Description
Glymera Medieval
An endless medieval town - generated as you walk. Cobbled streets, half-timbered houses with gardens behind them, inns, workshops, market squares, castles and small castles - block after block, in every direction, for as long as you keep walking. By day the townsfolk go about their business. Between eight in the evening and four in the morning the streets belong to the creatures of the night.
Buy a house, a room at the inn or a whole small castle, furnish it from the furniture merchant on the market square and pay with the Silver Thalers the night enemies leave behind.
- One world, no end: a complete medieval town as a world generator - streets, houses, yards, interiors, castles, markets
- Over 400 hand-made pieces: walls, roofs, stone, signs, furniture and yard pieces in their own creative tab
- 8 night enemies, 7 townsfolk - every enemy with its own way of fighting
- Houses, rooms and castles for sale - with keys for friends, bans and full protection
- A furniture merchant on every market square
Quick Start
- Create the town (once, as OP or from the console):
/gmed world - Go there:
/gmed go- you arrive on a crossing in the middle of the town. - Look around:
/gmed near castle,/gmed near smallor/gmed near merchanttakes you to the nearest castle, small castle or furniture merchant. - Survive the night: from 20:00 game time the enemies come out. Each one you defeat drops Silver Thalers.
- Buy a home: every house for sale has a "for sale" sign beside its door. Use the sign - or the door with a thaler in your hand - and the buy window opens.
- Furnish it: the furniture merchant on the market square sells the town's own furniture for thalers.
- Come back any time:
/gmed homelists all your houses and rooms - one click and you are there.
The Town
- Endless and seed-based: the whole town is a function of the world seed. Main streets run east-west, cross streets north-south; between them two rows of houses stand back to back. Every chunk is generated the moment someone comes near - no prefabs to paste, no borders.
- Quarters with a character of their own: each quarter prefers its own roof - red tile, dark tile, slate or thatch - and its own wealth.
- Houses 8 to 16 blocks wide, never the same twice in a row: narrow town houses, wide burgher houses, patrician houses, jettied upper floors, dormers, chimneys, oriels.
- Every house is complete inside: stairs that work, doors that open, furnished rooms on every floor - kitchens, parlours, bedrooms, attics.
- Workshops and shops: bakery, smithy, locksmith, tailor, cobbler and apothecary, each with its own tools and wares on the shelves.
- Inns with a tap room on the ground floor and guest rooms upstairs.
- Back yards on the terrain: walls around the garden, vegetable beds, wells, woodsheds, chicken coops, beehives, washing lines, privies, fruit trees.
- Market squares with a fountain, market stalls, benches, lamps and lime trees - and the furniture merchant.
- Castles: a curtain wall with towers and a wall walk, a great hall with throne and banquet table, a kitchen, a chapel, four floors of guest rooms and two suites.
- Small castles: a walled courtyard with a gate tower - bought as a whole.
- Groves - small parks with trees and benches, street lamps at the crossings, native birds in the air.
- Chests, cupboards and wardrobes are real containers - they are set when a player comes near, a few per tick, so the server never stalls.
The Creatures of the Night
The enemies only come out in the darkest eight hours of the game clock (20:00 to 04:00). They spawn on the streets 26 to 42 blocks away, a few at a time, never a crowd out of nowhere - and at dawn they vanish in a puff of dust. They are strong: lots of health, heavy hits. Each one drops Silver Thalers (1, the strong ones 2).
| Enemy | How it fights |
|---|---|
| Werewolf | Fast. Comes straight at you and tears with its claws. |
| Succubus | Life steal - every hit heals her. |
| Incubus | Life steal - every hit heals him. |
| Witch | Keeps her distance and casts violet curse bolts from up to 9 blocks; backs off when you come too close. |
| Plague Doctor | His staff poisons you. |
| Revenant | Slow, very tough, and his blows knock you far back. |
| Gargoyle | A creature of stone with heavy claws. |
| Nightmare | Winds up - and charges. |
Every enemy has its own voice: you hear them when they spot you, when you hit them and when they fall.
The Townsfolk
By day the town is alive: the Guard with his halberd, the Blacksmith, the Baker, the Market Woman, the Monk and the Farmer walk the streets. When night falls they leave the streets and the Night Watchman takes over. Crows, pigeons, sparrows and ducks (native birds) fill the day. The townsfolk are peaceful and look at you when you come close.
Houses, Rooms and Castles for Sale
- What can be bought: every ordinary house and patrician house as a whole, every small castle as a whole (with its courtyard), and the guest rooms of the inns and the castles one by one (rooms and suites).
- Default prices (Silver Thalers): house 30 - patrician house 60 - small castle 120 - room 10 - suite 25.
- Limits per player: 3 houses (a small castle counts as a house) and 5 rooms - configurable.
- How: use the "for sale" sign beside the door, or the door itself with a thaler in your hand. The buy window shows address and price. Pay, and the sign comes down - it is yours. A building with rooms shows its "rooms for sale" board until the last room is sold; each room is bought at its own door.
- The town HUD: a slim bar at the top of the screen shows where you stand ("Baker Street 12 - for sale, 30 thalers", "yours", or the owner's name) and how many thalers you carry. It is only shown in the town.
- Manage your home: give keys to friends, ban players (they are put out of your house), or give it up - the house is restored to how it was and goes back on sale.
/gmed home: all your houses and rooms in one window, with a teleport to each.
Protection
- In the town nothing can be broken or placed outside a home of your own (or one you hold a key for).
- Inside your home the building itself stays - walls, roofs, doors, signs and lamps. Furniture, the garden and everything you build yourself are yours to change.
- Doors and containers of a bought house open only for the owner and keyholders.
- The hoe cannot turn other people's gardens into farmland.
- Forbidden in the town: TNT, explosives, pistons, lava, water and bombs (item name parts, configurable).
- OPs can do everything.
The Furniture Merchant
He stands on every market square, next to the fountain, and never walks away. Talk to him (F) and his shop opens: 7 sections, around 96 pieces - Light, Beds, Rooms, Kitchen, Storage, Workshop and Garden - exactly the furniture the town itself is furnished with. Prices from 1 to 6 thalers by size. Admins can change every price or take a piece off sale (furniturePrices, 0 = not for sale), or switch the merchant off.
Building Blocks
All pieces of the town are in their own creative tab GlymeraMedieval, sorted into Walls, Roofs, Stone, Floors, Furniture, Yard, Signs and Items:
- Walls: half-timbering in nine colour combinations of plaster and timber, in several patterns, with jettied variants, gables, oriels, corner pieces and windows.
- Roofs: tile, dark tile, slate and thatch - slopes, ridges, eaves, chimneys, dormers.
- Stone: ashlar and rubble masonry, stone door frames in several colours, spiral stairs, castle walls.
- Furniture: around 95 hand-modelled pieces - beds, cradles, wardrobes, chests, shelves, tables, benches, a throne, a tiled stove, forge and anvil, a bread oven, a loom, a spinning wheel, chandeliers, wall lanterns, tapestries and more. Many chests, cupboards and wardrobes are real containers.
- Yard: wells, a pump well, a woodshed, beehives, a chicken coop, a hay wagon, a handcart, washing lines, a privy, flower tubs, garden beds.
- Signs: guild signs (pretzel, horseshoe, key, scissors, boot, mortar, fish), house number plates, "for sale" and "rooms for sale" signs.
Performance
A whole town is a lot of geometry. The plugin keeps it playable:
- View radius cap: while a player is in the town, a client view distance above 8 chunks is lowered to 8 (never raised). The player's own setting comes back the moment they leave the town. Configurable, 0 = off.
- Hidden faces removed: faces no one can ever see are left out of the building models.
- Containers on demand: only houses near a player get their chests and cupboards.
- Furniture density: a config knob (
furnitureDensity, percent) for weaker clients - affects chunks generated after the change.
Commands
Players
| Command | What it does |
|---|---|
/gmed |
Help |
/gmed go |
Travel to the town |
/gmed near castle / small / merchant |
The nearest castle, small castle or furniture merchant |
/gmed home |
Your houses and rooms (teleport) |
Admins (OP or console)
| Command | What it does |
|---|---|
/gmed world |
Create the town world (once) |
/gmed stats |
Generator, decorator and view-cap statistics |
/gmed estate |
Purchase system statistics |
/gmed estate list |
All bought houses and rooms with owner, keys and bans |
/gmed estate give <n> |
Silver Thalers for yourself (1-99) |
/gmed estate here |
The house or room you stand in: price, door, owner |
/gmed merchant |
Furniture merchant statistics |
/gmed npc spawn <kind> |
Spawn a creature in front of you (Werewolf, Succubus, Incubus3, Witch, PlagueDoctor, Revenant2, Gargoyle2, Nightmare, Guard, NightWatchman, Smith, BakerWoman, MarketWoman, Monk, Farmer) |
/gmed npc stats |
Creature statistics |
/gmed npc clear |
Remove all town creatures |
/gmed npc always on / off |
Enemies by day too - for an event |
Configuration
mods/Glymera_GlymeraMedieval/config.json - written with all defaults on the first start; edit and restart.
| Key | Default | Meaning |
|---|---|---|
viewRadiusCapChunks |
8 | View radius cap in the town (0 = off) |
enemiesEnabled |
true | Night enemies on/off |
enemyCap |
20 | Enemies in the town world at most |
nightFrom / nightTo |
20 / 4 | Enemy hours (game clock) |
peacefulEnabled |
true | Townsfolk and birds on/off |
peacefulCap |
16 | Townsfolk at most |
thalerDrop / thalerDropStrong |
1 / 2 | Thalers per defeated enemy (strong: Werewolf, Nightmare, Gargoyle) |
housePrice / patricianPrice / smallCastlePrice |
30 / 60 / 120 | Prices of whole buildings |
roomPrice / suitePrice |
10 / 25 | Prices of guest rooms |
maxHousesPerPlayer / maxRoomsPerPlayer |
3 / 5 | Limits per player |
thalerChance / thalerMax / thalerRefillMinutes |
0 / 3 / 30 | Optional: thalers in the containers of unowned houses (chance 0-1, count, refill) |
forbiddenInTown |
TNT, Explosive, Piston, Lava, Water, Bomb | Item name parts that cannot be placed in the town |
furnitureDensity |
100 | Percent of furniture the generator places |
furnitureMerchant |
true | Furniture merchant on the market squares |
furniturePrices |
by size | Thalers per piece, 0 = not for sale |
Bought homes are stored in estates.json together with the world seed - a new town world starts with a clean slate.
Good to Know
- The town lives in its own world,
medieval. Your other worlds are not touched. - First visit: the client needs a moment to load the new models.
- No dependencies.






