LostCities 1.21-8.3.8
- Implement a better caching system which keeps track of how long ago something was last accessed. This should improve performance
- Extended the world settings with four new options: vinewest, vineeast, vinesouth, and vinenorth. With these you can change the vines that are used for the buildings
- Fixed a potential infinite loop with bridges in combination with the new caching system
- TqLxQuanZ fixed single player forceSpawnParts having race condition not working properly on setting world spawn during single player.
- TqLxQuanZ fixed an issue where player reconnecting to server might get teleports to the world spawn, despite having a bed setup.
- TqLxQuanZ fixed single player forceSpawnParts having race condition not working properly on setting world spawn during single player.
- Fixed a problem with the lostcities-server 'selectedProfile' config option being ignored
LostCities 1.20-7.4.11
- Implement a better caching system which keeps track of how long ago something was last accessed. This should improve performance
- Extended the world settings with four new options: vinewest, vineeast, vinesouth, and vinenorth. With these you can change the vines that are used for the buildings
- Fixed a potential infinite loop with bridges in combination with the new caching system
LostCities 1.20-7.4.10
- TqLxQuanZ fixed single player forceSpawnParts having race condition not working properly on setting world spawn during single player.
LostCities 1.20-7.4.9
- TqLxQuanZ fixed an issue where player reconnecting to server might get teleports to the world spawn, despite having a bed setup.
LostCities 1.20-7.4.8
- TqLxQuanZ fixed spawn point searching function does not set world spawn itself, but only player spawn point.
LostCities 1.21-8.3.7
- New feature to clean up the cache for unloaded chunks every now and then. This prevents memory leaks
LostCities 1.20-7.4.7
- New feature to clean up the cache for unloaded chunks every now and then. This prevents memory leaks
LostCities 1.21-8.3.6
- New 'grid32' profile option to force spheres to be placed on a 32x32 chunk grid instead of the normal 16x16 grid
- In the default 16x16 grid Lost Cities will now try to avoid overlapping spheres
- Fixed the heightmap test and also optimized it somewhat
LostCities 1.20-7.4.6
- New 'grid32' profile option to force spheres to be placed on a 32x32 chunk grid instead of the normal 16x16 grid
- In the default 16x16 grid Lost Cities will now try to avoid overlapping spheres
- Fixed the heightmap test and also optimized it somewhat
LostCities 1.21-8.3.5
- Avoid crashes accessing the generate_nether flag from the profile. Could mostly occur on servers
- New citySpawnDistance1, citySpawnDistance2, citySpawnMultiplier1 and citySpawnMultiplier2 profile options to control city spawning based on distance from world spawn
- Fixed part2 generation issues
- Fixed rain not properly going into destroyed buildings
- New feature where it is possible to define how far away certain features can be used from within the city style. For example, you can specify that a building can
only spawn after 2000 blocks and up to 6000 blocks ('minSpawnDistance' and 'maxSpawnDistance'). There is also a 'feather' setting to make the transition smoother
LostCities 1.20-7.4.5
- Avoid crashes accessing the generate_nether flag from the profile. Could mostly occur on servers
- New citySpawnDistance1, citySpawnDistance2, citySpawnMultiplier1 and citySpawnMultiplier2 profile options to control city spawning based on distance from world spawn
- Fixed part2 generation issues
- Fixed rain not properly going into destroyed buildings
- New feature where it is possible to define how far away certain features can be used from within the city style. For example, you can specify that a building can
only spawn after 2000 blocks and up to 6000 blocks ('minSpawnDistance' and 'maxSpawnDistance'). There is also a 'feather' setting to make the transition smoother
LostCities 1.20-7.4.4
- TqLxQuanZ added new feature useAvgHeightmap to blend city level heights more flattening
- TqlxQuanZ added parts2 can use inpart to match specific parts with the generation
LostCities 1.21-8.3.3
- Fixed chunk generation errors in the Lost City dimension
- Fixed a problem with predefined cities and spheres loading at the wrong time
LostCities 1.20-7.4.3
- Fixed chunk generation errors in the Lost City dimension
- Fixed a problem with predefined cities and spheres loading at the wrong time
LostCities 1.21-8.3.2
- Fixed a problem with citystyles and multibuildings
- New 'forceSpawnBuildings' and 'forceSpawnParts' profile options to force the player to spawn in a building or part. A combination of both is possible
- TqLxQuanZ fixed biome checking so it checks on surface instead of hardcoded Y
LostCities 1.20-7.4.2
- Fixed a problem with citystyles and multibuildings
- New 'forceSpawnBuildings' and 'forceSpawnParts' profile options to force the player to spawn in a building or part. A combination of both is possible
- TqLxQuanZ fixed biome checking so it checks on surface instead of hardcoded Y
LostCities 1.21-8.3.1
- TqLxQuanZ added a config for enabling surface railway station.
- TqLxQuanZ increased the flattening min/max height for tackling modded terrain generation.
LostCities 1.20-7.4.1
- TqLxQuanZ added a config for enabling surface railway station.
- TqLxQuanZ increased the flattening min/max height for tackling modded terrain generation.
LostCities 1.21-8.3.0
- Fixed lost city loot folder
- New 'railpartheight6' setting for worldstyle that indicates how high railway parts can be (in multiples of 6)
- New 'optimizedHeightmap' config option to use a more optimized way to calculate the heightmap. This is disabled by default
- New 'heightSampleSize' config option to control the size of the heightmap sample. This is used to calculate the heightmap for cities. By default this is 1 which means every chunk
- TqLxQuanZ added four new city levels
- Changed how park generation works, now there's a config to determine if park should spawn when the neighbouring street must more than a certain amount.
- Added optional building floors override Profile/Citystyle floor settings. (Use "overrideFloors": true in building definition)
- Added ParkChance/FountainChance/AvoidFoliage/ParkBorder/ParkElevation/CorridorChance/ParkStreetThreshold support for CityStyle override. Meaning each city style can have different chance now and settings on those now!
- Fixed ParkChance not working at all, it scales with total neighbour street condition + current chunk's park chance.
- Cleaned up unused/outdated profile settings.
- TqLxQuanZ added an option to use multibuilding top left corner level instead of average level for multibuildings
- Improved the flattening algorithm
LostCities 1.20-7.4.0
- New 'railpartheight6' setting for worldstyle that indicates how high railway parts can be (in multiples of 6)
- New 'optimizedHeightmap' config option to use a more optimized way to calculate the heightmap. This is disabled by default
- New 'heightSampleSize' config option to control the size of the heightmap sample. This is used to calculate the heightmap for cities. By default this is 1 which means every chunk
- TqLxQuanZ changed how park generation works, now there's a config to determine if park should spawn when the neighbouring street must more than a certain amount.
- TqLxQuanZ added optional building floors override Profile/Citystyle floor settings. (Use "overrideFloors": true in building definition)
- TqLxQuanZ added ParkChance/FountainChance/AvoidFoliage/ParkBorder/ParkElevation/CorridorChance/ParkStreetThreshold support for CityStyle override. Meaning each city style can have different chance now and settings on those now!
- TqLxQuanZ fixed ParkChance not working at all, it scales with total neighbour street condition + current chunk's park chance.
- TqLxQuanZ cleaned up unused/outdated profile settings.
- TqLxQuanZ added four new city levels
- TqLxQuanZ added an option to use multibuilding top left corner level instead of average level for multibuildings
- Improved the flattening algorithm
