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.
World Generator is amazing! Can't wait for indoor population!
A Amazing World Generator !!
But iam sad that he is not endless............
Once there come a cut and then there is the "normal" Minecraft World!
Can you build in a Option to create a Endless City??
Can't wait to try it out, maybe you can add randomly spawning Testificates to act as "People".
@DaddyChurchill
what a guy. you added the /cityworld node.
Thank you very much :)
Still can't check into GitHub but I have uploaded the latest drop of CityWorld to here. Hope it works for everybody. I have tested it quite a bit but it would not surprise me if bugs popped up.
One word of warning: changing options only effects future generation not existing ones. If you keep your old CityWorld around, there might be some "artifacts" created due to changes in defaults. I have tried to keep those to a minimum but it will happen. Likewise if you change certian options (say like street level), you REALLY should think about deleting the old map as the resulting world will look really screwy.
Upcoming work items...
Keep in mind, these will not happen all at once but over the next few releases.
@DaddyChurchill
Have you tried Gitorious instead of GitHub? http://gitorious.org/
@DaddyChurchill
Looking forward to the new version, hope github lets you upload!
GitHub is acting strange again and won't let me push. I am still moving towards getting a new release out tonight but I can't commit to having the source pushed to GitHub at the same time. Sigh..
@ZacGod
Thanks so much for the tip, That fixed it, for anyone else wondering the exact lines I used was :
worlds:
CityWorld:
generator: CityWorld
@DaddyChurchill
We are setting up our CityWorld server and we kind of like the split buildings :)
But we aren't adding onto CityWorld we are PvPing in it so it all gets destroyed anyway :)
@cind3r69
Hey put int in your bukkit.yml under 'worlds:' and try :)
@DaddyChurchill
Ya, your probably right about the issue. I am not using multiverse, previously i have used solutions like xcraftgate when dealing with extra worlds but I'm going to add multiverse and give it a shot. I understand what you mean about staying home to program, bills need to be paid for sure though. If you can arrange a job where you get paid to sit at home thats ideal. Thats what I do! Your rather friendly . Are you canadian? Just a guess. Thanks for the tips.
DC, I know what I forgot to ask now...
In the future, do you plan to setup the entire world as one biome? - As you can see from the link I gave you previously, it snows in some parts of the city, but not in all of them?
Finally, do you plan to ever have your addon take-over as the permanent world, as in, you don't have to type /cityworld to gain access, and when people first login, they go to cityworld. I tried, changing my server-config file, after the cityworld was generated, to "CityWorld" but it messes up the generator to where regular MC biomes take over outside of whats already been generated.
Thanks.
@cind3r69
Monster might be looking for a multiverse world. When you use /CityWorld it creates the world and jumps you to it but until you have a multiworld plugin that manages the various worlds correctly some plugins have problems finding the world. I only put in the /CityWorld command to help "first time users", I strongly recommend going the multiworld manager route if you are going to get serious :-)
Mind you that might not be the problem.. hard to tell from here (I am at work checking messages during lunch)... I gave serious thought towards "being sick" today and continuing programming, it is a lot more fun and, if you knew what I do for a living, that is saying something. :-)
@DaddyChurchill
DC,
I say keep coming with the builds, you can gain a lot more attention releasing many updates, with smaller changes and features, then few releases with big changes and a lot of features.
When I look on bukkit-dev I look for Author's who are really active.
Just wanted to say great plugin. Additionally I'm looking forward in using this mod to create a zombie apocalypse world. I can see some real potential for this seed generator in urban game types. I have already tried using Monster Apocalypse on this map but I get an error when doing so "Monster Apocalypse: Invalid world name CityWorld. Plugin disabled."
cityworld loads before monster apocolypse in the config so its indeed odd. basically i'm going to sit back and try it again in a month. If anyone happens to know why this is happening let me know.
Excellent plugin. Super impressed.
@Melharts
I am still trying to track down some bugs so v0.6 has not been released yet, as such the config file doesn't exist yet (well it does on my servers but that doesn't help you much) :-) I hope to finish it up tonight (mostly extreme cases where the config contains crazy values), so the world might have it Feb 1st PST.
Thanks for the map, it helps alot. I have heard from others (and seen it a couple of times) but having a birds eye view like yours helps. It seems like a "Seam" has formed somehow near 0, 160 and goes east/west. Along that seem it seems that the generator is combining two plats of information (you get part park and part building or parts of two different buildings). I am really torn on holding off the build or not in order to track this issue down...
Your thoughts.
@DaddyChurchill
Where can we change these settings?
I don't see a config file?Also, sometimes when I I venture out, and then decide to stop exploring, and go back to say what I was working on... when I do eventually go back, sometimes the generator will mess up, and put a 15 story building next to a 3, with a completely open wall. (Hope that makes sense), not a big issue, just letting you know. Another issue is that it'll create staircases up to say 15 stories, but the building only goes to 5.
You can see a rendering of my world here: http://74.208.96.118:8123/# (make sure to switch to surface map, by hovering your mouse to the far right, for whatever reason my dynmap won't default to cityworld/surface, even though I've edited the config.)
As with what Username_not_taken has stated, larger roads such as avenues/highways would really add a lot. Where high-rise building would be a common items near avenues/highways, and shorter buildings a rarity, vice-verse for smaller roads.
I really do love this plugin, keep up the awesome work DaddyChurchill.
Must have!
@keenerb
Trust me, residential and rural areas are coming very soon. As for treasures, at the moment I am only planning to support items 256 through 367 (yes I know that doesn't include seeds). But now that you mention it, there isn't a strong reason not to make it configurable... mind you the more I work on this the less time I can work on residential and rural areas :-)
silly me That range does include seeds, sorry for the brain fart.
@DaddyChurchill
Hey, residential/rural areas ARE a user request!
What about some config options for what blocks are allowed in the vaults? I'd really like to eliminate the diamond blocks...