LostCities - 26.1.2-10.0.0
Curse Maven Snippet
What's new
LostCities 26.1.2-10.0.0
- Ported Lost Cities to Minecraft 26.1.2 on NeoForge and Java 25
- Fixed clean command-line builds sometimes receiving an incomplete Minecraft compilation classpath from NeoGradle's shared execution cache
- Hierarchical streets:
- Added versioned hierarchical street generation with primary, secondary, and tertiary roads, wider primary roads, slopes, connectors, and deterministic large bridges. Existing worlds keep legacy street generation
- Added an optional city-style tertiaryparts street asset family, defaulting to the secondary-road parts family
- Added a separate openLotParkChance profile option, defaulting to 0.8, so hierarchical open lots use varied park parts more often without changing legacy park frequency
- Inter-city highways:
- Added a versioned inter-city highway network which creates deterministic routes between likely city regions, with endpoint-based or fixed highway levels. Existing worlds keep legacy highway generation
- Added dedicated highway bend and T-junction parts
- Added highway-side gas stations and two-chunk restaurants with parking lots, automatic highway-facing rotation, matching deck heights, and configurable foundation supports
- Fixed rotated restaurant doors, opened highway railing for restaurant and gas-station access, and added two-high restaurant perimeter railings
- Buildings and structure avoidance:
- Structure avoidance now treats each multibuilding as a single footprint, so it is either generated completely or avoided completely
- Fixed scattered multibuildings sometimes generating only partially. Their complete placement and validity are now decided once for the entire scattered area
- Fixed bugs in blacklisted-structure checks that could miss structures or fail on structure references without registry keys
- Fixed a chunk-generation crash when structure avoidance checks coordinates outside the available world-generation region
- Performance and stability:
- Improved performance when searching for forced building spawn locations
- Reworked world generation for safe multithreading. Non-overlapping chunks and different dimensions can generate concurrently while nearby chunks and lifecycle cleanup remain protected
- Fixed invalid block-entity warnings when damage or later generation replaces a spawner or container
- Assets, tools, and documentation:
- City styles can now override hierarchical open-lot park frequency with profile_overrides.openLotParkChance, independently from legacy park chance
- Added forcedair part metadata for hard-air cells
- The /lostcities debug command now reports the containing multibuilding name
- Added practical profile customization examples and developer documentation for custom assets, city generation, and world-generation thread safety
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