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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.

Endless City v2.0.1

Updates

  • Updated to support 1.21-1.21.4

Additions

  • Randomized Dead End Tiles
    • Currently only one new dead end length has been added.

Changes

  • Loot Changes:
    • All tables now use random sequence (I think).
    • Overhauled Iron Building Loot tables.
    • Overhauled Gold Building Loot table.
    • Gold Building Vault:
      • Slightly rarer to get a wither skull.
      • Now uses "planks" tag.
      • Now has a small chance to give a log instead of a plank.
    • Stone Building:
      • Replaced the wooden pickaxe with custom "Flimsy Pick".
      • Added weights to modify the chances of different things.
      • Now uses the "buttons" tag instead of just giving a stone button.
      • Added 2 new "treasures" along with the gold vault key:
        • Almost All Sherds. Different sherds will be removed from this loot table as they are added elseware in the world.
        • A single smithing template. All smithing templates found in vanilla will be re-added into this modern city somehow.
  • Structure offsets are now dynamic
    • Per structure definition value randomOffset is used to decide the maximum offset distance for a structure on placement (applied when randomPosition:true).
  • The Garden Awakens compatibility (changes active when the pack is loaded in 1.21.4)
    • Updated superstructure with the new blocks.
    • Added pale oak to the sapling structures.
    • Added open and closed eyeblossoms to the flowers which can be sold by wandering traders.
  • Environment changes
    • Added atmospheric effects to the wasteland biome.
    • Changed biome colours for the slums and wasteland biomes.

Fixes

  • Structures with a decayChance of 0 could still decay in the case that they failed their area checks.
  • Rare cases that could cause structures to intersect with the road.

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.

Supported Modules

  • Coming soon

Other Versions

This pack is INCOMPATIBLE with other versions.

Endless City v2.0.0 - Primary

NOTE: YOU CANNOT UPDATE FROM v1.0.0!!!

Additions

  • Stone and tuff layers below the dirt
  • Revamped deepslate region (did exist in 1.0, but wasn't accessible), including new features
    • Strongholds and trial chambers generate
    • Copper ore blobs and ore veins (thereby also adding access to granite)

Changes

  • All structures and road tiles are now fully data-driven format, including weighted randomisation, allowing for easy expansion by users.
    • Tutorial file included in the datapack bundle.

    • Tiles have 6 variants - empty, dead-end, straight, corner, t-junction, and cross.

      • All tiles must be the same size.
      • Tile road and terrain blocks should be included in their relevant tags if new tiles are added.
      • Road marker entities must still be used to dictate how and where buildings spawn. (Helper datapack to be released soon)
    • Buildings have 6 categories - small, medium, long, large, side decor and arch decor. However, there is no technical constraint on any of these categories - each one simply links to different road marker entities. If the roads are overriden and markers placed differently, these categories can be utilised differently, at user discretion.

      • There is however a defined decay order through the building (not decoration) categories, used to place smaller structures where larger ones cannot fit. This order is long > large > medium > small.
    • Post-processors on the structures are also data-driven, allowing for post-generation block replacement.

      • replace_random: replaces the given block using a randomly selected block from the provided blocks list.
      • replace_random_rotated: replaces the given block using a randomly selected block from the provided blocks list, and gives it one of 4 blockstates defined in the second list (data).
  • Gold buildings provide a random wood log, as well as the chance for skeleton or wither skeleton skulls via a vault rather than as placed blocks to improve the multiplayer experience.
    • The keys for these vaults can be found in the stone buildings.

Updates

  • Updated to 1.21 & 1.21.1

Fixes

Known Issues

  1. Rarely, at world creation, generating the city can fail. Just re-try, it works 99% of the time. This issue is seemingly seed-dependent, so if it happens make sure to just generate a completely new world.
  2. 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.

Supported Modules

  • No modules are supported yet. Minor versions will be released as we release official modules, and as community made modules are added to official support.

Other Versions

This pack is INCOMPATIBLE with other versions.

Release 1.0.0 Mod Package

Release 1.0.0

Add the City

The city, based on an old mod called "Endless City", contains the original builds with a modernized layout and generation structure.

Wondering Trader

The wondering trader sells all flowers instead of normal trades.

Rare Structures

-The stronghold like rare structure is a temporary solution for this version to allow access to the end dimension. It can be found using ender eyes.
-The rare super structure contains all blocks besides a select few, which is in line with the superstructure from the original mod.


The original mod was for MC 1.6.4 and not updated since then. The original post for it is no longer attached to an actual account, and the creator has not had any trace online i can find since posting the pack or shortly after. We do have a version aiming to be a direct re-creation in latest versions, but it is only for nostalga. Our updated versions only keep the concept, and aim to create a more balanced experience with modern expectations and tools.


Project members

Spanning Cities

Spanning Cities

Organization

Details

Licensed ARR
Published 2 years ago
Updated 2 months ago