Changelog
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 providedblocks
list.replace_random_rotated
: replaces the given block using a randomly selected block from the providedblocks
list, 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_rotated
post-processors do not support blocks with extra blockstate data provided (unless it is provided as part of thedata
list). For instance, you couldn't have the entryminecraft:beehive[honey_level=5]
in theblocks
list, and then also provide the rotations in thedata
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.
Dependencies
Files
[1.21-1.21.1] Endless City v2.0.0.zip(254.95 KiB) Primary
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Release channel
ReleaseVersion number
2.0.0Loaders
Data Pack