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
lostcities-1.1x-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
lostcities-1.12-0.0.6beta.jar
on Jan 26, 2023lostcities-1.1x-0.0.6beta.jar
on Jan 26, 20230.0.6beta:
- New building type
- New profile system that you can select when creating a world. Different standard profiles are provided but you can also make your own. This completely changes the config file structure (everything in the directory) so your old configs are no longer going to be used
- Fixed a bug that caused info from the previous world to leak in the next world if you reload worlds without exiting MC
- Support for world and city styles. Cities in deserts now have a different look
- Much more customisability in the json files
- Chisel palette works
- New highways!
- Big chunk generation optimization
- Implemented 'safe' mode (limited lighting and no spawners)
- Worked around a bug in BoP with redwood forest handling
- Lots of other small tweaks and changes
lostcities-1.12-0.0.5beta.jar
on Jan 26, 20230.0.5beta:
- First port to 1.12! No longer needs CompatLayer on this version
- Made the palette system with spawners much less hardcoded
- Loot chests are now also less hardcoded
- Street style is now configurable in the json
- Avoided bridge sections being removed when they got practically no explosion damage
- Windows can again generate on floors that are below ground level but look out over a street section that is on a lower city level
- Explosions can no longer destroy end portal blocks and bedrock
- New 'lostexport' command
lostcities-1.1x-0.0.5beta.jar
on Jan 26, 20230.0.5beta:
- Made the palette system with spawners much less hardcoded
- Loot chests are now also less hardcoded
- Street style is now configurable in the json
- Avoided bridge sections being removed when they got practically no explosion damage
- Windows can again generate on floors that are below ground level but look out over a street section that is on a lower city level
- Explosions can no longer destroy end portal blocks and bedrock
- New 'lostexport' command
lostcities-1.1x-0.0.4beta.jar
on Jan 26, 20230.0.4beta:
- Fixed Biomes O Plenty support on 1.10.2. The modid has changed
- Fixed underground floors. The glass at the sides was not replaced with stone anymore
- Added random leaf blocks on streets next to buildings. Can be reconfigured in the config
lostcities-1.1x-0.0.3beta.jar
on Jan 26, 20230.0.3beta:
- New json system that is used for the building pallete, cities, stairs, bridges, fountains, and so on. Not yet documented though and may still change
- If Biomes O Plenty is present then there will be a new world type 'lostcities_bop' that generates the lost city world with Biomes O Plenty biomes
- Buildings can now be on multiple levels and will try to fit with the terrain better
- Stairs are sometimes generated between different city levels
- Explosion craters and debris should be slightly better (less noisy) and there should be less cases of blocks that defeat gravity
- There should be less floating vines
- By default explosions will no longer occur outside cities (but non city chunks next to an explosion can still get damage). You can turn back the old behaviour (explosions everywhere) in the config
- Prevent bridges from generating adjacent to each other
lostcities-1.1x-0.0.2beta.jar
on Jan 26, 20230.0.2:
- Fixed vines and other things being generated in other dimensions and in world types that are not 'Lost Cities'
- TartaricAcid added Chinese Translation
- All additional structure generation (villages, mineshafts, strongholds, caves, ravines, ...) can now be turned on/off in the config (default on)
- By default Lost Cities will try to prevent villages from generating in cities. This can make villages very rare however so you might want to reduce city density in biomes that are likely to contain villages
- It is now possible to configure city density per biome. By default cities will never generate in river biomes and city density is reduced in ocean biomes but you can change that in the configs
- Slight optimizations
lostcities-1.1x-0.0.1beta.jar
on Jan 26, 2023First beta of Lost Cities