Minecraft (NeoForge & Forge) - free & open source
A NeoForge port - and on Minecraft 1.20.1 a Forge build - of the classic CityWorld Bukkit plugin: a procedural world generator that fills the world with endless, seed-deterministic cities: named streets, furnished buildings, mines, sewers, farms, and wild nature in between. Pick it as a world type and start exploring.
455
worlds tested
7.6M
chunks generated
1,900 km²
two and a half New Yorks
What you get
Same generator brain as the original Bukkit plugin, rebuilt from the ground up for modern Minecraft - now a world type you can pick straight from the create-world screen.
Named streets with real street signs, sidewalks, roundabouts with statues, bridges, tunnels through mountains, and the odd hidden lift shaft below a crossing.
Springs on the high ground run down the mountains in gullies and waterfalls, across the plain and through its lakes to the sea, widening as they go. Roads bridge them and buildings keep off them. Where a river runs through a city its banks become stone quays - promenades, moorings, loading quays with a derrick - and where a city meets the sea, a harbour with jetties and now and then a lighthouse, or a beach with striped umbrellas and a lifeguard tower. Something waits behind the odd waterfall.
Pick Land - Vanilla, cities apart, and the world is vanilla's - terrain, caves, biomes, villages - with a CityWorld city every so often, like a village, each on its own level and eased into the hills. Rivers run through the city untouched, crossed by bridges, with quays and moorings along the banks.
Every building has an interior - offices and cubicle floors, apartment towers, schools and courthouses, museums with fossils and exhibits, factory control rooms. Street shops stock their trade - armour at the armourer, wool at the draper - and neighbouring shops sell different things. Vacant ones hang FOR SALE signs and stay dark.
Municipal civic centres, industrial factories and warehouses with bunkers, silos and the odd gasometer, farms with animals and crops, and parks with zoos, gazebos, ponds and glass biodomes. The zoos are data: a pack or a zoo mod adds any animal with its own habitat and pen, and CityWorld: Zoo fills them with giraffes, lions and elephants.
A station in every urban district, twin-track tunnels on two levels with interchanges, and a minecart runs the line. At the edge of town, rare shopping malls round a glass-roofed atrium, with dozens of named shops and car parks.
Mine networks with ore veins that get richer with depth, wet sewers, bunkers and basements with loot and mob spawners, the ruined city's vault four to eight levels deep and darker with every floor, rare large caverns astride the deepslate line, and strongholds, trial chambers and ancient cities in the depths, so the End is reachable.
Mountains, seas with beaches, wandering branching cave tunnels, and basalt-lined lava pools instead of a flat lava sea. Real cave biomes dot the underground too - lush, dripstone, deep dark, and sulfur caves on 26.2 and later - each decorated the way it is in a vanilla world.
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.
Castles, radio towers with a hut you can walk into, oil platforms, flying saucers, hot-air balloons, two-chunk airships, monuments, helipads and campgrounds - rare landmarks, findable with /cityfind.
A CityWorld world brings its own Nether - the overworld's city, same streets, burnt and collapsed, with portals linking one to one - and an End that is vanilla's, with cities on the flat tops of the outer islands. Either switches back to vanilla under Customize.
The Customize screen lists every structure set the install has, vanilla's and each mod's, with an on/off each. Want villages in your city? Tick them. The city plans round each one and the ground is shaped to fit.
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.
Install Macaw's Furniture, MrCrayfish's Refurbished Furniture or Fantasy's Furniture and the rooms fill with them. Macaw's doors, windows, roofs, fences, stairs and lights fit the city out, and Farmer's Delight builds the kitchens. No such mods? Every room keeps its vanilla look.
Biomes O' Plenty and other TerraBlender biome mods add their biomes to a CityWorld world, with their own ground blocks, their crops in the farm fields and their cave biomes underground. On by default, and costs nothing without one.
With JourneyMap installed, the map shows the city plan over ground nobody has explored yet - districts tinted, streets drawn, and what is planned in any chunk on hover. Rare landmarks become waypoints, and /cityfind drops a marker.
Every container gets a loot table - modded crates and furniture included - from each shop's trade to a vault armoury. Each table has an empty _extra companion a datapack can fill, so a gun mod can put ammo in nightstands without touching CityWorld's own.
Vanilla structures where they belong. Strongholds, trial
chambers and ancient cities generate on vanilla's own placement rules, so the End is reachable and /locate
and eyes of ender agree with where they actually are. Villages and mineshafts are off by default -
CityWorld builds its own - but one tick on the Structures page turns them on; the
settings page
has the full guide. Worth knowing: cave biomes carry their own
mob-spawn lists - thinner than open caves, and the deep dark has none but wardens - so what spawns
underground now depends on which cave you're in.
Gallery
Thirteen looks, one generator
Every style is its own world type, or a click away on the Customize screen: full modern cities, the faithful 1.8-era look, a world gone to ruin, wall-to-wall metro, cities tiled far apart, a drowned world, houses hovering in the air, alien mushroom terrain, and more.
See all 13 world stylesWorks with
Mods CityWorld has been checked against. Install one and CityWorld uses it; leave it out and nothing is different.
| Mod | What CityWorld does with it |
|---|---|
| CityWorld: Zoo | Giraffes, macaques, zebras, deer, lions, tigers, elephants and bears in the city's zoos, each in its own pen. 6.4.0 or newer. |
| JourneyMap | Draws the city plan over unexplored ground, and names streets and landmarks. |
|
Macaw's Furniture · Refurbished Furniture Fantasy's Furniture |
Furnishes every interior with their pieces - over a thousand of them, every one facing the right way. |
|
Macaw's Doors, Windows, Fences, Roofs, Stairs, Trapdoors, Lights |
Builds the city's doors, windows, pitched roofs, fences, stairs and lighting from them, chosen by what a building is for. |
| Biomes O' Plenty · TerraBlender | Its biomes generate in the overworld, the ruined Nether and the End, with their own ground blocks. |
| Alex's Caves | Five of its cave biomes join the underground, in its own rock, with its cave structures. 1.20.1. |
| Pam's HarvestCraft 2 | Its crops grow in the fields and its fruit trees in the orchards, by climate. |
| Farmer's Delight | Kitchens built from its cabinets, stove and pots; feasts on dining tables; rice paddies; canvas shop signs. 1.20.1 and 1.21.1. |
|
L_Ender's Cataclysm · Battle Towers Dungeon Crawl |
Their structures are placed, the city keeps clear, and the ground is shaped to fit them. |
| Minecraft Comes Alive | CityWorld's villagers become MCA people, keeping their names. No config change needed. |
| Lootr | Every CityWorld container has a loot table, so Lootr makes each one per-player. The hospital's medicine chests are filled at generation instead, so Lootr leaves them be. |
For survival packs, or anyone who wants quieter cities: it builds with natural woods, stones,
deepslate and terracotta only. No iron, gold, diamond, emerald, lapis or copper blocks to take;
coloured wool becomes planks, concrete becomes terracotta, stained glass becomes clear. Works on
every world style, Apocalypse included. Drop the jar in mods
beside CityWorld 5.19.0 or later - it is a plain datapack inside, so a pack author can change any swap.
Dig deeper
/cityinfo tells you
what's under your feet. /cityfind,
/cityfind lot and
/cwlocate track down a
specific building, landmark, street, city or biome, and /cwlocate structure tells you whether a structure you switched on really took. /cityexport
bottles a world's settings to hand to a server, and
/citymap controls the plan drawn on JourneyMap.
Over 100 tunable settings - which features generate, spawn and treasure odds, terrain toggles, city radius, decay intensity, even the villager-name and mob lists. Delivered per-world as a datapack, editable by hand or through the in-game Customize screen. Also covers building palettes - how your other mods' blocks turn up in the cities automatically.
Full settings reference & recipes →Requirements
CityWorld runs on six Minecraft versions - NeoForge on five of them, and Forge on 1.20.1, where many modpacks still live. 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-6.4.1+mc1.20.1.jar |
| 1.21.1 | NeoForge 21.1+ | 21 | cityworld-6.4.0+mc1.21.1.jar |
| 1.21.11 | NeoForge 21.11+ | 21 | cityworld-6.4.0+mc1.21.11.jar |
| 26.1.2 | NeoForge 26.1+ | 25 | cityworld-6.4.0+mc26.1.2.jar |
| 26.2 | NeoForge 26.2+ | 25 | cityworld-6.4.0+mc26.2.jar |
| 26.3 | NeoForge 26.3.0.20+ beta | 25 | cityworld-6.4.0+mc26.3.jar |
A given seed builds the same city on all six - terrain, roads and districts are identical; 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. Nothing is cut down on 1.20.1: every style, the ruined Nether, the End, interiors, schematics and the mod integrations all work there. 6.4.1 is a 1.20.1-only fix (TerraBlender log noise); the other five lines stay on 6.4.0.
Credits & licence
CityWorld is licensed under GPL-3.0-only: the original CityWorld Bukkit plugin was written by DaddyChurchill, who knows about this port and has approved it. This NeoForge port, and the 1.20.1 Forge build, are by Sablednah, continuing under GPL-3 as a derivative work - terrain noise is vendored from Bukkit (GPL-3), in turn derived from Stefan Gustavson's public-domain simplex work.