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[v2.1.0] A Complete Rezoning - MOD

Changelog

Endless City v2.1.0 - Primary

Updates

  • Updated to support 1.21.5

Additions

  • Added two new road tiles
    • Roundabout
      • The center will have random decorations in the future, for now there is just one.
    • Curved Corner variant
  • Buildings and road tiles are now biome-based
    • Buildings are fully per-biome
    • Road tiles are per biome group (City, Gated, Outskirts, Slums, Suburbs), as well as for the two unique biomes (Glades and Wastelands)
      • Road tiles have not yet been built for more than one area, this will be coming in a patch update soon!
  • Trash Heaps have been added to all Slums biomes, as well as <group> Wastes biomes, Wastelands and Glades.
  • Pack versioning system for expansions to reference/use:
    • Score holder primary in scoreboard end_cit.version signifies the current version of the main pack
    • This value is only updated when breaking changes occur - it is highly advised for expansions to implement code such that they will disable themselves if this value is greater than the value of the pack they were created using, and warn the user, to avoid errors or world corruption

Changes

  • Underground Changes:
    • Bunker:
      • Staircase variants now have a 50% chance to occur.
      • Staircase variant design improved.
      • Dark Oak bunkers now have a chance to spawn with up to 4 saplings.
      • [1.21.4+] Pale Oak bunkers now have a chance to spawn with up to 4 saplings.
    • Underground now consists of Coarse dirt instead of regular dirt
  • Structure definition change:
    • All building structures are now defined to a global dictionary.
    • Per biome definitions are then used to drive structure generation, which reference the dictionary ids
      • These specific elements alse define the weight, failChance and decayChance, while all other elements are defined in the dictionary.
  • Building distribution changes:
    • Gold Buildings will no longer spawn in Glades, all Slums and Wastelands areas, or any Production, Wastes or Outskirts classes
      • The buildings are also most common in the Gated geion, second most in Suburbs and third in City
    • Lapiz Man will only spawn in Economy classes, excluding the Slums Economy area.
    • Diamond Decorations will no longer spawn in Wastelands, Glades, or Slum Wastes.
    • Iron Buildings will no longer spawn in Wastelands or Glades
    • Stone Brick Buildings will no longer spawn in Wastelands
  • No longer using /schedule to handle longer loops to avoid bugs breaking them.
  • In Suburbs biomes, blocks below the top cobblestone layer (and above the empty space) are andesite rather than cobblestone.
  • Stacked building chanages:
    • Stacked buildings have been rewritten to be more consistent and efficient
    • Height is now pre-calculated rather than predicate defined, and is defined by the Count value (replacing FailChance and MinStackCount)
  • Biome distribution has been changed to flow more logically between different classes and categories

Fixes

  • Fixed an issue where larger structures would attempt to generate into unloaded chunks, fail, and therefore never re-attempt to generate later on
    • Potential resultant issue with incorrect structure ids also triggering this, meaning those entities will persist; relying on user compenence not to make that mistake if editing packs/expansions!
  • Buildings which attempt to generate across the border of loaded chunks (and therefore fail) will re-try up to 5 times in later cycles
  • Fixed gold building variant 4 generating misplaced decoration blocks
  • Fixed issue where the previous stack system would fail to place its cap structure under certain conditions

Known Issues

  • replace_random_rotated post-processors do not support blocks with extra blockstate data provided (unless it is provided as part of the data list). For instance, you couldn't have the entry minecraft:beehive[honey_level=5] in the blocks list, and then also provide the rotations in the data list, as the two would conflict.
  • Start tile suppression doesn't always work, causing occasional spawn bugs

Supported Modules

  • Coming soon

Other Versions

This pack is INCOMPATIBLE with other versions.

Files

endless-city-2.1.0.jar(2.18 MiB) Primary Download

Project members

Spanning Cities

Spanning Cities

Organization

Details

Licensed ARR
Published 2 years ago
Updated 4 months ago