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BigCities

Server-side Forge mod that adds huge vanilla-style cities and 770-block capitals with walls, districts, farms and hundreds of villagers, with no new blocks or items.
1_capital.png

1_capital.png

2_city.png

2_city.png

3_landmarks.png

3_landmarks.png

4_houses.png

4_houses.png

5_biomes.png

5_biomes.png

Description

Description

🏰 Big Cities

Villages are cute. Cities are epic.

Big Cities fills your world with enormous vanilla-style cities: paved main streets, a market square with a fountain, hundreds of houses, taverns full of barrels and beds, forges, libraries, churches, mills, stables, a ring of walls with watchtowers and gates, and a belt of farms, orchards and vineyards around it all. Same blocks, same look as the villages you know, just bigger. Much bigger.

And if you stumble on a Capital… bring a bed and a map.

Server-side only. No new blocks, no new items, no new entities. Vanilla clients can join, and every resource pack keeps working.


🏙️ Cities — ~250 blocks wide

  • 90 to 130+ houses plus apartment buildings, in the style of the local biome (plains, desert, savanna, taiga, snowy)
  • Districts: market centre, inn quarter, craftsmen's quarter, residential streets, farmland on the outskirts
  • 15 kinds of landmarks with two designs each: tavern, restaurant kitchen, bakery, butcher, fishmonger, covered market, forge, library, church, town hall, stables, windmill, warehouse, fountain, tenement
  • Real job-site blocks inside (smokers, barrels, lecterns, brewing stands…), so villagers pick their own professions, the vanilla way
  • 13 types of fields: wheat, carrots, potatoes, pumpkins, sugar cane, bamboo, berries, orchards, vineyards, greenhouses, animal pens, beehives, fishing ponds, paddies

👑 Capitals — ~770 blocks wide

A capital is a 3×3 metropolis, and every one of its nine quarters has its own personality:

Quarter What you will find
Market covered markets, fishmongers, a bustling bazaar square
Craftsmen forges everywhere, butchers, workshops
Inns taverns and kitchens on every corner, a beer garden with a maypole
Temple churches, libraries, a monument square with fountains
Scholars libraries and a quiet park with a pond
Garrison stables, forges, a parade ground with flags and an archery range
Gardens mills, farms, a village green with a gazebo
Residential apartment blocks and wells
Centre the town hall and the classic grand square

Broad avenues link the quarters, bridges carry them over rivers and lakes, and only the outer edge has walls, towers and gates. Capitals are rare and replace any village in their footprint.

👥 Alive, but not laggy

  • Villagers are spawned progressively when you get close, on real beds, with caps per city and around each player, so no giant mob dump at world generation
  • A limited number of iron golems patrol near the bells

🗝️ Don't get caught stealing

Open a chest or barrel in a city while a villager or golem can see you, and you are a thief: witnesses lose trust (higher trade prices), nearby golems hunt you down, and reinforcements arrive. Keep stealing and your wanted level climbs (up to 5): more guards, a wider alert, angrier golems. Nobody looking? Nobody cares.

💰 Loot that feels real

Every container holds something: bread, planks, paper, string. Most are modest. But now and then you find a windfall: stacks of diamonds, emeralds and ingots, enchanted tools and armor, even the odd enchanted golden apple. Loot tables are plain data and fully overridable.


🔧 Made to play nice with other mods

Everything is driven by datapacks, tags and config, never hard-coded. Missing mods are never a problem; without them, everything simply falls back to vanilla.

  • Croptopia — dozens of crops in the fields and fruit trees in the orchards (tested)
  • Kaleidoscope Cookery & Tavern — restaurant kitchens with real stoves and bars with counters, taps and barrels, and Kaleidoscope crops in the fields (blocks tested in game)
  • Waystones — one waystone waiting at the north gate of every city (tested)
  • Lithostitched (optional) — add your own buildings to the city pools through datapacks (tested)
  • CTOV and other village mods keep generating normally. Cities stay away from villages, and capitals replace the villages inside their footprint (CTOV tested)
  • Farmer's Delight crops — ids written from memory, entries are optional so wrong ids are simply ignored (untested)
  • Guard Villagers — can be set as the reinforcements in the config (untested)

Biomes from any mod are supported through biome tags (no hard-coded lists), and you can merge other mods' house pools into the cities from the config.


⚙️ Configurable

Spacing and rarity, city size, which biomes get cities, walls and towers on/off, landmark weights and counts, city themes (merchant, agricultural, artisan), village caps, golem caps, capital size (3×3, 5×5…), theft and wanted-level settings, and a switch to replace villages entirely or let cities live alongside them. Everything is in config/bigcities-common.toml.

🧭 Handy commands (OP)

/bigcity locate [capital] · /bigcity spawn <biome> · /bigcity info · /bigcity map · /bigcity populate · /locate structure #bigcities:capital


📦 Installation

Drop the jar into your server's mods folder. That's it. Optional: install Lithostitched. Existing worlds are fine: cities and capitals appear in newly generated chunks only.

❓ FAQ

Do my players need the mod? No. It is server-side; vanilla clients can connect.
Can I use it in singleplayer? Yes, it runs on the integrated server.
Will it break my existing villages? No. In the default mode, villages keep generating; only the area of a capital replaces them.
Is it heavy? Capitals are heavy to generate the first time you approach them (thousands of chunks). Populating is spread over time. Use a pre-generated world or a spare CPU core for the best experience.
Does it add new blocks I can build with? No. Everything is made of vanilla blocks.

BigCities Team

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