Description

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 7.1.0: Cobblemon. With Cobblemon installed (1.21.1 and newer) the city grows Pokémon Centers on its streets — a nurse and the healing machine at the counter, a bank of PCs, beds upstairs, a pasture out the back — gyms in the municipal districts, typed fire to psychic with a gym leader waiting behind the arena to battle, and Poké Marts among the street shops and in the mall. The city tells Cobblemon's spawner where it is: Meowth, Growlithe and Trubbish on the streets, Grimer and Koffing round the factories, Rattata and Zubat in the sewers and subway, Chansey by the hospitals, Mareep and Wooloo on the farms, Pidove and Spearow on the highrise roofs (and a city street no longer reads to Cobblemon as a jungle temple). Villages and Cobblemon's own structures come to the wild between the cities, apricorn trees grow in the orchards and its berries in the fields. Every piece of it is data a pack can change: the NPC classes, the dialogue, the spawn pools, the loot. Without Cobblemon, nothing changes.
New in 7.0.0: deep oceans, highways, car parks and real cars. A world-changing drop, so a major version.
Deep oceans now and then run off CityWorld's own land: a shelf down into a wide, thirty-block-deep sea with
vanilla's ocean biomes and everything that lives in them, monuments, ruins, shipwrecks, buried treasure and the sea
structures of mods (Cataclysm's Sunken City, Alex's Caves' abyssal chasm on 1.20.1), with oil rigs far out and a lava
sea in the ruined Nether twin. Highways join the cities of a vanilla world: each city's street runs on out of
town, climbing in half-block steps a car can drive, winding round hills, cut through ridges in lit tunnels and over
rivers on bridges, signed MOTORWAY, TUNNEL and STEEP with Macaw's Roads. Car parks stand among the buildings:
surface lots and multi-storey decks with ramps, pillars, parapets and lit roofs, open to the road. Real cars: with
Immersive Vehicles or Ultimate Car Mod, drivable vehicles wait in the car parks and at the kerbs, fuelled,
and the gas stations get working pumps; Macaw's Roads and Streets works well with Ultimate Car Mod (its asphalt
takes the roads, Macaw's picture signs stand where Macaw's has one, and both mods' cars share the kerbs). Road signs
go on IV's poles, every town and district has a name, and a datapack can put anything in the city by lot, district or
place (cityworld:spawn). Older worlds keep the land they always had: oceans and highways only come to a world
made with 7.0.

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, lane lines, roundabouts (with statues), bridges, tunnels through mountains, the odd road that simply goes missing, and a hidden lift shaft now and then in a 4-way crossing below. Every town and district has a name of its own, on its signs and in F3. - Buildings, furnished — houses (split-level and modern ones too) through highrises with atria and helipads, 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. Street shops stock their trade — fourteen trades, and neighbouring shops differ.
- Districts — municipal civic centres with monuments in their squares, museums with fossil skeletons and exhibits, industrial factories and warehouses (with bunkers underneath, batteries of silos and the odd gasometer), farms with animals and crops, parks with gazebos, ponds, benches, zoos and glass biodomes, and now car parks, surface and multi-storey.
- 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.
- Rivers, seas and oceans — rivers rise in the hills and run to the sea over waterfalls, with hidden finds behind them; the waterside follows the district (quays, slips, harbours, beaches, lighthouses, rustic jetties) and roads bridge the water; and now and then the land runs down a shelf into a deep ocean with vanilla's ocean biomes, monuments, ruins, shipwrecks and buried treasure, and oil rigs far out.
- 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; and rare large caverns.
- 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. Warm mountains carry savanna, forest and jungle up to stony peaks, the way vanilla lays them out, so there is no snow over the jungle.
- 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). Whatever is switched on, the city plans round its real footprint and the ground is shaped to meet it.
- Inhabitants — named villagers employed at their shop's actual trade, vanilla's herds in the wild by biome (and in the cities, if you let them), fish in the sea, hostiles lurking in mines, sewers and the dark.
- Loot that fits the world — every container has a table: a Modern drawer holds paper and a clock, a ruin's scrap and spoiled food, and one container in thirteen holds something worth having.
- Set-pieces — castles, radio towers with a hut you can walk into, 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. A sidecar file can say where a build's drive meets the road, and the city sites it so that drive opens onto a street.

Cities in a vanilla world
Prefer vanilla terrain? Pick Land — Vanilla, cities apart in Customize and the world is vanilla's — its biomes, its structures, your biome mod's terrain — with a CityWorld city every so often, each on its own level, rivers running through with quays and bridges. A city too big for its spacing is built as big as fits. And the cities are joined: each gets a highway to the nearest city east and south, leaving from the end of one of its own streets, climbing in half-block steps a car can drive, winding round hills, cut through ridges in lit tunnels and over rivers on bridges, with villages kept off it.

The map knows what the city is — with JourneyMap
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 place and district, the kind of lot, the schematic's name, the shop, and what is inside the building: "Midtown · Highrise · office building · Office cubicles", "Farm · Potato field". Places nobody has visited included.
- Streets are labelled on the map once you zoom in, cities you have never visited included, and pointing at a road names it.
- Rare landmarks become waypoints as they generate, and
/cityfind,/cityfind lotand/cwlocatedrop 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
/citymapfor 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.
Find anything. CityWorld can answer "where is the nearest hospital, mall or Winchester?" from its plan, and the CityWorld Urban Compass is built on that: a rare find and a craftable item that points at any district, place, shop or building.
Beyond the overworld — the ruined Nether and the End
A CityWorld world type 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 (and a lava sea wherever the overworld has a deep ocean). 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.
/cityworldvisits the city before the fall — the overworld's own plan, pristine, with its own lights, overgrowth and spawns rather than the ruin's. The Nether and End can be given their own settings the same way.- Modpacks can lock any of it:
lockedWorldPreset,ruinedNetherandcityworldEndinconfig/cityworld-startup.toml, andlockCustomize = trueremoves the Customize button for the locked preset so every new world gets the preset's settings exactly as the pack ships them.
The ruined city — Apocalypse
The Apocalypse style is the Modern city gone to ruin: buildings decaying, roads cracked, nature reclaiming (three times the overgrowth), the lights out and a rare hidden Fallout-style vault behind a blast door off a road tunnel, four to eight levels deep, darker and more overrun floor by floor, with the best loot at the bottom and an armoury on the way. The vault keeps its own power. Survivors' bridges join the upper floors of neighbouring towers (with Macaw's Bridges, rope ones too), and a hidden zombie spawner or two waits in the dark. Destroyed is the same with heavier war-zone damage and fires.

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. 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), the town's name where a road leaves for the wild, and MOTORWAY, TUNNEL and STEEP on the highways. 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) and the country tracks. Macaw's Bridges strings a rare rope bridge across a mountain valley, about one per range, and in a ruined city the survivors' bridges between the towers. Ultimate Car Mod's asphalt joins the road pool too, with its text signs; with both mods installed, Ultimate Car Mod's road wins and Macaw's picture signs stand wherever Macaw's has one.

Cars. With Immersive Vehicles (and its Official Content Pack) or Ultimate Car Mod, drivable vehicles stand in the car parks and at the kerbs with the brake on, a charged battery and fuel in the tank — few, because every one costs the client frames — and the gas stations' pump islands get the mod's pumps. Road signs go on IV's poles when a sign pack is installed, with the town's name on its boards and gantries naming the city ahead on the highways. The vehicles are data, so a pack can add its own.
Kitchens and farms. With Farmer's Delight (1.20.1 and 1.21.1) the kitchens are built from its cabinets, stove, pots and cutting boards, feasts stand on the dining tables, the farms grow its crops with flooded rice paddies, rich soil, compost, crates and bales, and the shops hang canvas signs. With Modernlife (1.20.1), ATMs stand in city halls, shops and malls.
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 well over a hundred tunable settings — which features generate, spawn/treasure odds, terrain
toggles, city radius, decay intensity, oceans and highways, car parks and vehicles, even the villager-name,
place-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 (it writes the
entry your world type actually reads, with every setting in it, and a current example pack sits in
config/cityworld/settings-example/). Customize can also save its settings as named presets (in
config/cityworld/presets/) to reuse in your next world, its Structures page switches every vanilla and
modded structure set on or off with All on / All off, and a style change loads exactly what picking that world
type would.
→ 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 and the wiki's beginner's guide to datapacks.

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, sets the blocks for one part of a building (28 parts: house roofs, office walls, the road
surface, its lines and the pavement…, each settable for one world style only), or swaps a block everywhere for
one or a weighted mix of others (half plain concrete, a third smooth, a fifth tiles).
Make it yours: everything is data
Beyond blocks, a datapack can fit out any schematic building (swap blocks and hang item frames without
replacing it), say which animals live in the zoos and what each pen's habitat is, add vehicles and sign
packs, and put anything in the city — any entity, parked vehicle or block with its data — by lot, district,
place, style, land and dimension, indoors or out, with odds and counts (cityworld:spawn). Mods can ask CityWorld
what is planned anywhere, cheaply and without blocking the server.
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
The All Vanilla Structures
sample datapack switches every vanilla structure on, for servers.
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 and place name included; /cityfind//cityfind lot/
/cityfind street//cityfind river//cwlocate track down a specific building, landmark, street, river or
biome; /cityschem pastes catalog buildings by hand; /cityexport bottles a world's settings to hand to a
server; /citymap controls the JourneyMap plan overlay.
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, and the same city every time. The layout — terrain, roads, districts, which building stands where — is identical across versions, and 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; only the materials shift slightly between versions, 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.
On a server CityWorld keeps off the main thread: asking what is planned somewhere never plans a neighbourhood, mods get non-blocking ways to ask, every background planner shares one small pool, and a mod that still plans on the server thread is named in the log once. C2ME makes CityWorld's land generate about two and a half times faster in our test.
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, places and landmarks. |
| Cobblemon (1.21.1+) | Pokémon Centers, typed gyms with leaders to battle, Poké Marts; its spawner told where the city is (urban species on the streets, district species by district); villages and its structures in the wild; apricorn trees and berries on the farms. |
| 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 and highway surfaces, markings and road signs; park and farm paths; rope bridges in the wild and between ruined towers. |
| Immersive Vehicles (+ Official Content / Signs packs) | Drivable cars in the car parks and at the kerbs, fuel pumps at the gas stations, road signs on its poles. |
| Ultimate Car Mod | Its asphalt roads and text signs, its cars parked in the city, its gas stations with free bio diesel, canola on the farms, its fluids in the industrial tanks. Pairs well with Macaw's Roads and Streets. |
| Biomes O' Plenty / TerraBlender | Its biomes generate in the overworld, the ruined Nether and the End, with their own ground blocks. |
| Terralith, Dreamwoods, Regions Unexplored and other datapack / Lithostitched biome mods | Their biomes and terrain reach CityWorld's land and vanilla land. |
| Alex's Caves (1.20.1) | Five of its cave biomes join the underground, in its own rock, with its cave structures; the abyssal chasm opens under the deep oceans. |
| 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. |
| Modernlife (1.20.1) | ATMs in city halls, shops and malls, and a paved square at spawn for its bank. |
| L_Ender's Cataclysm, Battle Towers, Dungeon Crawl | Their structures are placed, the city keeps clear, and the ground is shaped to fit them; their sea structures in the deep oceans. |
| C2ME | Faster generation; the End works with it. |
Made to work together:
| Mod | What was done |
|---|---|
| Minecraft Comes Alive | CityWorld's villagers become MCA people, keeping their names (no config change needed). |
| Lootr | Containers with a loot table keep their contents (hospital medicine chests kept their potions). |
| Forgified Fabric API + a mod adding End biomes | The End no longer freezes. |
| CityWorld Urban Compass | The companion mod: points at any district, place, shop or building. |
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.



















