lostcities-1.12-0.0.16beta.jar
on Jan 26, 2023lostcities-1.1x-0.0.16beta.jar
on Jan 26, 20230.0.16beta:
- New condition system that can be used to control loot in chests and mobs for the mob spawners
- It is now easier to override city styles
- In the city style it is now possible to specify minimum/maximum number of floors and cellars
- Added support for predefined cities and buildings
lostcities-1.12-0.0.15beta.jar
on Jan 26, 2023lostcities-1.1x-0.0.15beta.jar
on Jan 26, 20230.0.15beta:
- Added protection for sleeping so that sleeping bag mods work again
- New 'friendly' building
- Very rare new building (townhall). Also new system to allow specifying interiors of building independent from exterior
- Avoid cities in chunks that are adjacent to VERY high biomes (like alps)
- Better door generation
lostcities-1.12-0.0.14beta.jar
on Jan 26, 2023lostcities-1.1x-0.0.14beta.jar
on Jan 26, 20230.0.14beta:
- Many internal changes to the asset system
- Several smaller optimizations
- Fixed ruin generator not starting high enough for some buildings
- New option to lower maximum vanilla cave height (which is 128 in vanilla). The 'nodamage' profile lowers this so that buildings above ground are not damaged
- Better station placement (switch to underground) to avoid hitting highways on the surface
- Avoid generating stairs on above ground railway sections
- Added new option to specify generator options from a profile. Added 'realistic' profile which gives the same settings as Quark's realistic terrain setting does
- The gui for the profiles is now sorted alphabetically
- Leaf block generation has a bit more variation now
- New api method to get ruin level
lostcities-1.12-0.0.13beta.jar
on Jan 26, 2023lostcities-1.1x-0.0.13beta.jar
on Jan 26, 20230.0.13beta:
- MUCH better algorithm for smoothing out the landscape with adjacent city/street chunks
- Two new park types
- New kind of water tower on top of buildings contributed by Seth
- The border around cities is much more consistant now
- Changed the adapting world type from lostcities_... to lc_... to avoid the 20 character limitation in worldtype names
- Fixed doors sometimes generating to the landscape and another issues with some parts of doorways being generated when not needed
- Fixed underground stations still being generated even if there was no city there
lostcities-1.12-0.0.12beta.jar
on Jan 26, 2023lostcities-1.1x-0.0.12beta.jar
on Jan 26, 20230.0.12beta:
- Important note! It is strongly recommended that you delete all Lost Cities configs. Otherwise you may not get some of the tweaks that were done on the profiles and this can give ugly results.
- Fixed a bug in corridor generation in some rare cases
- New rubble generator layer. This is an optional layer of stone (becomes dirt/sand/... after biome decoration) on top of streets and in the cities to give it a more worn down look. In the default profile (and the others derived from this) this will be a thin and rare layer but in 'wasteland' and 'ancient' this layer is pretty thick. In addition there is also an associated 'leave block' layer on top of this that can be configured as well. For ancient profile this is again very thick. For wasteland this is disabled
- New ruin generator that can be applied independent from the explosion damage. This generator will ruin a building from the top. For the default profile these ruins are rare but in wasteland and ancient they occur a lot
- Fix subways being flooded in all profiles
- Some tweaks to the street border which was not applied in some rare cases
lostcities-1.12-0.0.11beta.jar
on Jan 26, 2023lostcities-1.1x-0.0.11beta.jar
on Jan 26, 20230.0.11beta:
- Fixed a crash caused by the new optimization
- Highways are now correctly flooded in 'atlantis' mode
lostcities-1.12-0.0.10beta.jar
on Jan 26, 2023lostcities-1.1x-0.0.10beta.jar
on Jan 26, 20230.0.10:
- Work on the asset system. Make it more flexible
- Another pretty significant optimization in worldgen
- Various fixes on runaway worldgen. Generation of trees, spawners and vines should not (or very rarely) flow over in other chunks
- Vines should no longer generate on empty blocks now
- Fixed an issue where sleeping in the bed would not always teleport you
- New option for 'rarecities' where subways try to avoid generating if there are no stations nearby. This is not 100% satisfactory but it somewhat works
- A few API enhancements
lostcities-1.12-0.0.9beta.jar
on Jan 26, 2023lostcities-1.1x-0.0.9beta.jar
on Jan 26, 20230.0.9beta:
- Added a Lost World dimension. Can be disabled in config. Current way to get there: two diamond blocks on ground, place a bed on it and surround with six skulls. Then sleep. You can also go back to the overworld like that. The default dimension ID is currently 111
- New presets for tallbuildings from Seth
- New 'atlantis' profile
- Custom loot tables are now possible
- A configurable random number of buildings will now spawn without loot or spawners
- First version of the api
lostcities-1.12-0.0.8beta2.jar
on Jan 26, 20230.0.8beta2:
- Fixed a problem with the 0.0.8beta not starting up
lostcities-1.1x-0.0.8beta.jar
on Jan 26, 2023lostcities-1.12-0.0.8beta.jar
on Jan 26, 20230.0.8beta:
- The config system has changed. Lost Cities will try to convert your old configs but it is recommended to delete them to get all the changes
- Several small optimizations
- New subway system with underground and above ground stations and pretty tough dungeons!
- Cities can go one level higher
- Option to allow 'biome filter' so that the world generates only with a specific set of biomes
- New profile 'ancient' filtered on jungle/river and lots of growth
- New profile 'wasteland' with no water and very dry biomes
- Better profile selection screen with multiple pages if there are too many profiles
- New front decorations for buildings
- New type of park
- Better explosion handling for big craters. There should be less 'floaty' buildings now
- Option to disable/enable lake/ravine generation
Gallery with visual changelog:
lostcities-1.12-0.0.7beta.jar
on Jan 26, 20230.0.7beta:
- Fixed ugly holes in the water with big craters
- Fixed bridge torches not getting removed/orientation fixed
- Added a new experimental API for other worldtypes to implement. If they implement this simply API they can get used by this mod