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.
@DaddyChurchill
I really hope the BukkitDev itt survives if nothing else! Lots of stuff happening.
For what its worth some info on the New API can be found here -https://bugs.mojang.com/browse/MCAPI
Its all planning stuff but gives you an idea of the direction. For one it mentions alot that the concept of "chunks" won't exist!!
can someone please tell me the command to make a decayed world with multiverse?, i can't seem to figure out how to do it. thanks
@SableDnah
I am sure this isn't news to some of you, but for the rest of us... here is the most official bit of news I have found. It is both interesting and confusing to watch unfold: https://storify.com/lukegb/the-tale-of-bukkit-for-minecraft-1-8
The two declarations that Bukkit for 1.8 will happen and Bukkit will NOT be the official API of Minecraft basically means nothing has changed...
Mind you I sure would like to see what will BE the official API... maybe Christmas :-)
@DaddyChurchillI concur.. I haven't updated my plugins in a bit myself.. because i'm lazy, but the bukkit drama is a good excuse :)
@SableDnah "Reading through the entire code"... well that explains why it takes so long for a new version of CityWorld to be approved. ;-)
As for the rest of that... I am both sad and glad to hear. It is a very confusing feeling. :-)
@DaddyChurchill
Dur to the recent bukkit drama (Seph and TnT leaving - announcement of ceasing the bukkit project - and them Mojang announcing its theirs anyway and Dinnerbone is going to make 1.8) things have been a bit up the the air with bukkit.
Even before that the number of Dev volunteers has dropped to the point where they could only maintain the queue not reduce it - leaving approvals of about a week. - and now a little longer.
I'm working out if i have the time to take on volunteering for approvals again. But yeah thas wh its slow.
Don't know if you know, but approvals basically involves someone reading through the entire code to make sure it is exploit free.
@tremor77
I am really sorry about that, the whole bedrock (and other really odd things) appearing in the chests was a casting error on my part when I updated everything for 1.7.2. I fixed this in the latest update v2.98 but for some odd reason the "gods of dev.bukkit.org" haven't pushed their magic button to approve it yet. I will send you some notes via private message on how to get it ahead of time.
Once again sorry about that :-(
Is there anyway to manage what ends up in the chests in the sewers? My city has been getting a lot of bedrock, which isn't really something i want players getting
@SableDnah
I agree... alas Bukkit/Minecraft makes it rather iffy to combine world generators. Things are improving on this front, let's see what 1.8 (or whatever it ends up being called) gives us. :-)
@DaddyChurchill
I'd love a cityworld that citifies the regular MC terrain. But I also understand the technical nightmare finding flat enough terrain or adapting to even gentle hills :/
@thelastlokean
It is something I have looked into but would require quite a bit of reworking. It is on my list of things to look at again once the modding API soap opera settles down.
Is it possible to use the city world schematics to implement my own set of schematics into a world that is not generated by citworld? In particular I want to generate a map following say floating islands or glassbiome generation, then populate it with various schematics: buildings, ruins, tombs, etc.
Thanks for your help/time!
@DaddyChurchill
Adding the "dimension jump" really added a new level to gameplay. my server ran factions, so they had to claim the land in both dimensions to stop someone just walking into the chunk in nether and jumping back into middle of their base!
I had a story line where an obsidian sphere was uncovered and by completing fetch tasks they collected items to fund research. and i had it gradually open up as they reached the goal. Previously one of the mobs had a rare drop of an end frame piece. So once the goal was reached - end portals worked - taking them to the floating world ;) Was fun.
I hope to get it all back up soon. That was the server I tweaked the ratios of construction/hirise/lowrise etc etc and the land shape so it was more city with occasional mountains (those castles are cool).
@SableDnah
When CityWorld was initially created I actually designed a storyline to go along with it and that is exactly the point :-).
The user woke up and everybody was gone (the normal world) and all that was left was cryptic notes leading the user on a journey of discovery.. eventually leading them to a time portal in a buried science lab (the bunkers). That then led the user to the flooded world due to "global warming", then to the next ice age (snow and the end), then to everything being dried up due to a solar event (sand and nether)... and finally leaving the earth and heading out to space (astral) to find humanity.
I never came up with a story location where floating made sense but it was a fun variation to create (well maybe a different city style, bunker buildings maybe... hummm). I continue to ponder/toying with creating the tech required to drive the story along, heck I even created a side-by-side plugin that simulated an alien attack... but I never finished/published it. :-)
@DaddyChurchill
I did find floating to be "reminiscent" of the others ;)
I have same seed for overworld and nether and same scale set in multiverse. Add in a nether portal schematic in roundabouts, and a plugin that lets players jump 'tween the two. And I have twin identical dimensions hellish+overworld ;) Was hoping I could do similar with snow + sand ;)
So I can have a city at various point in time before and after an apocalyptic event ;)
@SableDnah
Snow, Sand and Flooded should all be "similar". If Floating is similar it is just an accident as I didn't attempt to make it similar but then again I also didn't go out of my way to make it different.
Astral, on the other hand, is actually intentionally different... getting more so on a daily basis. :-)
@DaddyChurchill
Especially with current drama!
Quick question - the new world types - which ones share the same city layout if fed the same seed? E.g. decayed and nether type if fed same seed product the same city and terrain "shape". Does blizzard and sand dunes share the same plat/city structure?
Just being lazy - takes a while to build several city worlds and fly around to check similarities ;)
Just a heads up, when Minecraft 1.8 release occurs (September 2nd - here) expect some delays while Bukkit and then CityWorld get updated. It looks to be as crazy as the 1.7.x release was. Note: that the folks at Bukkit have still not issued a "recommended" build for 1.7.x... so this might take some time to settle down. :-(
@MrCoolAwsome
The latest update (v2.98) should work on v1.7.2 through v1.7.10. It might take a little bit before it gets approved.
@soulscapex
He's probably using Forge or Tekkit or something similar that only supports upto 1.7.2. I get that alot with my plugins.
@MrCoolAwsome Have you tried the latest with 1.7.2? It probably works. I know I was using the minor variant of the 1.6.2 under 1.7.X without issues so that would work too.