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.
@Regniwekim
I'm wondering about this too. The only bypass I can think of is to manually replace them all with WorldEdit after world generation. Still, should be a way to make a "Blacklist" of blocks that builds CAN'T include. Would be very helpful for us using this for survival servers...where giant buildings of coal can severely ruin the economy.
This is perfect for a little challenge world I was going to create on my server: the Zombie Apocalypse. Thanks a lot for the awesome generator! :D It even features sewers, wow! Great job!
From your last post in the comments section I could read that you're struggling with getting the plugin to work with Forge... I am using MCPC+ which merges Forge with Bukkit, and so far I must say I haven't had any conflicts with Bukkit plugins. Obviously there are difficulties in some aspects, like adding custom mobs which cannot be directly addressed by, for example, Modifyworld (at least I think so, I couldn't test it yet). Thus I do not quite see the need to create a Forge version of the plugin. My installation is MCPC+ build 251 for MC 1.6.4 (as I think Forge for 1.7.x is still too unstable) and it has created a world using your generator to my satisfaction.
I'd say do yourself a favor and just put aside developing a Forge mod equivalent for your plugins. It spares your scarce time and I believe we all could understand that. ;)
Is there any way to change the density so that there aren't that many cities?
How do we edit the existing schematics? I'd like to be able to add chests to them so I don't have to do into each building separately.
Can I fly all over my map and after that remove the plugin? Is there any benefit to keeping this on the server after its been generated. I'm asking this because i have a random teleportor plugin and it doesnt play nice with this plugin.
There should be an option to enable overgrown plants and trees, like big trees, vines (minecraft vines and vines made out of leaf blocks in a twisty line), and grass. And they all spread over time.
I've noticed there are some buildings that generate which are constructed mostly of coal blocks.
Is there a way to change this?
@DaddyChurchill
This is great news ! Good luck !
@islandmat
Forge is not really Bukkit. When a Bukkit plugins works on Forge it is minor miracle. For best results only use Forge certified plugins with Forge. Alas CityWorld working with Forge has always been a bit of a iffy thing. Mostly this is because I use some Bukkit features that Forge doesn't support. :-(
The primary offender is Tree generation (which not surprisingly occurs during block generation). Bukkit has this really cool feature that allows me to replace blocks of the tree while it is being generated. Forge doesn't really like me using this feature. I tried to make it so when I detect Forge is running that I only allow for vanilla trees, alas that doesn't seem to work anymore.
With 1.7.x Bukkit started deprecating features without providing replacements as part of their effort to support some future version of Minecraft. While updating CityWorld (in my vanishingly small amount of free time) to support Bukkit's machinations I have been attempting to replace parts of the code that cause Forge issues but so far I have not replaced the custom use of the Tree Generator... YET!
It is very hard to create a plugin (CityWorld) for an ever changing plugin manager (Bukkit) for an ever changing game (MineCraft). Adding an ever changing derivative (Forge) to the ever changing plugin manager (Bukkit) does not make it easier. On top of that, fellow plugins like World Managers, Block Replacer, etc. add to a support matrix that is basically impossible to keep up with. It is a sorry situation but it is what we have right now in the world of Minecraft. :-(
BUT... I continue to try to improve CityWorld and that is the important bit. :-)
Now that Bukkit has support for 1.7.5, I will attempt to produce an updated version of CityWorld. Mind you by the time it comes out, I suspect that 1.8 will release and the whole nasty version cycle will start over again. :-) :-( :-)
While using this in 1.7.2 it works amazing! But why is it that while running it in 1.6.4 forge it doesn't work and spams the chat when it generates chunks. Anyone know a fix? Something about block populators? This problem makes the server unusable due to lag of the city generating so much text. Message me if anyone knows anything =)
This plugin is just what I was looking for, and its lag free! Thanks for making this and good job! :D
@methemonster
True, I have a buildings made up of coal blocks :)
@DaddyChurchill
Adding a subway system in addition to the sewers would be cool too :)
I run this plugin on a faction/PvP server, and the OP blocks are forcing me to stick with the old versions. If you could add a blacklist to the types of blocks the buildings are made of, it would help me a lot.
If you are updating to 1.7.2/4 can you consider making the SandDunes, Flooded and SnowDunes not so deep?
Also for SandDunes when we dig down, we encounter Sandstones, is it possible to only have Sand all the way to the road layer?
@the_grox
Ruled out be a failure in the CS2, according to CubeX2... http://www.minecraftforum.net/topic/506109-162-cubex2s-mods-everything-updated/page__st__6520#entry28491620
A fun let's play that shows what we have done with Monster Apocalypse in CityWorld: http://youtu.be/DXorCwaU3Ks?t=9m22s
Holding my breath for next update! I have further plans for a new CityWorld...
Hi all! Well, today I have experienced a very strange bug using this plugin with MCPC+, and decided to report to you because I just don't know to whom should I report: for the author of CustomStuff 2 (CS2), CubeX2, the MCPC+ Team or for DaddyChurchill self. Even so I'll post the same question in all channels of the mods/plugins involved. Well, here the issue: When i start my server with some CS2's mod which modifies the world generator, this occurs: http://pastebin.com/xKSb0XFu Some time ago, i have another issues with world generation and Custom Stuff when trying to make a Nether ore, then i believe this could be a CS2 fault. Nevertheless, i post here too to see if there is the possibility of be a bug on plugin or otherwise. I post this issue here and in both CS and CityWorld threads. Links:
MCPC Github Issue: https://github.com/MinecraftPortCentral/MCPC-Plus/issues/674
Custom Stuff Thread: http://www.minecraftforum.net/topic/506109-162-cubex2s-mods-everything-updated/page__st__6520#entry28480769
I'm afraid I can't run this plugin with mcpc-plus-1.6.4-R2.1-forge952-B140. Here's the error: http://pastebin.com/Z3Px1fet
Happy New Year DaddyC! Hope your efforts go well with the 1.7.2 upgrade. Still using and loving your plugin - 2 years now ;).
It looks like a problem that just got reported that I can't really do anything about. In that case it turned out that a second plugin was acting like a world generator (in that case it was BiomesOPlenty). There can really only be one at a time in a particular world. Mind you there is something you might be able to do, see if you can disable the "other" plug in for that world.