Skip to content
CityWorld ReForged

Quick rating

Community listing page, reviews may not be monitored by the author.

CityWorld ReForged

No reviews yet

A procedural NeoForge world generator that fills Minecraft with endless, fully-furnished cities — roads, buildings, mines, sewers, farms and wild nature — deterministically built from your world seed.

Mod Loaders
Minecraft
26.3 26.2

About

Description

CityWorld — reforged for NeoForge

CityWorld — reforged for NeoForge

Drop into an endless, hand-crafted-feeling city — procedurally generated, seed-deterministic, and packed with detail: named streets, furnished buildings, roundabouts, factories, farms, mines, sewers, and wild nature in between. This is a full NeoForge port (and, on Minecraft 1.20.1, a Forge build) of the classic Bukkit/Spigot plugin CityWorld, rebuilt from the ground up for modern Minecraft — same generator brain, same GPL-3 license, now a world type you can pick from the create-world screen.

Battle-tested across 455 worlds and 7.6 million generated chunks — over 1,900 km² of procedurally generated city, more ground than all of Greater London and two and a half New Yorks.

New in 6.13.0: Macaw's paths, roads and bridges. With Macaw's Roads and Streets, every city street is asphalt with a dashed centre line, zebra crossings at junctions, kerbs, manholes and road signs: STOP at a T, DEAD END, speed limits in pairs where town (50) meets country (30), and the town's name where a road leaves for the wild. The signs stand on the side traffic drives on, and a setting picks the UK or the US. Macaw's Paths and Pavings paves the parks (one paving per district, laid like a carpet or set in as a block, as the piece needs) and the country tracks. Macaw's Bridges strings a rare rope bridge across a mountain valley, about one per range, landing on the far hillside; and in a ruined city, survivors' bridges join the upper floors of neighbouring towers, solid decks or rope, now and then across a street. Without the mods, everything looks as it did.

New in 6.12.0: a lighter server. A pass over everything that could stall the server thread, prompted by a 55-second freeze in a modpack whose quest mod asked CityWorld about hundreds of chunks at once: asking "what is planned here" no longer plans the whole subway neighbourhood, mods get non-blocking ways to ask (lotAtIfPlanned, lotAtAsync), every background planner shares one small low-priority pool, map hovers are bounded, the plan caches take a tenth of the memory, no two threads assemble the same structure twice, and /locate and explorer maps get their height answers without building a whole column. A mod that still plans on the server thread is named in the log once, so a stall can be traced to its source.

New in 6.11.0: your biome mods, in the city too. Biomes O' Plenty, Oh The Biomes We've Gone, Nyctophobia, VanillaBackport's pale garden — every TerraBlender mod now reaches CityWorld's own land on 1.21.1 and 1.20.1 as well (it never had: a silent bug since those versions shipped). Datapack biome mods — Terralith, Dreamwoods with Grand Terrain — reach both lands too, and Regions Unexplored reaches vanilla land. Mod biomes come in proper patches, not slivers, rivers through a snowy mod biome freeze, and a new switch — "Structures: only in the wild", or the tag #cityworld:wilderness_only set by set — keeps a mod's structures out of the streets (Arboria's lakes ship tagged: each one used to cut a city in two).

Other recent changes

  • 6.10.0 — loot that fits the world: a Modern drawer holds paper and a clock, a ruin's scrap and spoiled food, one container in thirteen something worth having; with Modernlife, ATMs in city halls, shops and malls.
  • 6.9.0 — the same seed builds the same city: each part of a chunk's decoration rolls on its own numbers from the seed, so a seed you share is the city your friends get.
  • 6.8.0 — animals in the wild: CityWorld's own land gets vanilla's herds as it is made, by biome, and a switch lets them into the cities too; with Forgified Fabric API and a mod adding End biomes, the End no longer freezes.
  • 6.7.0 — save your Customize settings as presets and load them for the next world; All on / All off on the Structures page; a style change in Customize gives exactly what picking that world type would.
  • 6.8.2 — works with C2ME: the End generated nothing with it installed (fixed), and C2ME made CityWorld's land generate about two and a half times faster in our test. Also, one furniture mod's cutting board could leave the rest of its chunk's containers empty.
  • 6.8.1 — the city before the fall (the /cityworld twin) keeps its own lights, overgrowth and spawner mobs instead of taking the ruined world's; the Nether and End can be given their own the same way.
  • 6.6.0 — find anything: CityWorld can answer "where is the nearest hospital, mall or Winchester?" from its plan (the CityWorld Urban Compass is built on it), and deep vault floors have the best loot.
  • 6.5.0 — fit out a building from a datapack: swap blocks and hang item frames in any schematic building without replacing it.
  • 6.4.0 — zoos for any animal: which animals live in CityWorld's zoos, and each pen's habitat, come from datapacks; and creating a world could now and then hang at "Preparing spawn area" — fixed.
  • 6.3.0 — radio towers have a hut you can walk into (a chair, a table and a chest of spares); hospital medicine chests keep their potions with Lootr installed.
  • 6.2.0 — Working lights off really puts the city's lights out; the ruined city's vault keeps its own power and goes four to eight levels deep, darker and more overrun floor by floor.
  • 6.1.0 — no more snow over the jungle: warm mountains carry savanna, forest and jungle up to stony peaks, the way vanilla lays them out.
  • 6.0.0 — rivers on CityWorld's own land, with waterfalls and hidden finds behind them; the waterside follows the district (quays, slips, harbours, beaches, lighthouses); the All Vanilla Structures sample datapack.
  • 5.19.0 — cities in a vanilla world: pick Land — Vanilla, cities apart in Customize for vanilla terrain with a CityWorld city every so often, rivers running through it with quays and bridges; and the Neutral Palette add-on (GitHub).
  • 5.18.0 — Farmer's Delight kitchens, feasts and rice paddies (1.20.1 and 1.21.1); street shops stock their trade, fourteen trades in all, and neighbouring shops differ.
  • 5.17.0 — choose your structures in game: a Structures page in Customize switches every vanilla and modded structure set on or off (villages, mansions, a mod's dungeons); Minecraft Comes Alive turns CityWorld's villagers into its people; a fix for worlds hanging at "Preparing spawn area".
  • 5.16.0 — the features Ed Churchill meant to build: roads that go missing, lane lines, ruined tunnels, atria, helipads, split-level and modern houses, park gazebos and ponds, monuments, and museums with fossils and exhibits.
  • 5.15.0 — a subway under the city (a station in every district, tunnels on two levels, interchanges, minecarts run the line); shopping malls at the edge of town; a vault that gets worse, and richer, with depth.
  • 5.14.0 — rare large caverns; Alex's Caves, Pam's HarvestCraft, Battle Towers and Dungeon Crawl support; a loot table on every container; a vault armoury.
  • 5.12.0–5.13.0 — the city plans round every vanilla and modded structure's real footprint, and the ground is shaped to meet it.
  • 5.11.0 — Minecraft 1.20.1, on Forge.
  • 5.10.0–5.10.1 — Macaw's doors, windows, fences, roofs, stairs and lights fit the city out; silos and gasometers; Minecraft 1.21.1 and 26.3 builds.
  • 5.7.0–5.8.0 — JourneyMap draws the city plan over unexplored ground; every street has a name (/cityinfo, /cityfind street); a two-chunk airship.

Full details of every release are in the changelog on each file.


What you get

Pick CityWorld as your world type and you land in a living city:

  • Roads and infrastructure — named streets with real street signs (and the name on /cityinfo, F3 and the map), sidewalks, roundabouts (with statues), bridges, tunnels through mountains, and the odd hidden lift shaft in a 4-way crossing below.
  • Buildings, furnished — houses through highrises, all fully furnished inside: kitchens, living rooms, bedrooms, libraries with chiseled bookshelves, offices, shops with the right job-site block for their trade (cartography tables, fletching benches, looms, smokers…) and a hanging sign out front.
  • Districts — municipal civic centres, industrial factories and warehouses (with bunkers underneath, batteries of silos and the odd gasometer), farms with animals and crops, and parks with zoos and glass biodomes.
  • A subway — a station in every district, stairs down to the platforms, and twin-track tunnels between stations near and far, on two levels with interchanges; a minecart runs the line.
  • Shopping malls — rare, sprawling, at the edge of town: an atrium with balconies, escalators and lifts, dozens of named shops with their own goods and loot, and car parks out to the road.
  • Underground — mine networks with copper-age fittings, ore veins that get richer with depth, cave-spider nests, hanging lanterns, and vertical lift shafts; wet sewers; bunkers and basements with loot and mob spawners.
  • Nature and caves — mountains, seas with beaches, and (in MODERN/APOCALYPSE) wandering, branching cave tunnels like vanilla's, and basalt-lined lava pools instead of a flat lava sea. Underground you will find real cave biomes in patches — lush (moss, glow-berry vines, dripleaf, pools with axolotls/frogs/tropical fish, surface azaleas), dripstone, deep dark, and sulfur caves on Minecraft 26.2 and later — each decorated the way vanilla decorates it.
  • Vanilla structures where they belong — strongholds (so eyes of ender work and the End is reachable), trial chambers, and ancient cities in the deep dark. Villages and mineshafts are off by default — CityWorld builds its own — but the Structures page of the Customize screen switches on any structure the install has, vanilla's or a mod's (a datapack tag or the world settings do the same for servers).
  • Inhabitants — named villagers employed at their shop's actual trade, animals in the fields, fish in the sea, hostiles lurking in mines, sewers and the dark.
  • Set-pieces — castles, radio towers, oil platforms, flying saucers, hot-air balloons, two-chunk airships with a crewed control car, campgrounds — scattered rare landmarks, findable with /cityfind.
  • Custom schematics — a bundled catalog of classic buildings, plus drop your own (.schematic/.schem/.litematic/.nbt) into a config folder and turn them loose in the city.

The map knows what the city is — with JourneyMap

New in 5.7.0. Install JourneyMap and the map gains what only CityWorld can tell it. A map mod draws what you have seen; CityWorld decided where every road and district goes before anyone arrived — so the map shows the plan, over ground nobody has explored:

  • Districts tinted by what they are — highrise, municipal, industrial, park, farm — with the street grid over them, and the roads running out through the countryside. It stays drawn behind you as you travel.
  • Point at any chunk and it tells you what is planned there — the district, the kind of lot, the schematic's name, the shop, and what is inside the building: "Highrise · office building · Office cubicles", "Farm · Potato field". Places nobody has visited included.
  • Streets are labelled on the map once you zoom in (new in 5.8.0), cities you have never visited included, and pointing at a road names it.
  • Rare landmarks become waypoints as they generate, and /cityfind, /cityfind lot and /cwlocate drop a marker on whatever they find — in two separate groups, so the world's own discoveries and your searches can be shown or hidden apart.
  • Controls where you would expect them: a City plan switch in JourneyMap's options, a button on its fullscreen map, and /citymap for servers. /citymap keep <n> sets how much of the plan your client holds, because that cost is yours, not the server's.

It is a soft dependency in the proper sense: no JourneyMap, no difference — CityWorld does not touch a single one of its classes unless it is installed.

Beyond the overworld — the ruined Nether and the End

New in 5.9.0. A CityWorld world type now comes with its own Nether and End (switch either back to Vanilla under Customize → Realms):

  • The ruined-city Nether is the overworld's own city — same seed, same streets, same buildings — burnt and collapsed, in Nether biomes (and Biomes O' Plenty's, when installed), on netherrack and blackstone with lava seas. Portals link 1:1, so the ruin you arrive in stands where its overworld building does. Full height, no bedrock roof; fortresses and bastions still generate, each bastion in its own cavern with a ruined shaft down to it from the street.
  • The End is vanilla's throughout — the central island, the dragon fight, the void ring, the outer islands with their chorus forests and end cities — with CityWorld's cities on the flat tops of the outer islands: clumps of city and clumps of wild End, streets lit by end rods, buildings blended with purpur and end stone brick, never ruined (the dragon kept everyone out). Biome mods' End biomes generate in the wild stretches. Nothing digs through the islands; basements go only as deep as the rock allows.
  • /cityworld visits the city before the fall — the overworld's own plan, pristine.
  • Modpacks can lock any of it: lockedWorldPreset, ruinedNether and cityworldEnd in config/cityworld-startup.toml, and lockCustomize = true removes the Customize button for the locked preset so every new world gets the preset's settings exactly as the pack ships them.

Furnished and fitted out — and furniture mods make it more so

Every building has an interior. Offices and apartment towers, schools and courthouses inside the government buildings, museum exhibits, factory control rooms, stocked shops and warehouses — lit, labelled (check F3), and furnished down to the basements. Vacant buildings hang FOR SALE / TO LET signs and stay dark. Without any mods, rooms keep a classic vanilla look; each mod below upgrades its own part of the city, and nothing changes for the ones you don't have.

Furniture. Install Macaw's Furniture, MrCrayfish's Refurbished Furniture or Fantasy's Furniture (any of its sets — Nordic, Necrolord, Dunmer, Bone — plus the Decorations add-on) and the rooms fill with them: real kitchens with fridges and stoves, two-block baths, sofas, desks with computers, ceiling fans, two-tall chairs and double beds, stocked shelves, tables cluttered with books, bottles and tankards — over a thousand modded pieces, every one facing the right way. A Fantasy's Furniture set released after this version is recognised at startup and furnished on the spot, and APOCALYPSE draws on a grim set of skulls, cobwebs and bone piles.

Doors, windows, roofs, fences, stairs and lights. Install any of Macaw's Doors, Windows, Fences and Walls, Roofs, Stairs, Trapdoors or Lights (and its Biomes O' Plenty add-on, which joins by itself with every BoP wood) and the city is built with them:

  • Doors chosen by what a building is for — cottage and modern doors on homes, glass shop fronts, metal doors and garage doors three to seven high on industry — with interior doors to match.
  • Windows and roofs — framed windows joined into runs, trapdoor hatches, and pitched roofs matched to the wall wood, with eaves, ridges, valleys and gable ends.
  • Stairs — compact and terrace treads with railings, landings and balcony rails, in houses and office stairwells alike.
  • Fences — picket, hedge, ornamental metal and stone walls round gardens and parks, farm fences with a gate round paddocks, industrial mesh and panelled metal round building sites and factory yards.
  • Lights — lamp posts on the streets, garden lights at park gates, tiki torches at campgrounds, and wall lanterns, sconces, chandeliers and ceiling lights indoors.

Roads, paths and bridges. Macaw's Roads and Streets surfaces every street (centre lines, zebra crossings, kerbs, manholes, signs on the driving side), Macaw's Paths and Pavings paves parks and farm tracks, and Macaw's Bridges builds rope bridges over mountain valleys and, in a ruined city, bridges between the towers.

Mod authors: adding your own furniture takes two data files in your jar — see PALETTES.md in the repo.

World styles

Thirteen selectable styles, each its own world type (cityworld:<style>) or a click away on the Customize screen:

Style What it is
Modern The default — full modern Minecraft: tall builds, modern blocks/ores/trees/ice, winding caves, lush cave patches, shop trades, employed villagers.
Classic The faithful 1.8-era CityWorld look — the original style this port is based on.
Apocalypse A Modern city gone to ruin — buildings slowly decaying, nature reclaiming, a rare hidden Fallout-style vault complex behind a blast door.
Destroyed Heavier war-zone damage, with fires.
Metro Wall-to-wall city, no gaps.
Nature All wild, no cities.
Sparse Cities, but far apart.
Flooded A drowned world.
Sand Dunes Buried in shifting desert.
Snow Dunes Buried in snowdrifts.
Floating Low terrain with houses and whole cities hovering in the air.
Maze A labyrinth of roads.
Astral Alien mushroom terrain.

Configure everything

CityWorld has around 100 tunable settings — which features generate, spawn/treasure odds, terrain toggles, city radius, decay intensity, even the villager-name and mob lists. Because settings are per-world, they ship as a datapack, not a global config: edit them by hand, or use the in-game Customize screen and export what you like with /cityexport. Customize can also save its settings as named presets (in config/cityworld/presets/) to reuse in your next world.

→ Full settings reference, example datapacks, and guides (villages and other vanilla structures, a gentler apocalypse, sparse cities, custom villager names, taller skyscrapers, and more): sablecraft.co.uk/cityworld-reforged

Your other mods' blocks build cities too

CityWorld's building palettes are block tags, not a fixed list. A mod that tags its blocks the normal way — planks in #minecraft:planks, stone in #c:stones — starts appearing in cities the moment you install it, with no patch and no compatibility pack. The odds stay put as the palette widens, so a heavily modded world gets more variety, not more wooden houses. For mods that don't tag their blocks, or to put a mod's blocks somewhere they wouldn't naturally go, a small datapack extends any palette directly.

Plainer cities, and no free iron: the Neutral Palette add-on

For survival packs, or anyone who wants quieter cities: the CityWorld: Neutral Palette add-on jar builds with natural woods, stones, deepslate and terracotta only. No iron, gold, diamond, emerald, lapis or copper blocks in buildings; coloured wool becomes planks, concrete becomes terracotta, stained glass becomes clear. It works on every world style, Apocalypse included. Drop it in mods beside CityWorld (5.19.0 or later). It is a plain datapack inside, so a pack author can change any swap. → Download from GitHub

And your biome mod's biomes

Install Biomes O' Plenty — or anything else built on TerraBlender (Oh The Biomes We've Gone, Nyctophobia, VanillaBackport…) — and its biomes generate in your CityWorld world, on every version. Not a handful of them: with BoP installed, all 59 of its overworld biomes appear, over about a third of the ground, with CityWorld still naming the rest. Its cave biomes go underground where they belong, and biomes whose look is their ground — gravel beaches, volcanic plains, salt wastes — get their real blocks rather than a grass stand-in.

Datapack biome mods that rewrite the vanilla world preset — Terralith, Dreamwoods with Grand Terrain — reach CityWorld's land the same way and give vanilla land their terrain too (world.packPreset). Regions Unexplored and the other Lithostitched mods reach vanilla land. Mod biomes arrive in proper patches (world.moddedBiomeGrain), and a mod's structures can be kept to the wild: "Structures: only in the wild" in Customize, or a datapack's #cityworld:wilderness_only tag, set by set.

On by default, because installing a biome mod is itself the request. world.moddedBiomeShare sets how much ground a mod may own, world.useModdedBiomes turns it off entirely, and both cost nothing when you have no such mod.

Farms grow your mods' crops

Crops and flowers come from tags too, so Farmer's Delight cabbages, onions and tomatoes or a biome mod's wildflowers grow in CityWorld's fields — and its rice gets flooded paddies of its own. Two-block crops work — Biomes O' Plenty's barley stands full height — and a plant that can't survive where it was sown is quietly swapped for one that can, so a field is never left bare.

Commands

/cityinfo tells you what's under your feet, street name included; /cityfind//cityfind lot/ /cityfind street//cwlocate track down a specific building, landmark, street or biome; /cityschem pastes catalog buildings by hand; /cityexport bottles a world's settings to hand to a server.

Every command is a permission node (cityworld.info, .teleport, .find, .schematic, .export), so LuckPerms — or any NeoForge permissions manager — can hand out finding and world-jumping without handing out schematic pasting. With no permissions manager installed nothing changes: the defaults are the operator levels the commands always used.

→ Every command with usage examples: sablecraft.co.uk/cityworld-reforged

Requirements

CityWorld runs on six Minecraft versions, across two loaders. Download the file for yours — the Minecraft version is in the filename, so there is no guessing which is which.

Minecraft Loader Java File
1.20.1 Forge 47+ 17 cityworld-<version>+mc1.20.1.jar
1.21.1 NeoForge 21.1.251+ 21 cityworld-<version>+mc1.21.1.jar
1.21.11 NeoForge 21.11.42+ 21 cityworld-<version>+mc1.21.11.jar
26.1.2 NeoForge 26.1.2.95+ 25 cityworld-<version>+mc26.1.2.jar
26.2 NeoForge 26.2.0.59+ 25 cityworld-<version>+mc26.2.jar
26.3 NeoForge 26.3.0.20+ (beta) 25 cityworld-<version>+mc26.3.jar

A given seed builds the same city on all six. The layout — terrain, roads, districts, which building stands where — is identical across versions; only the materials shift slightly, because newer Minecraft versions bring new blocks into the building palettes. Every version is verified automatically before release, generating a real world and checking the cities, signs and biomes come out right.

Works with

Mods CityWorld has been checked against. Everything here is optional: CityWorld needs none of them, and with none installed nothing changes.

Built-in support — install the mod and CityWorld uses it:

Mod What CityWorld does with it
JourneyMap Draws the city plan over unexplored ground, names streets and landmarks.
Macaw's Furniture, MrCrayfish's Refurbished Furniture, Fantasy's Furniture (all sets, Decorations) Furnishes every interior with their pieces.
Macaw's Doors, Windows, Fences and Walls, Roofs, Stairs, Trapdoors, Lights (and the BoP add-on) Builds the city's doors, windows, roofs, fences, stairs and lighting from them.
Macaw's Roads and Streets, Paths and Pavings, Bridges Street surfaces, markings and road signs; park and farm paths; rope bridges in the wild and between ruined towers.
Biomes O' Plenty / TerraBlender Its biomes generate in the overworld, the ruined Nether and the End, with their own ground blocks.
Alex's Caves (1.20.1) Five of its cave biomes join the underground, in its own rock, with its cave structures.
Pam's HarvestCraft 2 (Crops, Trees) Its crops grow in the fields and its fruit trees in the orchards, by climate.
Farmer's Delight (1.20.1, 1.21.1) Kitchens built from its cabinets, stove, pots and cutting boards; feasts on dining tables; rice paddies; rich soil, compost, crates and bales on the farms; canvas shop signs.
L_Ender's Cataclysm, Battle Towers, Dungeon Crawl Their structures are placed, the city keeps clear, and the ground is shaped to fit them.

Made to work together:

Mod What was done
Minecraft Comes Alive CityWorld's villagers become MCA people, keeping their names (5.17.0; no config change needed).

Works by design, not tested one by one: any mod's structures can be switched on from the Structures page; any TerraBlender biome mod's biomes join the world; and any mod that tags its blocks, crops and flowers the standard way has them built with and planted. If something you use misbehaves in a CityWorld world, say so in the comments.

Credits and licence

CityWorld is licensed under GPL-3.0-only.

  • Original CityWorld Bukkit plugin by DaddyChurchill — the original author knows about this port and has approved it.
  • This NeoForge port — and the 1.20.1 Forge build — by Sablednah, continuing under GPL-3 as a derivative work.
  • Terrain noise vendored from Bukkit (GPL-3), in turn derived from Stefan Gustavson's public-domain simplex work.

Full docs, screenshots and guides: sablecraft.co.uk/cityworld-reforged Source, issue tracker and full port history: see the GitHub repository.