CityWorld 5.15.0 / MC 26.3
Curse Maven Snippet
What's new
A subway under the city, shopping malls at its edge, and a vault that gets worse the deeper you go. Six jars: Minecraft 1.20.1 (Forge), 1.21.1, 1.21.11, 26.1.2, 26.2 and 26.3 (NeoForge). Settings and terrain changes only affect newly generated chunks.
Added
Shopping malls. Rare and big, at the edge of town: a two- or three-storey mall, three chunks or more on a side, inside a ring of roads, with car parks filling the rest of the block and every lot across the road — painted bays, lamp posts, parked cars. Inside, a glass-roofed atrium runs the length of the mall between two anchor department stores, ringed by walkways that become balconies upstairs; a fountain, planters with trees, benches, sculptures and food kiosks on the atrium floor; glass lifts at two corners and escalators between floors. Around it, shops of every size and kind — music, florist, fashion, hardware, grocer, bakery, cafe, books, toys, pets, jeweller, electronics, sports, pharmacy, furniture, gifts, art — each with its own name on the fascia, fittings to match, and its own loot table (
cityworld:chests/mall_<kind>, each with an_extrahook). MODERN and APOCALYPSE; a new "Malls" toggle; announced as a landmark. Malls grow in wings, the way UK shopping centres do: a long main wing with arms joined to its flanks — a bar, an L, a T, a U, a Z or a cross, up to eight chunks each way — through passages cut across the main wing's shop rows on every floor. Car parks meet the road with a dropped kerb and the road's own surface.Malls are lit on every floor and dressed on the walls. Lanterns hang under every lower ceiling (they used to be buried in the floor above); each shop shows its goods in item frames and, on versions with shelves, on shelves of its stock; the art shop hangs paintings, and so do the passages between wings. In APOCALYPSE most of the lights are dead — dark malls, for the zombies. Pet-shop tanks have tropical fish in them, kept for good. The fashion shop sells this season's leather — dyed and trimmed, on the walls and in the chests — and the jeweller keeps the odd diamond.
API: street level and the subway.
LotInfocarries the street level and whether a subway runs under the chunk;CityWorldAPI.streetLevel,isSubwayandsubwayAt(station, which lines, and the heights of both levels) — so a pack can tell a sewer from a subway tunnel from a mine by depth.The subway. Every urban district now has a station: a one-storey ticket hall beside a road (white tile, a band in the line's colour, glass, a doorway onto each road it touches, the station named after its street), with two switchback stairs down to a pair of platforms twenty-four blocks under the street and twin tracks between them, the chunk either side of the station widened into platform too. Tunnels run from each station to the stations of the neighbouring districts — east-west lines on the upper level, north-south lines eight blocks lower, so lines never have to junction (vanilla has no crossing rail), and a station both lines call at is an interchange with a second hall below and stairs between them. Tunnels are ringed in brick, lit, and boosted with powered rails, so a minecart runs the line; where a station has no neighbour that way the track ends at buffer stops. Tunnels take the road tunnels' arched profile in white tile, a block taller, with a glowing rod run along each wall at head height; the ticket hall carries its name inside and out and the stairs climb in four-step flights (the first playtest's asks). Lines reach past the next district: a station links to the first station along its row or column up to six districts away, so tunnels cross the countryside between city clusters and the network closes into loops. A long line is only dug where the ground stays over its roof the whole way (never out under a valley, river or sea) and clear of bunkers and vaults. In APOCALYPSE the lamps are dark, the track has gaps, water stands in the bed and sewer mobs spawn from niches in the walls. MODERN and APOCALYPSE only (forced off, and greyed out in Customize, on every other style); a new
subwayssettings group (enabled,spawners); the landmark kindsubwayfor the announce list; mines keep out of the band. Suggested by a commenter. An interchange with a single line each way no longer ends in two buffer stops, one above the other: the upper line runs on past its platform, round the three chunks beside the station's corner and down the eight blocks between the levels on powered sloped rails, into the lower platform's far end — a train through the station rather than two terminuses. The interchange stair lets out onto the platform edge, so the platform stays walkable past it (the playtest's fix).The vault worsens floor by floor (the ZARP pack's heads-up). The entry level is as it was; each floor down has more lights dead (dark copper bulbs, then smashed sockets), corridor lanterns gone from their chains, more and worse wear — cobwebs, moss, crumbled floor, cracked walls, standing water — and zombie spawners in the rooms (one room in five, then two, then three; skeletons join at the bottom; gated on spawners in bunkers). Loot is tiered the other way: a container on floor k rolls its room's table plus
cityworld:chests/vault_floor<k>— metal one down, gems two down, the real prizes at the bottom — and each of those ends in avault_floor<k>_extrahook a pack can fill per floor. Pooled storage furniture on a deep floor rolls the floor's table too.
Changed
- "Vagrants" is now "Wanderers" in Customize. The settings keys (
spawnVagrants, thevagrantsmob list) keep their names, so existing worlds and datapacks are unaffected.
This mod has no additional files

