LostCities - 1.12-2.0.18
on Jan 26, 2023LostCities 1.12-2.0.18
- Spanish (Argentina) support for the generator names from TBM13
- English (upside-down) support for the generator names from The Fireplace
- Fix a possible crash in case a compact machine is placed in a city sphere (by Thraaawn)
- Force filtered biomes to actually check for allowed biomes (by esotericist)
LostCities - 1.12-2.0.17
on Jan 26, 2023LostCities 1.12-2.0.17
- Fixed a rare crash with explosion handling during generation
LostCities - 1.12-2.0.16
on Jan 26, 2023LostCities 1.12-2.0.16
- Umbra Gaming fixed a sponge compatibility issue
LostCities - 1.12-2.0.15
on Jan 26, 2023LostCities 1.12-2.0.15
- Fixed a problem in the safe driver which caused it to crash
LostCities - 1.12-2.0.14
on Jan 26, 2023LostCities 1.12-2.0.14
- New config option 'optimizedChunkgen' that can be used to disable the optimized chunkgen that Lost Cities normally uses and switch to a 'safer' version
- If NEID or JEID is installed this new safer chunkgen is used automatically
LostCities - 1.12-2.0.13
on Jan 26, 2023LostCities 1.12-2.0.13
- Joseph added more useful error reporting if a factor or mapping is invalid
LostCities - 1.12-2.0.12
on Jan 26, 2023LostCities 1.12-2.0.12
- New profile config option to change the default base liquid to use while generating the world ('liquidBlock')
- New profile config option to change the default base block to use while generating the world ('baseBlock')
LostCities - 1.12-2.0.11
on Jan 26, 2023LostCities 1.12-2.0.11
- Log an error if we detect that a block's TileEntity is wrong
LostCities - 1.12-2.0.10
on Jan 26, 2023LostCities 1.12-2.0.10
- Removed some spam from the console
LostCities - 1.12-2.0.9
on Jan 26, 2023LostCities 1.12-2.0.9
- Fixed a crash bug in combination with the Aroma Mining Dimension
LostCities - 1.12-2.0.8
on Jan 26, 2023LostCities 1.12-2.0.8
- Added support for multiple Lost City dimensions through the new ADDITIONAL_DIMENSIONS config. These dimensions are not accessible with the usual method. They are mostly intended for pack devs who need multiple city dimensions with various properties (profiles)
lostcities-1.12-2.0.7.jar
on Jan 26, 20232.0.7:
- Added a new config option ('blocksRequiringLightingUpdates' in general.cfg) that lists all blocks that require a lighting update. By default it contains glowstone, lit_pumpkin and magma but you can add modded blocks to it. Meta is not required
lostcities-1.12-2.0.6.jar
on Jan 26, 20232.0.6:
- Fixed a small bug where predefined cities would not generate if the sphereChance is too low
- Fixed getShere() in the api so that it returns null if there is no sphere instead of a dummy sphere that is not enabled. That fixes an issue with the 'insphere' command in In Control
lostcities-1.12-2.0.5.jar
on Jan 26, 20232.0.5:
- The spawnSphere <out> setting wasn't working properly. Additionally it was impossible to spawn in the outside world on a biosphere world because it restricted spawn height to above 60 (and default ground level is 40)
- Better crash log entry in case the client is not having a profile that the server is using
lostcities-1.12-2.0.4.jar
on Jan 26, 20232.0.4:
- More fixes for sponge compatibility
lostcities-1.12-2.0.3.jar
on Jan 26, 20232.0.3:
- Cleaned up ground level handling for dual profile worlds (like biosphere). The 'outsideGroundLevel' setting is now obsolete. Instead you should use the 'groundLevel' setting from the child profile (previously that was ignored). In addition the waterLevelOffset from the main profile is now actually used for that profile (so the inside of spheres) and not for the outside world anymore. This means that it is now actually possible to get water generation inside the spheres and even flood them. Lost Cities will automatically detect the old 'outsideGroundLevel' setting and migrate it to the new format. Basically that means that when it discovers a profile that has an 'outsideGroundLevel' that is different from -1 it will do the following:
- Set the 'groundLevel' in the child profile to the current value of 'outsideGroundLevel'
- Set the 'waterLevelOffset' in the child profile to the 'waterLevelOffset' of the main profile
- Set 'outsideGroundLevel' in the main profile to -1 (not used)
- Set 'waterLevelOffset' in the main profile to the default 8
- Worked around an issue with sponge compatibility. Additionally this means there is now a new ILostCities api that other mods should use instead of the 'instanceof ILostChunkGenerato<wbr />r' trick
- 'Border' generation is now much nicer for cities in city spheres. Borders are generated when a city chunk generates adjacent to a lower other chunk
- Disabled villages in 'cavern' as the villages spawn on top of the world (above bedrock)
lostcities-1.12-2.0.2.jar
on Jan 26, 20232.0.2:
- New spawnNotInBuilding config to avoid spawning in buildings
- Fixed registration of loot tables so that it actually works now
lostcities-1.12-2.0.1.jar
on Jan 26, 20232.0.1:
- allowedBiomeFactors and generatorOptions were in the wrong config category! Be careful when updating and make sure to move the options if you did custom changes!
- New strategy option to generate translated biomes in case you want to limit the biomes in a world. The default strategy is 'original' but if you select 'randomized' it will try a more random distribution so that more biomes get a chance to be selected. If you chose 'varied' then it will be more sloppy about detecting what biomes are the same or not
- Add sanity check in case a biome is not properly registered to the biome registry
- Registered the Lost City loot tables to the loot table registry
- New 'singleBiome' config option to specify that city spheres should only have a single random biome
- The monorail crossing will now correctly be empty too (no water/rubble in it). Just like the other monorail parts
- ILostSphere.getCenterPos() will now return the correct center position (with y level set correctly as well)
- If you set the 'spawnSphere' config to '<in>' then the player will always spawn in a sphere. If you set the config option to '<out>' the player will spawn outside a sphere
- If the 'debug' config option is set to true palette statistics as well as biome translation statistics are dumped to standard output (log file) at startup
- New 'manualBiomeMappings' configuration option to manually override how some biomes map to others. This can be used in combination with allowedBiomeFactors to get more control over the final distribution
lostcities-1.12-2.0.0.jar
on Jan 26, 20232.0.0:
Changelog:
-
New landscape types:
- Floating: this landscape type generates floating islands on which cities (buildings and streets) can generate. This landscape type is likely not suitable for general overworld play because villages and strongholds are not generated by default. This profile can be useful to set as a type for the Lost City dimension or for specialized packs
- Cavern: a nether-like world going up to 128 with bedrock on top. Cities generate in big caverns. This type of map is very dark and dangerous but otherwise useful as a replacement for the overworld. Good luck surviving the first days though
- Space: in this landscape type there are big spheres that generate through the world. These spheres can contain cities (but not always) and can optionally be connected with a monorail system. The landscape outside the spheres can be configured as well. There are three example profiles using this landscape type:
- biosphere: spheres containing jungles and cities and the outside world a wasteland with very badly damaged and ruined cities
- space: spheres floating in the void connected with monorails
- waterbubbles: spheres floating in a huge ocean connected with monorails
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New configuration possibilities:
- It is now possible to completely disable highways and railways
- There are a few new client side configs for fog density, color and the height of the horizon. These configs only work if the client has Lost Cities installed as well
- Worlds using 'space' landscape type have an optional secondary profile that is used for the outside. That way the landscape in the spheres can be totally different (including different biomes) from the landscape outside
- New configuration options to avoid foliage of all types. You can now avoid mushrooms, flowers, trees, and so on
- New configuration option to avoid the vanilla fossil generation. Useful for void type worlds
- Supports for bridges and highways are optional and disabled in void style worlds
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New asset system options:
- The 'dontconnect' meta flag for parts will now also avoid generating doorways for floors that are adjacent to a street outside section or the top of an adjacent building
- It is possible to define predefined spheres and disable the automatic generation of spheres. Useful for modpack makers. Every predefined sphere can have a different set of biomes
- New 'isbuilding', 'issphere', and 'inbiome' conditions. These conditions can be used (for example) to control loot. Using this you can make sure that loot in the wasteland is different from loot in the spheres
- It is now possible to use loot tables on dispeners, hoppers, shulker boxes as well as chests
- It is now possible to use torches or light sources from other mods and have Lost City orient them correctly based on where they are placed
- Added the ability to specify local named palettes in parts now
- Cleanup the palette a bit. All rails are now in a separate palette. Keep this in mind if you were using those in custom assets
- New 'nowater' boolean metadata for parts to make sure the ~ (air/water) never generates water even if under waterlevel. Used to avoid water in monorail system
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Spawns and teleportation:
- It is now possible to make sure that players spawn in a certain biome, in a certain predefined bity or in a certain predefined sphere
- When spawning in a void type world Lost Cities will make sure the player spawns on solid ground
- When teleporting to a void type Lost City world (using the bed+skulls system) Lost Cities will find a valid spot to teleport too. In addition Lost Cities will teleport the player back to a spawn bed if it can find one
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Various:
- Nicer profile selection gui. You can now see a small preview of the world you are about to create as well as a more verbose description
- Better error handling in case chunk generation causes a crash (can be caused by invalid configuration). You get a log entry telling what chunk caused the problem and some information about that chunk
- The API has been expanded with new support for the spheres
- Added more optional torches to park parts to ensure that the new dark level types (like cavern) are a bit more playable
lostcities-1.12-2.0.0beta2.jar
on Jan 26, 20232.0.0beta2:
- Better spawn control: you can now specify a predefined city or sphere to spawn in
- Teleporting to the LC dimension (and back) works better. No more spawning in the void and if it can find a spawn bed in the destination (diamond blocks, bed, 6 skulls) it will put you there
- Generalized the loottables so you can also use them for dispenser, shulker boxes, droppers, ...
- Better check to make sure we only do things if we are actually in a Lost City worldgen (dimension or overworld). Avoids some Lost City things leaking over into other dimensions when they shouldn't
- Small cleanups