
Endless City Primary
Turn your world into a vast & endless city, and try to survive this barren landscape.
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- 24 августа 2025 г.
- Лицензия
- All-Rights-Reserved
Опубликован 18 декабря 2023 г.
What is Endless City
Endless city is an expansive, infinite city that replaces the normal minecraft world. Completely changing the way you play minecraft, getting wood is now a decent challenge.
Why is Endless City
Endless city started as a simple mod for MC 1.6.4. The creator, now lost to time, brought this unique concept to life by generating a whole city with all the valuables you could want, but no wood. The most unique feature being a massive superstructure that can have any block in the game.
So what's with this version?
Our take on endless city is very similar to the original mod, it's just a bit more modern in design.
A few of our modern changes include randomized road structure, added almost all blocks(some not included for balancing reasons) to the unique superstructure, a whole new deepslate layer which includes trial chambers & strongholds, and updating the "og" builds to use barrels & vaults as they fit.
Endless City LITE
With how massive a world can end up with our updated version, we have decided to release a LITE Version with a smaller world for people with storage issues to experience the city.
Endless City LEGACY
We have a more "OG" Version that aims to capture exactly how the pack was all that time ago, just in a modern version with modern textures and less/different game bugs. We also appreciate having the option to not have to use a mod, and a datapack based project makes this possible.
How to Endless City?
A couple of occurrences to be wary of that will break this pack:
- No automatic chunk purging - This will cause many chunk boarders as the pack cannot handle "smart" chunk boarders. It will also generate over existing parts of the city.
- Teleporting away from the city - This will simply cause the city not to generate out there. You must walk or fly if you want the city to generate and not let it fall out of render distance.
- Don't go too fast, I'm talking over speed 40. At this level during testing, you would run into areas of the city that were still populating, but would not yet cause issues.
Report Bugs?
You can join the Brow Gaming Discord Server, and there you can find support for Scattered Cities Projects!
Ченджлог
2.1.0+modРелиз1.21.3, 1.21.4, 1.21.5 · 24 августа 2025 г.
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
- Roundabout
- 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 (GladesandWastelands)- 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
Slumsbiomes, as well as<group> Wastesbiomes,WastelandsandGlades. - Pack versioning system for expansions to reference/use:
- Score holder
primaryin scoreboardend_cit.versionsignifies 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
- Score holder
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
- Bunker:
- 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,failChanceanddecayChance, while all other elements are defined in the dictionary.
- These specific elements alse define the
- Building distribution changes:
- Gold Buildings will no longer spawn in
Glades, allSlumsandWastelandsareas, or anyProduction,WastesorOutskirtsclasses- The buildings are also most common in the
Gatedgeion, second most inSuburbsand third inCity
- The buildings are also most common in the
- Lapiz Man will only spawn in
Economyclasses, excluding theSlums Economyarea. - Diamond Decorations will no longer spawn in
Wastelands,Glades, orSlum Wastes. - Iron Buildings will no longer spawn in
WastelandsorGlades - Stone Brick Buildings will no longer spawn in
Wastelands
- Gold Buildings will no longer spawn in
- No longer using
/scheduleto handle longer loops to avoid bugs breaking them. - In
Suburbsbiomes, 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
Countvalue (replacingFailChanceandMinStackCount)
- 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_rotatedpost-processors do not support blocks with extra blockstate data provided (unless it is provided as part of thedatalist). For instance, you couldn't have the entryminecraft:beehive[honey_level=5]in theblockslist, and then also provide the rotations in thedatalist, 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.
2.1.0Релиз1.21.3, 1.21.4, 1.21.5 · 24 августа 2025 г.
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
- Roundabout
- 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 (GladesandWastelands)- 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
Slumsbiomes, as well as<group> Wastesbiomes,WastelandsandGlades. - Pack versioning system for expansions to reference/use:
- Score holder
primaryin scoreboardend_cit.versionsignifies 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
- Score holder
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
- Bunker:
- 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,failChanceanddecayChance, while all other elements are defined in the dictionary.
- These specific elements alse define the
- Building distribution changes:
- Gold Buildings will no longer spawn in
Glades, allSlumsandWastelandsareas, or anyProduction,WastesorOutskirtsclasses- The buildings are also most common in the
Gatedgeion, second most inSuburbsand third inCity
- The buildings are also most common in the
- Lapiz Man will only spawn in
Economyclasses, excluding theSlums Economyarea. - Diamond Decorations will no longer spawn in
Wastelands,Glades, orSlum Wastes. - Iron Buildings will no longer spawn in
WastelandsorGlades - Stone Brick Buildings will no longer spawn in
Wastelands
- Gold Buildings will no longer spawn in
- No longer using
/scheduleto handle longer loops to avoid bugs breaking them. - In
Suburbsbiomes, 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
Countvalue (replacingFailChanceandMinStackCount)
- 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_rotatedpost-processors do not support blocks with extra blockstate data provided (unless it is provided as part of thedatalist). For instance, you couldn't have the entryminecraft:beehive[honey_level=5]in theblockslist, and then also provide the rotations in thedatalist, 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.
2.0.1+modРелиз1.21.2, 1.21.3, 1.21.4 · 25 декабря 2024 г.
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
randomOffsetis used to decide the maximum offset distance for a structure on placement (applied whenrandomPosition:true).
- Per structure definition value
- 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
decayChanceof 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_rotatedpost-processors do not support blocks with extra blockstate data provided (unless it is provided as part of thedatalist). For instance, you couldn't have the entryminecraft:beehive[honey_level=5]in theblockslist, and then also provide the rotations in thedatalist, as the two would conflict.
Supported Modules
- Coming soon
Other Versions
This pack is INCOMPATIBLE with other versions.
2.0.1Релиз1.21.2, 1.21.3, 1.21.4 · 25 декабря 2024 г.
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
randomOffsetis used to decide the maximum offset distance for a structure on placement (applied whenrandomPosition:true).
- Per structure definition value
- 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
decayChanceof 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_rotatedpost-processors do not support blocks with extra blockstate data provided (unless it is provided as part of thedatalist). For instance, you couldn't have the entryminecraft:beehive[honey_level=5]in theblockslist, and then also provide the rotations in thedatalist, as the two would conflict.
Supported Modules
- Coming soon
Other Versions
This pack is INCOMPATIBLE with other versions.
2.0.0+modРелиз1.21, 1.21.1 · 19 августа 2024 г.
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 providedblockslist.replace_random_rotated: replaces the given block using a randomly selected block from the providedblockslist, and gives it one of 4 blockstates defined in the second list (data).- NOTE - see Known Issue #2
- 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
- Tried to fix Known Issue #1 as best as possible.
Known Issues
- 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.
replace_random_rotatedpost-processors do not support blocks with extra blockstate data provided (unless it is provided as part of thedatalist). For instance, you couldn't have the entryminecraft:beehive[honey_level=5]in theblockslist, and then also provide the rotations in thedatalist, 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.
2.0.0Релиз1.21, 1.21.1 · 19 августа 2024 г.
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 providedblockslist.replace_random_rotated: replaces the given block using a randomly selected block from the providedblockslist, and gives it one of 4 blockstates defined in the second list (data).- NOTE - see Known Issue #2
- 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
- Tried to fix Known Issue #1 as best as possible.
Known Issues
- 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.
replace_random_rotatedpost-processors do not support blocks with extra blockstate data provided (unless it is provided as part of thedatalist). For instance, you couldn't have the entryminecraft:beehive[honey_level=5]in theblockslist, and then also provide the rotations in thedatalist, 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.
1.0.0Релиз1.20, 1.20.1 · 18 декабря 2023 г.
Release 1.0.0 Mod Package
1.0.0Релиз1.20, 1.20.1 · 18 декабря 2023 г.
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.
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