← CityWorld ReForged

Settings

Around 100 tunable settings - which features generate, spawn/treasure odds, terrain toggles, city radius, decay intensity, even the villager-name and mob lists. Settings are per-world (not a global instance config), delivered as a datapack, so different worlds - and different dimensions on the same server - can each have their own city.

Three ways to set them

Pick the level of control you want.

1. Just play

The defaults are tuned already. Pick a world type (cityworld:city, or a style preset like cityworld:apocalypse) and go. Nothing below is required.

2. Customize screen

Single-player, easiest. On the create-world screen, choose CityWorld as the world type and hit Customize. Every setting is there with a widget, grouped the same way as below. Locked settings for your chosen style grey out with a tooltip explaining why.

3. Hand-edit a datapack

Servers, or version-controlled configs. On first run, a full example is written to config/cityworld/settings-example/. Copy it into <world>/datapacks/, edit default.json, and start (or /reload) the world. Every field is optional - a file of just {} is a stock world.

Tip: the fastest workflow is to shape a world you like in single-player via Customize, then run /cityexport <name> to bottle its exact settings into a datapack you can hand to a server.

When changes apply: settings are read when the world loads, and only affect new chunks - existing chunks never regenerate. Spawn odds, names, treasure odds and decay bite as you explore into fresh land; terrain-shaping knobs (seas, mountains, caves, radius) want a brand-new world to be seen properly.

Naming several profiles: default.json overrides the built-in cityworld:default, which every CityWorld world preset and the /cityworld dimension reference - so editing it changes that world. To keep several named profiles instead, rename the file (e.g. ruined.json) and point a dimension's generator at it with "settings": "cityworld:ruined".

Recipes

A few common asks, as complete default.json files.

A gentler apocalypse

Ruined buildings and roads, but no fire, on a normal green world.

{
  "terrain": {
    "includeDecayedRoads": true,
    "includeDecayedBuildings": true,
    "includeDecayedNature": false
  },
  "decay": {
    "buildingIntensity": 0.5,
    "roadIntensity": 0.4,
    "oddsOfDecayFire": 0.0,
    "oddsOfPristineRoad": 0.3
  }
}

Cities far apart, tiled on a grid

SPARSE-style, in a normal-style world.

{
  "radius": {
    "minInbetweenChunkDistanceOfCities": 100
  }
}

Your own villager names

Sprinkled in among the built-in hundreds.

{
  "naming": {
    "append": true,
    "villagerGivenNames": ["Sablednah", "Darren"]
  }
}

A tougher, more hostile sewer system

{
  "mobs": {
    "sewers": ["minecraft:zombie", "minecraft:zombie", "minecraft:drowned", "minecraft:cave_spider"]
  }
}

Skyscraper city

Taller buildings than the MODERN default.

{
  "world": {
    "maxBuildingFloors": 60
  }
}

Turn off caves' winding tunnels

Back to the classic noise-blob caves, on a MODERN world.

{
  "terrain": {
    "windingCaves": false
  }
}

Full settings reference

Every knob, grouped.

This mirrors settings-reference.txt, generated alongside the example datapack on first run - if the two ever disagree, the file in your config/ folder is the authority for the version you're running.

features - what the planner is allowed to build

Setting Default What it does
includeRoads true Road network. Off = no streets (and no sewers).
includeRoundabouts true Roundabouts at some intersections.
includeSewers true Sewers beneath the roads.
includeCisterns true Water cisterns under some buildings.
includeBasements true Building basements.
includeMines true Abandoned mine networks underground.
includeBunkers true Buried bunkers under midlands/highlands and factories.
includeBuildings true Buildings at all. Off = roads/nature only.
includeHouses true Houses in neighborhoods (a subset of buildings).
includeFarms true Farm districts.
includeMunicipalities true Civic district (town halls, libraries, museums, ...).
includeIndustrialSectors true Factories, warehouses, storage yards.
includeAirborneStructures true Balloons/blimps over the fields.
includeBuildingInteriors true Furnish building interiors. Off = empty shells (faster).
includeSchematics false Drop the bundled classic building schematics into cities.
includeNamedRoads true Street-name signs.

terrain - the land, its fluids, and decay

Setting Default What it does
includeCaves true Carve caves.
windingCaves false* Winding "noodle" cave tunnels that wander and branch (vanilla-like) instead of the classic noise blobs. *On by default for MODERN/APOCALYPSE; a free toggle for any style. Needs includeCaves. Never style-locked.
includeLavaFields true Underground lava fields (basalt-lined pools in MODERN/APOCALYPSE).
includeSeas true Oceans/lakes. Off = a dry, land-only world.
includeMountains true Mountainous terrain. Off = flatter.
includeOres true Ore deposits in the strata.
includeBones true Fossils/bone deposits.
includeFires true Lit campfires/fire pits, and burning demolition debris.
includeAbovegroundFluids true Surface water/lava placement.
includeUndergroundFluids true Underground water/lava placement.
includeWorkingLights true Lit lamps/lights in builds. Off = a darker world.
includeDecayedRoads false Break roads up with rubble.
includeDecayedBuildings false Chew ruin-holes into buildings - the "apocalypse" switch.
includeDecayedNature false Drain the seas + desert the world (whole-world ruin mood). Leave false for ruins on a normal wet, green world.
oddsOfPristineBuilding 0.0001 When decay is on, the chance a building/schematic is spared and stays intact. A schematic's .yml can override this per-building with PristineChance: 0..1 (Decayable: false = never decays).

overgrowth - nature reclaiming the built world (runs after decay)

Setting Default What it does
enabled false Drape buildings/roads in moss, vines, leaf litter, azalea and small reclaim trees, plus dripstone in mines and basements. Works with or without decay.
intensity 1.0 Density multiplier: 1.0 = default, 2-3 = heavy (more/denser vines and plants).
capVines false Finish each outer wall-vine string with a glow lichen tip, so live vine growth can't lengthen it over time.

decay - fine control of demolition (pairs with the includeDecayed* toggles above)

Setting Default What it does
buildingIntensity 1.0 How ruined a decayed building is - scales both the number and size of collapse holes. Below 1 = light weathering, above 1 = heavy rubble. APOCALYPSE uses 0.5, DESTROYED 1.1.
roadIntensity 1.0 The same, for decayed roads. APOCALYPSE 0.4, DESTROYED 1.1.
oddsOfDecayFire 0.20 Fraction of collapse rubble that catches fire. Only bites when includeFires and includeDecayedFires are both on. DESTROYED uses 0.07.
oddsOfPristineRoad 0.0 Chance a road chunk is spared and stays intact, so a ruined grid keeps walkable stretches. APOCALYPSE uses 0.3.

shops - themed retail with villager job blocks (MODERN dressing)

Setting Default What it does
enabled false Villager job-site blocks so a store/farm reads as its trade (cartography table = map seller, fletching table = fletcher, smoker = butcher, ...), a composter at farm edges, and a rare fish-pond farm. The shop classification itself is always computed for /cityinfo; this only governs block placement.

spawns - who turns up, and how often (odds 0.0-1.0)

Setting Default What it does
spawnBeings 0.5 Villagers/witches appearing in populated spots.
spawnBaddies 0.0476 Hostile mobs at the surface. Raise for a rougher world.
spawnAnimals 0.667 Farm/wild animals.
spawnVagrants 0.2 Stray animals/people wandering the streets.
nameVillagers true Give villagers generated names (see naming).
showVillagersNames true Show those names as floating nametags.

treasures - chests and spawners

Setting Default What it does
treasuresInMines / spawnersInMines true Loot chests / mob spawners in mines.
treasuresInBunkers / spawnersInBunkers true Loot chests / mob spawners in bunkers.
treasuresInSewers / spawnersInSewers true Loot chests / mob spawners in sewers.
treasuresInBuildings true Loot chests in buildings.
oddsOfTreasureInMines/Bunkers/Sewers/Buildings 0.5 Chance a given spot gets a chest.
oddsOfAlcoveInMines 0.5 Chance a mine tunnel opens into a side alcove.

world - trees, ground cover, floating subsurface, ruralness

Setting Default What it does
treeStyle "NORMAL" Tree family: NORMAL, SPOOKY, CRYSTAL.
spawnTrees 0.5 How densely trees grow.
subSurfaceStyle "LAND" What fills space under a FLOATING world's land: NONE, LAND, CLOUD, LAVA. Only the FLOATING style reads this.
ruralnessLevel 0.0 Skews the world more rural (more nature, fewer cities) - up toward 1.0.
maxBuildingFloors 20 Tallest a building may rise, in floors (4 blocks each) above street level. 20 = the classic 1.8 look; MODERN ships taller. Sensible range 8-60.

radius - where cities may appear (distances in chunks; 16 blocks each)

Leave these at their defaults for "cities everywhere" - the SPARSE style uses them to confine cities to a region.

Setting Default What it does
centerPointOfChunkRadiusX/Z 0 Centre the radius here.
constructChunkRadius 1875000 (no limit) Max distance for quarries/gravel constructs.
roadChunkRadius 1875000 Max distance for the road network.
cityChunkRadius 1875000 Max distance for cities/buildings/farms.
buildOutsideRadius false true = build the ring outside the radius instead of the disc inside it.
minInbetweenChunkDistanceOfCities 0 >0 tiles cities on a grid this many chunks apart (SPARSE uses 100).

naming - your own villager and street names

Each list is empty by default (= keep the built-in hundreds). List your own to replace a list, or add "append": true to add to it instead.

List What it's for
villagerGivenNames / villagerSurnames Villager names.
streetTerms Cardinal/central words (declaration, N, Main, S, W, Central, E).
streetPrefixes Optional street prefixes (Old, New, Fort, ...).
streetStarts / streetEnds Invented street name syllables (Elm + wood, Oak + ville, ...).
streetSuffixes Road types (Street, Avenue, Boulevard, ...).
fossilPrefixes / fossilSuffixes Museum fossil names (Tyranno + saurus, ...).
professionNames Occupational surnames for employed shop/farm workers, as "profession:Surname" (e.g. "fisherman:Angler"). Profession ids: farmer, fisherman, fletcher, cartographer, mason, armorer, weaponsmith, toolsmith, butcher, leatherworker, cleric, shepherd, librarian.

mobs - your own creature lists (weighted by repetition)

Each list is empty by default (= keep the built-in bag). List entity ids to replace a bag, or add "append": true to add to it. Repetition is weight - unknown ids are logged and skipped, not guessed.

List What it's for
goodies Friendly beings in populated spots (villagers, ...).
baddies Surface hostiles.
animals Farm/wild animals.
seaAnimals Fish and sea life.
vagrants Wandering strays in the streets.
sewers / mine / bunker What lurks in each.
waterPit / lavaPit What's dropped in water pits/cisterns, and lava pits.