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 could give you information if you say what you need.
@pimsserver
The Git source path is over on the Repository page (http://dev.bukkit.org/server-mods/cityworld/repositories/mainline/)
Keep in mind this code base continues to change so you might want to start your branch with an earlier more stable version.
With all that said, I am already planning to allow for customization of the lamps so what you asked for will make it in to the next release. :-)
@RobotKraken
Like with most cities there are sometimes regions where only short buildings are built. I hope to even that out in the next release. I hope to get it done by the end of the month, assuming the computers hold up and a new MineCraft/Bukkit version storm doesn't start back up again.
@QBcrusher
I recommend reading on how Bukkit uses custom world generators. My code simply runs within bukkit, it really does the world generation heavy lifting.
@QBcrusher
I don't see CityWorld in the stack trace (it might be there but I didn't see it). Have you tried updating your version of Multiverse? Alas it is hard to tell what version you are running from the trace. Sorry I couldn't be more help.
@wickersty
What I wish I could do is make working light posts that come on at night. Alas I don't know how to pull that off given the state of redstone.
As for replacing the lights on the light post, I will add that to the list of things to do. :-)
Thanks for the thanks :-)
@ottothemotto24
I only provided a simple way to get to the world not leave it. What you need is a general purpose multiworld aware teleporting plugin. Multiverse is one of many out there.
@Einottaja
While the picture is "pretty", you have provided no information to help me debug your bug report. Sorry but there is little I can do without more information.
Generation bug, it has "border". I hate it. Fix it. I want it's infite city!
http://i.minus.com/iKkQq4iTGzLtU.png http://i.minus.com/is4X1slNmKOpT.png
Feature Request:
Configurable lightpost material (ie, change from Material.GLOWSTONE to Material.REDSTONE_LAMP_OFF
Amazing work. Thanks for this plugin.
wick
Can any player go to the city world and back to the original map? Or do you need to set up permissions? And does it allow you to have a regular map and a city map?
<<reply 689376="">>
I do
5/7/2012 1:10:28 AM [SEVERE] Could not pass event PlayerTeleportEvent to Multiverse-Core 5/7/2012 1:10:28 AM org.bukkit.event.EventException 5/7/2012 1:10:28 AM at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:303) 5/7/2012 1:10:28 AM at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:62) 5/7/2012 1:10:28 AM at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:459) 5/7/2012 1:10:28 AM at org.bukkit.craftbukkit.entity.CraftPlayer.teleport(CraftPlayer.java:347) 5/7/2012 1:10:28 AM at org.bukkit.craftbukkit.entity.CraftEntity.teleport(CraftEntity.java:167) 5/7/2012 1:10:28 AM at multiworld.command.SpawnCommand.runCommand(SpawnCommand.java:37) 5/7/2012 1:10:28 AM at multiworld.command.Command.excute(Command.java:38) 5/7/2012 1:10:28 AM at multiworld.command.CommandHandler.parseCommand(CommandHandler.java:87) 5/7/2012 1:10:28 AM at multiworld.command.CommandHandler.excute(CommandHandler.java:58) 5/7/2012 1:10:29 AM at multiworld.MultiWorldPlugin.onCommand(MultiWorldPlugin.java:151) 5/7/2012 1:10:29 AM at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40) 5/7/2012 1:10:29 AM at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:166) 5/7/2012 1:10:29 AM at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:473) 5/7/2012 1:10:29 AM at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:821) 5/7/2012 1:10:29 AM at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:781) 5/7/2012 1:10:29 AM at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:764) 5/7/2012 1:10:29 AM at org.getspout.spout.SpoutNetServerHandler.a(SpoutNetServerHandler.java:103) 5/7/2012 1:10:29 AM at net.minecraft.server.Packet3Chat.handle(Packet3Chat.java:34) 5/7/2012 1:10:29 AM at net.minecraft.server.NetworkManager.b(NetworkManager.java:229) 5/7/2012 1:10:30 AM at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:113) 5/7/2012 1:10:30 AM at org.getspout.spout.SpoutNetServerHandler.a(SpoutNetServerHandler.java:169) 5/7/2012 1:10:30 AM at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78) 5/7/2012 1:10:30 AM at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:551) 5/7/2012 1:10:30 AM at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:449) 5/7/2012 1:10:30 AM at net.minecraft.server.ThreadServerApplication.run(SourceFile:492) 5/7/2012 1:10:31 AM Caused by: java.lang.NullPointerException 5/7/2012 1:10:31 AM at com.onarandombox.MultiverseCore.listeners.MVPlayerListener.playerTeleport(MVPlayerListener.java:198) 5/7/2012 1:10:31 AM at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) 5/7/2012 1:10:31 AM at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) 5/7/2012 1:10:31 AM at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) 5/7/2012 1:10:31 AM at java.lang.reflect.Method.invoke(Unknown Source) 5/7/2012 1:10:31 AM at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:301) 5/7/2012 1:10:31 AM ... 24 more
I agree with making it multiworld compatible along with multiverse
ok so i typed /cityworld and generated a new city. now, will this make citys spawn on newly generated terrain in my other worlds?
All of the buildings are really short, like only 15 blocks high. There are a couple tall ones scattered around but it doesn't really look like a city. Is there an option to only make really tal buildings?
Just wondering...
Can you use this plugin the same way you do multiverse, but with multiworld instead?
could you create an option in the config to change glowstone to lamp?
or at least give us the source?
@tek2974
Do want, making a post-apocalypse world.
How do you set what world is using cityworld to generate?
This is awsome but i think it would be cool of you could have a configurable option which would allow you to turn off trees