LostCities 1.20-7.3.5
- Fixed maxfloors not being honored completely. It was possible for buildings to go to maxfloors+1
- Multibuildings will now override structures no matter what. This had to be done because otherwise multibuildings could sometimes generate partially
LostCities 1.21-8.2.5
- Fixed maxfloors not being honored completely. It was possible for buildings to go to maxfloors+1
- Multibuildings will now override structures no matter what. This had to be done because otherwise multibuildings could sometimes generate partially
LostCities 1.21-8.2.4
- Fixed a bug with cellars
LostCities 1.20-7.3.4
- Fixed a bug with cellars
LostCities 1.20-7.3.3
- Fixed a bug where scattered multibuildings would sometimes only generate partially
- Extended the range of the locatepart command (from max 15 chunk distance to 30)
- New locate command to locate a building. This command also works if edit mode is not enabled
- Slightly reduced multibuilding chances
- Slightly reduced scattered building chances
- Added a new 'settings' block to the world style. Currently only contains the new 'railwayavoidance' with as two options: 'ignore' and 'block_railway' ('ignore' is currently default). With 'block_railway' railways will not generate if a building has a lot of cellars and it would intersect the railway. i.e. buildings have priority over railways
LostCities 1.21-8.2.3
- Fixed a bug where scattered multibuildings would sometimes only generate partially
- Extended the range of the locatepart command (from max 15 chunk distance to 30)
- New locate command to locate a building. This command also works if edit mode is not enabled
- Slightly reduced multibuilding chances
- Slightly reduced scattered building chances
- Added a new 'settings' block to the world style. Currently only contains the new 'railwayavoidance' with as two options: 'ignore' and 'block_railway' ('ignore' is currently default). With 'block_railway' railways will not generate if a building has a lot of cellars and it would intersect the railway. i.e. buildings have priority over railways
- Because server configs work completely different on 1.21 we had to change the way that Lost Cities works. Basically you have to edit lostcities-server.toml. There you can edit the 'selectedProfile' value and that will be used as default for single player worlds as well as for servers.
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 1.21-8.2.1
- Better api to get multibuilding information
LostCities 1.20-7.3.1
- Better api to get multibuilding information
LostCities 1.19-6.2.1
- Better api to get multibuilding information
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 1.21-8.1.1
- Fixed a problem with the exportpart command
- Fixed a problem with editmode. It didn't properly remember the editing data when reloading a world
LostCities 1.20-7.2.1
- Fixed a problem with the exportpart command
- Fixed a problem with editmode. It didn't properly remember the editing data when reloading a world
LostCities 1.19-6.1.1
- Fixed a problem with the exportpart command
- Fixed a problem with editmode. It didn't properly remember the editing data when reloading a world
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