugins will use a different syntax, see your plugin docs for more info.
- Added a lot more stuff to Astral, including a place holder for the Nexus
v2.98
- 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.
v2.97
- Massive refactor to make CityWorld 1.7.x happy, I hope I found all the regressions. There isn’t a code file that didn’t change in someway.
- Isolated the magic values that are going away soon into a class called BlackMagic, this should make it easier to do the next update
- Due to numerous problems I have replaced the custom tree delegates
- I have removed all of the Tekkit specific code, it was causing a number of problems. I know it doesn’t sound possible but this increases the likelihood that CityWorld will work with Tekkit since it now doesn’t attempt to anything “clever”
- House roofs have been improved
- Farms now include every crop possible, including a few manually created ones
- A lot more foliage types (both trees and plants)
- Isolated buildings and cisterns should now be working again
- Added snowmen to SnowDune world and foliage to SandDune
- Decay now does not include debris that cannot be stack nicely (no more thin glass or carpet hanging about)
- Revamped bunkers and added an official but camouflaged way to get into them
- Added a way for server operators to know when a special lot is generated. Take a look at the output logs.
- Bunkers and tunnels play better with each other
- Started to work on a new world style called Astral but stopped to get this release out
- Still no furniture in the Houses, Bunkers or Sheds, sorry
v2.93
- Tested against Minecraft 1.6.2, Bukkit 1.6.2-R0.1 and 1.6.1-R0.1. It should work against 1.6.2.R1 but generates a lot of deprecation warnings due to their, in my opinion, valid but premature attempt at removing "Magic Values".
- Added three more world styles
- Added latest Minecraft 1.6.2 materials
- Fixed (and likely added) bugs, one really nasty one made all the isolated buildings in the mountains not generate ...oh yea, while fixing that I added occasional camp sites out in the mountains
- For those who use PhatLoot, with help from Codisimus, I think it works now
- Still no furniture in the Houses, Bunkers or Sheds, sorry
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
- Incorporated Forge/Tekkit block delegate support by brikeener (http://code.google.com/p/cityworld-tekkit/source)
- Incorporated CityInfo command by Sablednah (https://github.com/echurchill/CityWorld/pull/4)
- Added Decayable option to schematics
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