The Lost Cities transforms Minecraft's Overworld into a vast, abandoned civilization. Explore ruined skyscrapers, apartment blocks, factories, roads, highways, bridges, tunnels, subway systems, parks, flooded areas, and underground rooms filled with loot and dangers.
Cities are integrated into the normal terrain, so Lost Cities can be combined with other biome and terrain mods. Depending on the selected profile, the world can contain sprawling city regions, rare cities separated by wilderness, heavily damaged ruins, safer buildings, tall skylines, domed cities, or other specialized landscapes.
Note: New Street/Highway layout was commissioned by TqLxQuanZ. Thanks for the support!
The documentation stored in the GitHub branch for your Minecraft version is the most accurate and up-to-date source. The Lost Cities Wiki remains useful for older versions and general background, but it may describe legacy behavior that no longer applies.
Choose the profile before generating the world. Changing the profile later affects only newly generated chunks and can create abrupt borders or an inconsistent world. If the server has already generated the intended world, stop it, make a backup, and use a new level-name or remove the old world before continuing.
The profile name is the identifier shown in the Lost Cities profile selector, such as default, nodamage, or another installed profile. Names are case-sensitive. A custom profile must also be installed in the server's Lost Cities profile configuration before the world is created.
The safest way to configure a 1.20.1 server is to prepare the settings in single player:
saves/<your-world>/serverconfig/lostcities-server.toml from the client instance to defaultconfigs/lostcities-server.toml in the server directory.selectedProfile contains the desired profile. Leave selectedCustomJson as generated if the profile was customized in the UI.defaultconfigs is copied into the new world's serverconfig directory and Lost Cities generates the Overworld using that profile.For an existing server installation that has not generated its world yet, you can instead place a prepared lostcities-server.toml directly in defaultconfigs. Do not use the old level-type=lostcities setting on 1.20.1; Lost Cities is selected through its configuration.
These versions use the regular server config directory instead of a per-world serverconfig file:
config/lostcities-server.toml in the server directory.profiles section, set selectedProfile to the desired profile name. For example:[profiles]
selectedProfile = "default"
selectedCustomJson = ""
selectedCustomJson value as well; otherwise leave it empty.level-name in server.properties, or back up and remove that generated world, so the next startup creates a completely fresh world.selectedProfile enables Lost Cities generation in the new Overworld; an empty value leaves the normal Overworld unchanged.For all four current versions, Lost Cities can run only on the server, which permits unmodded clients to connect. Clients still need the mod when they need its configuration GUI or when the modpack contains other content that requires it on both sides.
The instructions below are retained for old modpacks. They do not apply to Minecraft 1.20.1 or newer.
Lost Cities is not a separate world type in these versions. In single player, choose the normal world type, open world customization, and use the LC button to enable Lost Cities and select a profile.
For a dedicated server, create and configure a single-player world first. Copy saves/<your-world>/serverconfig/lostcities-server.toml to the server's defaultconfigs directory, then generate a new server world.
Set the following in server.properties before creating the world:
level-type=lostcities
generator-settings={"profile":"nodamage"}
Replace nodamage with the desired profile. When Biomes O' Plenty is installed, use level-type=lostcities_bop for the Biomes O' Plenty variant.
Minecraft 1.12 also provides a separate Lost Cities dimension, using dimension ID 111 by default. This can be disabled for server-side-only use. To travel there, place a bed on two diamond blocks, surround it with six skulls, and try to sleep in it.
For still older releases and historical details, consult the Lost Cities Wiki and the matching branch of the GitHub repository.
Lost Souls adds more challenge and danger to Lost Cities buildings.
CurseForge comments are disabled because support requests are difficult to track across multiple sites. Please use the Lost Cities issue tracker for bugs and the Lost Cities Discord for discussion.
Modpack policy: Feel free to use Lost Cities in any modpack.
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31.08.2026 · Modrinth
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Опубликованные версии и оригинальные файлы Modrinth.
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tertiaryparts street asset family, defaulting to the secondary-road parts familyopenLotParkChance profile option, defaulting to 0.8, so hierarchical open lots use varied park parts more often without changing legacy park frequencyprofile_overrides.openLotParkChance, independently from legacy park chanceforcedair part metadata for hard-air cells/lostcities debug command now reports the containing multibuilding name05.08.2026 · 116 загрузки
tertiaryparts street asset family, defaulting to the secondary-road parts familyopenLotParkChance profile option, defaulting to 0.8, so hierarchical open lots use varied park parts more often without changing legacy park frequencyprofile_overrides.openLotParkChance, independently from legacy park chanceforcedair part metadata for hard-air cells/lostcities debug command now reports the containing multibuilding name05.08.2026 · 1 096 загрузки
tertiaryparts street asset family, defaulting to the secondary-road parts familyopenLotParkChance profile option, defaulting to 0.8, so hierarchical open lots use varied park parts more often without changing legacy park frequencyprofile_overrides.openLotParkChance, independently from legacy park chanceforcedair part metadata for hard-air cells/lostcities debug command now reports the containing multibuilding name05.08.2026 · 6 488 загрузки
tertiaryparts street asset family, defaulting to the secondary-road parts familyopenLotParkChance profile option, defaulting to 0.8, so hierarchical open lots use varied park parts more often without changing legacy park frequencyprofile_overrides.openLotParkChance, independently from legacy park chanceforcedair part metadata for hard-air cells/lostcities debug command now reports the containing multibuilding name23.05.2026 · 3 508 загрузки
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26.01.2023 · 48 загрузки
- Ported to 1.19.3
26.01.2023 · 77 загрузки
- Small changes
26.01.2023 · 50 загрузки
- Better feature registration
26.01.2023 · 78 загрузки
- In worldstyles it is now possible to specify settings for city spheres. Including the possibility to predefine how the center of a sphere looks and possibly a part that is generated there
- The maximum numbers of floors and cellars has been raised significantly
- Made floor and cellar generation much more robust. It will now check if the generation goes beyond build limits and adjust accordingly
26.01.2023 · 78 загрузки
- In worldstyles it is now possible to specify settings for city spheres. Including the possibility to predefine how the center of a sphere looks and possibly a part that is generated there
- The maximum numbers of floors and cellars has been raised significantly
- Made floor and cellar generation much more robust. It will now check if the generation goes beyond build limits and adjust accordingly
26.01.2023 · 85 загрузки
- Better and faster way to get the biome for the condition context
- Fixed a bug where spawners were not actually being set in all cases
- Fixed the api sphere test returning true in worlds that don't support spheres
- It's now possible to use "tag" in palette entries. If you do this then this tag will be used to initialize the block entity
26.01.2023 · 57 загрузки
- Fixed problem with floating grass
- Fixed a bug where spawners were not actually being set in all cases
- Fixed the api sphere test returning true in worlds that don't support spheres
- It's now possible to use "tag" in palette entries. If you do this then this tag will be used to initialize the block entity
26.01.2023 · 60 загрузки
- Accidental hard dependency on TOP
26.01.2023 · 73 загрузки
- Accidental hard dependency on TOP
26.01.2023 · 83 загрузки
- Dadobug1111 improved worldgen in several (sometimes subtle, sometimes less subtle) ways
- Four new tags that allow you to customize worldgen: lostcities/notbreakable (blocks that can't break with explosions), lostcities/easybreakable (blocks that explosions will break more easily), lostcities/foliage (foliage block test), lostcities/rotatable (rotatable blocks, like stairs)
- It is now possible to configure the leaves rubble and the random dirt/stone rubble you get in the city style (generalsettings)
- Cleaned up some biome settings that aren't implemented. If they have to be redone it will be with another mod
- City spheres are back!
- Better API for sphere checking
- Forcing spawn works better now
26.01.2023 · 1 931 загрузки
- Dadobug1111 improved worldgen in several (sometimes subtle, sometimes less subtle) ways
- Four new tags that allow you to customize worldgen: lostcities/notbreakable (blocks that can't break with explosions), lostcities/easybreakable (blocks that explosions will break more easily), lostcities/foliage (foliage block test), lostcities/rotatable (rotatable blocks, like stairs)
- It is now possible to configure the leaves rubble and the random dirt/stone rubble you get in the city style (generalsettings)
- Cleaned up some biome settings that aren't implemented. If they have to be redone it will be with another mod
- City spheres are back!
- Better API for sphere checking
- Forcing spawn works better now
26.01.2023 · 80 загрузки
- SandTechnology fixed a bug on space type worlds (void worlds) with a potential crash
- Henkelmax fixed an issue with sleeping bags
26.01.2023 · 75 загрузки
- SandTechnology fixed a bug on space type worlds (void worlds) with a potential crash
- Henkelmax fixed an issue with sleeping bags
26.01.2023 · 70 043 загрузки
- SandTechnology fixed a bug on space type worlds (void worlds) with a potential crash
- Henkelmax fixed an issue with sleeping bags
26.01.2023 · 84 загрузки
- Fixed a bug with the customize screen crashing
26.01.2023 · 50 загрузки
- Fixed a bug with the customize screen crashing
26.01.2023 · 1 080 загрузки
- Fixed a problem with leaky roofs. When it was raining the rain got through. This was because the chunk heightmap wasn't correctly updated
- It's now also possible to specify the parts to use for highways, railways, and stations in the worldstyle using a new optional 'parts' section
26.01.2023 · 66 загрузки
- Fixed a problem with leaky roofs. When it was raining the rain got through. This was because the chunk heightmap wasn't correctly updated
- It's now also possible to specify the parts to use for highways, railways, and stations in the worldstyle using a new optional 'parts' section
26.01.2023 · 88 загрузки
- Fixed a problem where rubble wouldn't be the correct block in case a building has an overridden palette
26.01.2023 · 329 загрузки
- Fixed a problem where rubble wouldn't be the correct block in case a building has an overridden palette
26.01.2023 · 66 загрузки
- 'exportpart' now expects a filename where it will export the part and optional palette
- New 'listparts' to list all parts in the current chunk. Only works in edit mode
- New 'locatepart' to find a named part
26.01.2023 · 55 загрузки
- Fixed a concurrency issue with random source from the world
26.01.2023 · 66 загрузки
- Port to 1.19!
- 'exportpart' now expects a filename where it will export the part and optional palette
- New 'listparts' to list all parts in the current chunk. Only works in edit mode
- New 'locatepart' to find a named part
26.01.2023 · 62 загрузки
- It's now possible to toggle between different worldstyles in the Lost Cities world creation screen
26.01.2023 · 68 загрузки
- Multibuildings can now be any size with a maximum of 3x3. So 1x2, 2x3, 2x2, ...
- New type of 'scattered' buildings. These are 1x1 or multi buildings that will generate randomly outside cities
- Cleaned up the palettes and got rid of all legacy names and blockstates using metadata. These are no longer supported. Use the modid:blockid[properties...] format instead
- Slightly optimized/cleaned up palette code and also fixed a bug where overriding palette entries would not get rid of the original palette data
- Bugfixes on multibuilding scattered features
- Worked on the oilrig
- Small optimization avoid object creation for too many randoms
- Fixed a bug where creating multiple customized profiles from the same MC instance might not work correctly
- New option during world creation to enable edit mode. This allows usage of the new /lostcities editpart command
- Expanded the oilrig
<><><>
26.01.2023 · 105 загрузки
- More diagnostics to check a problem with pregenerating chunks
26.01.2023 · 56 загрузки
- Now the registry system properly supports namespaces. Default namespace is 'lostcities'
26.01.2023 · 137 загрузки
- Various improvements to the configuration GUI. The preview is now larger too
- Removed several config options that no longer work or are no longer relevant
- Cleaned up a lot of code
- The spawn configuration options are back
- Added forceSpawnInBuilding to force the spawn inside a building (might fail if there is no building near spawn)
- New feature where you can specify rubble blocks for a building. These will be used instead of the filler block but only for when buildings are damaged and spill over in adjacent chunks
- New 'variant' asset type where you can define sets of blocks that can then be used in palettes. This makes defining different palettes easier
- All assets are now converted to datapack objects. This totally changes the way you can reconfigure Lost Cities
- Expanded the worldstyle asset type with a new 'citychancemultipliers' section that allows you to specify biomes where cities should spawn less or more
- The city biome factors have been removed from the profile. This is now better handled in the asset system (worldstyle)
- The standard worldstyle avoids rivers slightly and oceans a bit more
26.01.2023 · 61 загрузки
- New system to control city rarity based on perlin maps. If the cityChance setting is -1 then cityPerlinScale and cityPerlinOffset will be used for a more natural city style
- New 'cityStyleThreshold' and 'cityStyleAlternative' that can be used to select another city style for low city thresholds
- New 'largecities' profile using the new setting. It presents very large cities that are relatively rare. It also uses an alternative city style at the borders of the city
- Removed the non functional chisel worldstyle and palettes
- Having a missing asset file is no longer a crashing error but it will put an error in the log and ignore the asset
- Citystyles can now override the building chance
- Fixed a bug with feature placement for datapack biomes
26.01.2023 · 68 загрузки
- Fixed a problem where spawners might not be correctly set if the Lost City world is exited and loaded again
26.01.2023 · 46 загрузки
- All mob spawners were spawning pigs. This is fixed now
- The Lost Cities events are back (useful for mods who want to do something special to LC worldgen)
- Cellars at level -1 didn't correctly connect to adjacent corridors in Z direction
- Fixed a problem with heightmaps being stored with bytes. But worldheight no longer fits in a byte. This could cause worldgen issues
- Made borders below buildings and streets only go as deep as needed. This means that you will no longer have ugly borders going down into caves from buildings on top of it
- The test if a chunk is an ocean chunk was totally wrong. This caused some generation to be ugly. Cleaned up biome test code
- Small optimizations
- Added a new 'grass' block to the 'parkblocks' in the city style so that you can use the full palette system for grass in parks
- Added a new 'generalblocks' section to city style so you can specify a few more blocks ('ironbars', 'glowstone', ...)
- New configuration option 'oceanCorrectionBorder' that can be used to change how chunks adjacent to ocean/city chunks will be corrected
26.01.2023 · 51 загрузки
- It's now possible to use random block palettes for streets too
- Big speed improvement in the Lost City profile selection screen when rendering the world preview
- Saplings in Lost City parks will generate trees again
- 'cityChance' now has double precision which makes it possible to make cities even more rare
- More expansions to the lost city api
- Fixed a problem with corridor generation. Too often it resulted in floating rails
- Fixed redstone torches not being correctly lit
26.01.2023 · 61 загрузки
- New method in the API to load additional assets
- New API so that other mods can add custom profiles
- Chests could float if the building around it was destroyed by explosions
26.01.2023 · 81 загрузки
- New createbuilding command to create a building
- Fixes in chest generation and lighting updates
- Fixed a potential race conditions with mods using the Lost Cities API
26.01.2023 · 92 загрузки
- Another optimization on worldgen
- Fixed a problem with connecting walls and glass slabs that got broken in the previous release
- Fixed a bug in the explosion correction code
- Much better explosion damage propagation upwards so that there is less floating geometry
- Code cleanups and small fixes
- New feature where a building can override the palette used by the parts
- Added 3 new building types using that feature with more modern building blocks
- Fixed placement of torches
26.01.2023 · 53 загрузки
- Much more stable way to generate the Lost City chunks. No more worldgen warnings and tallbuildings profile works again
- MUCH faster way to detect (and delete) floating building parts after being damaged by explosions. It is however slightly less accurate
26.01.2023 · 54 загрузки
- Fixed a problem with the seed of the custom dimension
26.01.2023 · 68 загрузки
- Port to 1.18.2
26.01.2023 · 463 загрузки
- API for registering Lost City dimensions
- Improved placement of wallblocks
26.01.2023 · 51 загрузки
- Fixed the Lost City dimension. Also added a safety check when trying to teleport to such a dimension (with the bed)
26.01.2023 · 40 загрузки
- Properly fixed the problem on single player where exiting the world would not reset everything and keep settings for the next created world
- Fixed a problem with the bedrock layer generating at 0 under city buildings
26.01.2023 · 764 загрузки
- Properly fixed the problem on single player where exiting the world would not reset everything and keep settings for the next created world
26.01.2023 · 45 загрузки
- Better at preventing cities where there are villages
26.01.2023 · 54 загрузки
- First port of Lost Cities to 1.18
26.01.2023 · 486 загрузки
- Fixed the problem where beds would explode right after teleporting to and from the Lost City dimension
26.01.2023 · 165 загрузки
- Added back the specialBedBlock config (in lostcities-server.toml) so that you can change the diamond block under the bed
- It is now possible to specify blocks using the standard BlockState format in the palette (for example: minecraft:quartz_slab[type=bottom]) giving many more options for custom assets
26.01.2023 · 101 загрузки
- Fixed a problem with creation of multiple worlds where the settings of the first world would persist for future worlds. This also fixes the saving of the selected profile in serverconfig/lostcities-server.toml
26.01.2023 · 272 загрузки
- Fixed loot and spawner generation so that it happens more consistently now
26.01.2023 · 256 загрузки
- The ILostCities API is back
26.01.2023 · 518 загрузки
- The 'assets' configuration works again so you can reconfigure how Lost Cities looks
- All configuration files for Lost Cities are now in 'config/lostcities'. That makes it easier to find
- There is a new examples/conditions.json which you can use as a sample to reconfigure loot and spawners
26.01.2023 · 78 загрузки
- Temporary 'fix' to avoid what looks like a bug in Vanilla when clearing out large sections of a chunk. This bug manifests itself when clearing up chunks after being damaged by an explosion
- Better city generation with 'floating' landscape type by improving the way the height of a chunk is detected
- New 'cityAvoidVoid' config option: Only used with floating landscape type: if true an additional detection is done to see if the chunk is void and in that case the city isn't generated there. Otherwise you might get city chunks on the border of islands which sometimes looks weird
- The 'dimensionProfiles' config option has been renamed to 'dimensionsWithProfiles' to force a regen
- The bed with skulls (and diamond blocks) works again and will teleport to the 'lostcities:lostcity' dimension if present
- New 'lostcities:lostcity' dimension in the datapack. You can reconfigure this with a datapack by replacing the lostcity dimension type and/or dimension
26.01.2023 · 80 загрузки
- Considerably improved Lost City worldgen on world types that use the standard NoiseChunkGenerator
26.01.2023 · 60 загрузки
- Register the configured feature for Lost Cities so that it should improve compatibility with other mods generation
26.01.2023 · 41 загрузки
- Some serious optimizations which will improve the speed of worldgen in combination with lost cities
26.01.2023 · 65 загрузки
- First port to 1.16.3: alpha!
26.01.2023 · 627 загрузки
- Fixed a problem on servers
26.01.2023 · 42 загрузки
3.0.1-alpha:
- Avoid generating Lost Cities in biomes that are marked as 'void'
- Avoid a crash with some blocks (beehives) causing out of bounds errors during chunk generation
- mmcgill refined the above fix so the crash testing is actually not really needed
26.01.2023 · 57 загрузки
First port to 1.15.2
26.01.2023 · 751 загрузки
2.0.28-alpha:
- Fixed a crash in Lost Cities loading existing worlds
26.01.2023 · 49 загрузки
2.0.27-alpha:
- Added lc_cavern worldtype for cavern style worlds
- The Lost City configuration screen (LC button) will now select 'cavern' as first option if you are using lc_cavern
- New 'Transport' configuration page so that you can configure railways and highways
- The standard profiles as they are saved in the config/lostcity_profiles are now read-only and will be generated again everytime the game starts. You can make a copy of them under a new name and modify it for your own needs
- Nicer Lost City configuration button
26.01.2023 · 241 865 загрузки
- Joseph fixed #242: a problem with assuming at y=0 that it's air all the way down
26.01.2023 · 89 загрузки
2.0.26-alpha:
- Fixed a problem with cities generating under very high biomes. Sometimes pieces of the original landscape were still present
- Potentially fixed an issue correcting block states in a not-fully-generated chunk
- Fixed the check if a biome is an ocean or not
- Fixed the detection of biomes in general
- Lower the stone border a few blocks so it is always covered by terrain (there were sometimes gaps with ocean chunks adjacent to street chunks)
- Clear land above above-ground railway stations
26.01.2023 · 61 загрузки
2.0.25-alpha:
- Fixed generation of bridges. They never really appeared
- Slightly changed the offset of lower mesh terrain gen so it always matches (remove configs for this to work)
- Fixed a problem where customizing a profile could cause crashes
26.01.2023 · 57 загрузки
2.0.24-alpha:
- Implemented a much better landscape correcting algorithm so that city chunks fit much better with adjacent high mountains or very low ocean chunks
- Vines are now handled in a much more efficient manner. Should avoid the TPS problems people were getting
- Oceans, rivers, and beaches are now recognized in a way that allows modded biomes to work too
- When a highway is generated it will no longer remove leaf blocks and logs above the highway
- When Lost Cities starts for the first time it will generate a config/lostcity_profiles folder containing standard profiles. As long as that folder exists Lost Cities will not do that again. You can alter/copy/remove profiles in that directory and they will be recognized automatically
- New 'saveprofile' command to save the current profile to a file (which you can then copy to config/lostcity_profiles)
26.01.2023 · 49 загрузки
Fixed a crash on servers
26.01.2023 · 58 загрузки
First alpha port of Lost Cities on 1.14!
26.01.2023 · 618 загрузки
- Joseph added a more useful error message when invalid parts are configured
26.01.2023 · 165 загрузки
- Fixed water level issue when combining biosphere with drowned cities, thanks to @3TUSK
- New parkChance profile option that allows you to control the chance that a non-building section will be a park section. If you set this to 0 you will only get streets
- wormzjl fixed explosion leaving a crater on water surface in submerged city style
- wormzjl reports: currently when combining sphere with submerged cities, all outside ground appears to be a mixture of grass + sand, creating a lot of block update lag. This temporarily fixes this issue by replacing underwater toppings with gravel
26.01.2023 · 75 загрузки
- The client support (including fog) was accidentally removed
26.01.2023 · 77 загрузки
- 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)
26.01.2023 · 207 загрузки
- Fixed a rare crash with explosion handling during generation
26.01.2023 · 54 загрузки
- Umbra Gaming fixed a sponge compatibility issue
26.01.2023 · 45 загрузки
- Fixed a problem in the safe driver which caused it to crash
26.01.2023 · 52 загрузки
- 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
26.01.2023 · 67 загрузки
- Joseph added more useful error reporting if a factor or mapping is invalid
26.01.2023 · 85 загрузки
- 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')
26.01.2023 · 50 загрузки
- Log an error if we detect that a block's TileEntity is wrong
26.01.2023 · 7 035 загрузки
- Removed some spam from the console
26.01.2023 · 97 загрузки
- Fixed a crash bug in combination with the Aroma Mining Dimension
26.01.2023 · 53 загрузки
- 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)
26.01.2023 · 84 загрузки
2.0.7:
26.01.2023 · 64 загрузки
2.0.6:
26.01.2023 · 52 загрузки
2.0.5:
26.01.2023 · 52 загрузки
2.0.4:
26.01.2023 · 156 загрузки
2.0.3:
26.01.2023 · 90 загрузки
2.0.2:
26.01.2023 · 65 загрузки
2.0.1:
26.01.2023 · 314 загрузки
2.0.0:
Changelog:
New landscape types:
New configuration possibilities:
New asset system options:
Spawns and teleportation:
Various:
26.01.2023 · 59 загрузки
2.0.0beta2:
26.01.2023 · 43 загрузки
2.0.0beta:
26.01.2023 · 51 загрузки
2.0.0alpha5:
26.01.2023 · 48 загрузки
2.0.0alpha4:
26.01.2023 · 41 загрузки
2.0.0alpha3:
26.01.2023 · 47 загрузки
2.0.0alpha2:
26.01.2023 · 42 загрузки
First alpha of Lost Cities 2.0.0:
26.01.2023 · 952 загрузки
1.0.2:
26.01.2023 · 1 302 загрузки
1.0.2:
26.01.2023 · 1 153 загрузки
1.0.1:
26.01.2023 · 53 загрузки
1.0.1:
26.01.2023 · 163 загрузки
1.0.0:
26.01.2023 · 52 загрузки
1.0.0:
26.01.2023 · 63 загрузки
0.0.20beta2:
26.01.2023 · 67 загрузки
0.0.20beta:
26.01.2023 · 42 загрузки
0.0.20beta:
26.01.2023 · 37 загрузки
0.0.19beta:
26.01.2023 · 51 загрузки
0.0.19beta:
26.01.2023 · 40 загрузки
0.0.18beta:
Reduced default explosion size/chance a bit
The ruin rubble/leaves layer was generating inside buildings that were not ruined. That was not intentional
Buildings can now indicate that they don't want to be adjacent to another building. One half of the shopping mall uses this because it looks better when those parts are on their own
The blocks below the bed (for teleportation) is now configurable (default is still diamond blocks)
New event based api to influence lost city chunk generation
26.01.2023 · 54 загрузки
0.0.18beta:
Reduced default explosion size/chance a bit
The ruin rubble/leaves layer was generating inside buildings that were not ruined. That was not intentional
Buildings can now indicate that they don't want to be adjacent to another building. One half of the shopping mall uses this because it looks better when those parts are on their own
The blocks below the bed (for teleportation) is now configurable (default is still diamond blocks)
New event based api to influence lost city chunk generation
26.01.2023 · 46 загрузки
0.0.17beta:
26.01.2023 · 50 загрузки
0.0.17beta:
26.01.2023 · 46 загрузки
0.0.16beta:
26.01.2023 · 52 загрузки
0.0.16beta:
26.01.2023 · 67 загрузки
0.0.15beta:
26.01.2023 · 35 загрузки
0.0.15beta:
26.01.2023 · 87 загрузки
0.0.14beta:
26.01.2023 · 63 загрузки
0.0.14beta:
26.01.2023 · 38 загрузки
0.0.13beta:
26.01.2023 · 34 загрузки
0.0.13beta:
26.01.2023 · 54 загрузки
0.0.12beta:
26.01.2023 · 37 загрузки
0.0.12beta:
26.01.2023 · 66 загрузки
0.0.11beta:
26.01.2023 · 39 загрузки
0.0.11beta:
26.01.2023 · 42 загрузки
0.0.10:
26.01.2023 · 63 загрузки
0.0.10:
26.01.2023 · 37 загрузки
0.0.9beta:
26.01.2023 · 42 загрузки
0.0.9beta:
26.01.2023 · 47 загрузки
0.0.8beta2:
26.01.2023 · 44 загрузки
0.0.8beta:
Gallery with visual changelog:
26.01.2023 · 39 загрузки
0.0.8beta:
Gallery with visual changelog:
26.01.2023 · 46 загрузки
0.0.7beta:
26.01.2023 · 42 загрузки
0.0.7beta:
26.01.2023 · 47 загрузки
0.0.6beta:
26.01.2023 · 47 загрузки
0.0.6beta:
26.01.2023 · 74 загрузки
0.0.5beta:
26.01.2023 · 47 загрузки
0.0.5beta:
26.01.2023 · 60 загрузки
0.0.4beta:
26.01.2023 · 51 загрузки
0.0.3beta:
26.01.2023 · 46 загрузки
0.0.2:
26.01.2023 · 100 загрузки
First beta of Lost Cities