Version

Index of useful info


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

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