
Endless City Legacy
A more original version of our project Endless City. Travel an unending expansive city where your number one resource is very rare...
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- 3K
- Подписчики
- 14
- Обновлён
- 25 декабря 2024 г.
- Лицензия
- All-Rights-Reserved
Опубликован 7 января 2024 г.
This is the LEGACY version. The updating version can be found on our profiles. This version will still recieve updates to bring up to date with latest MC version, and increase originality to the mod.
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?
This is 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 the option of not having to download a mod when 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.
Report Bugs?
You can find me by my username in the modrinth discord server if you need to report a bug or have a suggestion!Ченджлог
2.0.1+modРелиз1.21.2, 1.21.3, 1.21.4 · 25 декабря 2024 г.
Endless City v2.0.1 - LEGACY
Updates
- Updated to 1.21-1.21.4
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 one variant in Legacy, as they were back in the old mod.
- 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).
- NOTE - see Known Issue #1
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 - LEGACY
Updates
- Updated to 1.21-1.21.4
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 one variant in Legacy, as they were back in the old mod.
- 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).
- NOTE - see Known Issue #1
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.
1.0.0Релиз1.20, 1.20.1 · 7 января 2024 г.
Simply a direct re-creation of an old minecaft mod "Endless City".
1.0.0Релиз1.20, 1.20.1 · 7 января 2024 г.
Simply a direct re-creation of an old minecaft mod "Endless City".
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