LostCities 1.21-8.2.2
- Now also avoid pillager outposts with the avoidStructures option
- New server config options 'avoidStructuresAdjacent' and 'avoidVillagesAdjacent' to avoid generating Lost Cities in chunks that have structures or villages adjacent to them. Default on
- New server config option 'avoidFlattening' to avoid flattening the terrain where structures were avoided. Default on
LostCities 1.20-7.3.2
- Now also avoid pillager outposts with the avoidStructures option
- New server config options 'avoidStructuresAdjacent' and 'avoidVillagesAdjacent' to avoid generating Lost Cities in chunks that have structures or villages adjacent to them. Default on
- New server config option 'avoidFlattening' to avoid flattening the terrain where structures were avoided. Default on
LostCities 1.19-6.2.2
- Now also avoid pillager outposts with the avoidStructures option
- New server config options 'avoidStructuresAdjacent' and 'avoidVillagesAdjacent' to avoid generating Lost Cities in chunks that have structures or villages adjacent to them. Default on
- New server config option 'avoidFlattening' to avoid flattening the terrain where structures were avoided. Default on
LostCities 1.21-8.2.0
- Better error reporting in some situations
- Highway parts can now be randomized
- Railway parts can now be randomized
- Streets are now parts ('street_*.json') and can be customized. Part of the city style. This means that the old settings like streetWidth and the street palette entries are no longer used!
- Added new 'cityMinHeight' and 'cityMaxHeight' profile options to better control where cities can spawn based on the height of the terrain
- New command 'resumeedit' to resume editing a part after reloading the world
- Major refactor of the multi building system:
- This system should be much faster
- Very large multibuildings have better chances to actually spawn
- New 'multisettings' block in the world style. This allows control over how the multibuildings spawn
- 'multi_max_x' and 'multi_max_z' have now been removed from the profile. They are no longer used
- 'building2x2Chance' has now been removed from the profile. It is no longer used
LostCities 1.20-7.3.0
- Better error reporting in some situations
- Highway parts can now be randomized
- Railway parts can now be randomized
- Streets are now parts ('street_*.json') and can be customized. Part of the city style. This means that the old settings like streetWidth and the street palette entries are no longer used!
- Added new 'cityMinHeight' and 'cityMaxHeight' profile options to better control where cities can spawn based on the height of the terrain
- New command 'resumeedit' to resume editing a part after reloading the world
- Major refactor of the multi building system:
- This system should be much faster
- Very large multibuildings have better chances to actually spawn
- New 'multisettings' block in the world style. This allows control over how the multibuildings spawn
- 'multi_max_x' and 'multi_max_z' have now been removed from the profile. They are no longer used
- 'building2x2Chance' has now been removed from the profile. It is no longer used
LostCities 1.19-6.2.0
- Better error reporting in some situations
- Highway parts can now be randomized
- Railway parts can now be randomized
- Streets are now parts ('street_*.json') and can be customized. Part of the city style. This means that the old settings like streetWidth and the street palette entries are no longer used!
- Added new 'cityMinHeight' and 'cityMaxHeight' profile options to better control where cities can spawn based on the height of the terrain
- New command 'resumeedit' to resume editing a part after reloading the world
- Major refactor of the multi building system:
- This system should be much faster
- Very large multibuildings have better chances to actually spawn
- New 'multisettings' block in the world style. This allows control over how the multibuildings spawn
- 'multi_max_x' and 'multi_max_z' have now been removed from the profile. They are no longer used
- 'building2x2Chance' has now been removed from the profile. It is no longer used
LostCities 1.21-8.1.0
- Big optimization during worldgen. Most of the todo queues are now avoided
- Flattening/interpolation of the heightmap now goes to build limit
- New forceSaplingGrowth server config option to disable the expensive auto sapling grow
- New avoidStructures server config option to avoid generating Lost Cities in chunks that have structures. By default the following structures are avoided (besides villages): mansions, igloos, swamp huts, and temples
- Fixed a problem where sometimes you could have floating trees
- Greatly extended the palette that can be exported by the exportpart command. It now includes a lot of unicode characters as well
LostCities 1.20-7.2.0
- Big optimization during worldgen. Most of the todo queues are now avoided
- Flattening/interpolation of the heightmap now goes to build limit
- New forceSaplingGrowth server config option to disable the expensive auto sapling grow
- New avoidStructures server config option to avoid generating Lost Cities in chunks that have structures. By default the following structures are avoided (besides villages): mansions, igloos, swamp huts, and temples
- Fixed a problem where sometimes you could have floating trees
- Greatly extended the palette that can be exported by the exportpart command. It now includes a lot of unicode characters as well
LostCities 1.19-6.1.0
- Big optimization during worldgen. Most of the todo queues are now avoided
- Flattening/interpolation of the heightmap now goes to build limit
- New forceSaplingGrowth server config option to disable the expensive auto sapling grow
- New avoidStructures server config option to avoid generating Lost Cities in chunks that have structures. By default the following structures are avoided (besides villages): mansions, igloos, swamp huts, and temples
- Fixed a problem where sometimes you could have floating trees
- Greatly extended the palette that can be exported by the exportpart command. It now includes a lot of unicode characters as well
LostCities 1.19-6.0.28
- New 'stuff' feature. Using this you can define various random small objects that can be generated through cities (both inside and outside buildings)
- City styles can now specify what type of stuff they want to generate. Stuff that is marked with the tag 'all' is always generated
- Fixed a bug where predefined cities and spheres wouldn't work at all
LostCities 1.20-7.1.8
- New 'stuff' feature. Using this you can define various random small objects that can be generated through cities (both inside and outside buildings)
- City styles can now specify what type of stuff they want to generate. Stuff that is marked with the tag 'all' is always generated
- Fixed a bug where predefined cities and spheres wouldn't work at all