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.
This turned out being a Java version mismatch issue and should be fixed by now (actually it was fixed almost immediate, I just forgot out about this forum...) sorry about that.
I'm afraid I can't run this plugin with mcpc-plus-1.6.4-R2.1-forge952-B140
http://pastebin.com/Z3Px1fet
OMG same here! However I got mine to work, but it just spams with text and creates insane amounts of lag. Somthing about block populators? Anyone know a fix?
my config.yml is empty any idea why ? i got no errors log and everything is enabling in the log and i can warp to the new world but there is no town at all and ive searched :P
solved : im dumb had to put capital C and W at CityWorld in the command line lolll im srry
@CahyoCX
Just use the 1.6.2 build :P
@Daddychurchill
Can you Update This Plugin For 1.6.4 ?
I Need This
@DaddyChurchill
Now that stained clay is out, I made a ticket concerning roads and stained clay right here. I'm also contemplating if coal blocks should be used... but those are a bit flammable, if you know what I mean. Although, they look really nice as "tar" blocks.
@Noodleassault
The buildings included in CityWorld are all procedurally generated. The only schematics used are ones you provide with the WorldEdit support.
Update:
I am continuing my efforts to port to 1.7.2. The primary problem I am facing is that Bukkit deprecated lots of stuff without giving us alternatives. This really hit world generators like mine. I could release a new one that simply "sort of " works but it would be not any difference to what you guys already have.
Anyway, that is the news for the day. Currently I am facing lots of null exceptions deep down inside of Bukkit when I try to use the deprecated functions. Very scary stuff. :-(
Or could you send me a copy of all the schematics you use by default and I could edit those? That would probably be a lot easier.
I just have a small request for this plugin. Can you somehow expand on the random chests a little more? Like make the loot configurable and if you could, even make them possibly spawn up in the top floor of the buildings. And also edit how rare chests are? I personally just love pretty much everything about the plugin, I just feel the chest feature could be improved. I know it's more of a personal request so I understand if there's other more important things to work on. Thanks anyway though
@CS_Hague
Cityworld works quite well with MCPC+ and Forge mods. I run it on several servers.
Well it is nice to see Bukkit for 1.7.x has been released. Woot! ...and it looks like (based on a message below) it sorta works. Double Woot!
Now I get to figure out what needs to be changed, fixed, touched up, extended, etc. Alas this week is kind of already booked up so it will be this weekend before I can really dig into it and really evaluate how things have changed.
Anyway... like stated Woot!
Seems to work fine with 1.7.2 but no new blocks but I am sure you know that already
I really like the new Styles, but is there a way to lower the water, sand and snow height? They seems to cover up to 16 blocks high. I think if can be adjustable would be great.
Tekkit is using 1.5.2, Is there a current or old build of this that runs on 1.5.2? Please god let there be one lol.
The latest from our Bukkit masters: http://forums.bukkit.org/threads/more-information-on-the-minecraft-1-7-2-update.195138/ :-)
Hey DC, I think you should have a look at these particular mods.
Have you ever considered developing a CityWorld mod? Forge modded servers are increasingly stable and efficient and world generators are some the easiest mods to implement. Heck you could even make a GUI inventory that selects new block ids to be added to a config so more random materials can be spawned in buildings. Random Skyscrapers with lit up stained glass windows.
Also, more and more Minecraft content is being based on Tile-entities. Forge Multipart can create complicated structural tile entities. Adding procedural world gen that uses these entities would be an amazing achievement. Can you imagine ProjectREd wires built into buildings. Stairs carved of any solid, opaque block imaginable. Mountain bunkers made entirely of mod-fortified materials like Reinforced Stone, barbed wire fences, etc.
For the latest on Bukkit 1.7 support (which obviously my plugin needs) see: https://twitter.com/CraftBukkit
@DaddyChurchill I'd just be interested in seeing what happens when a 1.6.4 generated city world moves to 1.7. I suppose if the world is entirely pre-filled before the update then there should be nothing to worry about. (For this I use worldborder's fill functionality, so that no chunks are generating once players are on the server).