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CityWorld ReForged

CityWorld ReForged

MOD
A procedural NeoForge world generator that fills Minecraft with endless, fully-furnished cities — roads, buildings, mines, sewers, farms and wild nature — deterministically built from your world seed.
by sablednah
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CityWorld — reforged for NeoForge

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 6.4.0: zoos for any animal, and a fix for worlds hanging. Which animals live in CityWorld's zoos, and the habitat each pen gets, now come from datapacks: a pack or a zoo mod can add any mob, vanilla or modded, with its own ground, pool, plants, trees and rocks to climb, and a fence tall enough for a giraffe. Zoo animals no longer despawn, and pens keep their habitat's ground in snowy and sandy biomes. And creating a world could, now and then, hang at "Preparing spawn area" since 6.0.0 — fixed.

New in 6.3.0: a radio tower you can walk into. The hut on every radio tower is now a room — a door beside the ladder, windows, a lantern, the operator's chair at a table (your furniture mod's own, if you have one) and a chest of spares: copper, redstone, repeaters, comparators and the like, from its own loot table, one per tower even in a ruined world. And hospital medicine chests keep their Potions of Healing and bandages now — with Lootr installed they used to spill them across the floor.

New in 6.2.0: the lights go out, and the vault goes deeper. Switch Working lights off in Customize and the city really goes dark now — every lantern, lamp, torch and candle CityWorld places, and most mods' lights, is placed burnt out (before, only the streetlights went out). The ruined city's vault keeps its own power, and is now four to eight levels deep: bright on the entry level, then dimmer and more worn floor by floor, with more of its rooms overrun — by the sixth level the lights are mostly dead, and the bottom floor is dark, wrecked and full of spawners.

Other recent changes

  • 6.1.0 — no more snow over the jungle: warm mountains carry savanna, forest and jungle up to stony peaks, the way vanilla lays them out.
  • 6.0.0 — rivers on CityWorld's own land, with waterfalls and hidden finds behind them; the waterside follows the district (quays, slips, harbours, beaches, lighthouses); the All Vanilla Structures sample datapack.
  • 5.19.0 — cities in a vanilla world: pick Land — Vanilla, cities apart in Customize for vanilla terrain with a CityWorld city every so often, rivers running through it with quays and bridges; and the Neutral Palette add-on (GitHub).
  • 5.18.0 — Farmer's Delight kitchens, feasts and rice paddies (1.20.1 and 1.21.1); street shops stock their trade, fourteen trades in all, and neighbouring shops differ.
  • 5.17.0 — choose your structures in game: a Structures page in Customize switches every vanilla and modded structure set on or off (villages, mansions, a mod's dungeons); Minecraft Comes Alive turns CityWorld's villagers into its people; a fix for worlds hanging at "Preparing spawn area".
  • 5.16.0 — the features Ed Churchill meant to build: roads that go missing, lane lines, ruined tunnels, atria, helipads, split-level and modern houses, park gazebos and ponds, monuments, and museums with fossils and exhibits.
  • 5.15.0 — a subway under the city (a station in every district, tunnels on two levels, interchanges, minecarts run the line); shopping malls at the edge of town; a vault that gets worse, and richer, with depth.
  • 5.14.0 — rare large caverns; Alex's Caves, Pam's HarvestCraft, Battle Towers and Dungeon Crawl support; a loot table on every container; a vault armoury.
  • 5.12.0–5.13.0 — the city plans round every vanilla and modded structure's real footprint, and the ground is shaped to meet it.
  • 5.11.0 — Minecraft 1.20.1, on Forge.
  • 5.10.0–5.10.1 — Macaw's doors, windows, fences, roofs, stairs and lights fit the city out; silos and gasometers; Minecraft 1.21.1 and 26.3 builds.
  • 5.7.0–5.8.0 — JourneyMap draws the city plan over unexplored ground; every street has a name (/cityinfo, /cityfind street); a two-chunk airship.

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, roundabouts (with statues), bridges, tunnels through mountains, and the odd hidden lift shaft in a 4-way crossing below.
  • Buildings, furnished — houses through highrises, 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.
  • Districts — municipal civic centres, industrial factories and warehouses (with bunkers underneath, batteries of silos and the odd gasometer), farms with animals and crops, and parks with zoos and glass biodomes.
  • 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.
  • 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.
  • 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.
  • 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).
  • Inhabitants — named villagers employed at their shop's actual trade, animals in the fields, fish in the sea, hostiles lurking in mines, sewers and the dark.
  • Set-pieces — castles, radio towers, 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.

The map knows what the city is — with JourneyMap

New in 5.7.0. 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 district, the kind of lot, the schematic's name, the shop, and what is inside the building: "Highrise · office building · Office cubicles", "Farm · Potato field". Places nobody has visited included.
  • Streets are labelled on the map once you zoom in (new in 5.8.0), cities you have never visited included, and pointing at a road names it.
  • Rare landmarks become waypoints as they generate, and /cityfind, /cityfind lot and /cwlocate drop 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 /citymap for 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.

Beyond the overworld — the ruined Nether and the End

New in 5.9.0. A CityWorld world type now 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. 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.
  • /cityworld visits the city before the fall — the overworld's own plan, pristine.
  • Modpacks can lock any of it: lockedWorldPreset, ruinedNether and cityworldEnd in config/cityworld-startup.toml, and lockCustomize = true removes the Customize button for the locked preset so every new world gets the preset's settings exactly as the pack ships them.

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.

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 around 100 tunable settings — which features generate, spawn/treasure odds, terrain toggles, city radius, decay intensity, even the villager-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.

→ 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

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.

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

And your biome mod's biomes

Install Biomes O' Plenty — or anything else built on TerraBlender — and its biomes generate in your CityWorld world. 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.

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 name included; /cityfind//cityfind lot/ /cityfind street//cwlocate track down a specific building, landmark, street or biome; /cityschem pastes catalog buildings by hand; /cityexport bottles a world's settings to hand to a server.

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. The layout — terrain, roads, districts, which building stands where — is identical across versions; only the materials shift slightly, 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.

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 and landmarks.
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.
Biomes O' Plenty / TerraBlender Its biomes generate in the overworld, the ruined Nether and the End, with their own ground blocks.
Alex's Caves (1.20.1) Five of its cave biomes join the underground, in its own rock, with its cave structures.
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.
L_Ender's Cataclysm, Battle Towers, Dungeon Crawl Their structures are placed, the city keeps clear, and the ground is shaped to fit them.

Made to work together:

Mod What was done
Minecraft Comes Alive CityWorld's villagers become MCA people, keeping their names (5.17.0; no config change needed).

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.

CityWorld 6.5.0 / MC 1.20.1
MC Client, 1.20.1, Forge, Server
Release 2026-10-16 Get
CityWorld 6.5.0 / MC 1.21.1
MC Client, 1.21.1, NeoForge, Server
Release 2026-10-16 Get
CityWorld 6.5.0 / MC 1.21.11
MC Client, NeoForge, Server, 1.21.11
Release 2026-10-16 Get
CityWorld 6.5.0 / MC 26.1.2
MC Client, NeoForge, Server, 26.1.2
Release 2026-10-16 Get
CityWorld 6.5.0 / MC 26.2
MC Client, NeoForge, Server, 26.2
Release 2026-10-16 Get
CityWorld 6.5.0 / MC 26.3
MC Client, NeoForge, Server, 26.3
Release 2026-10-16 Get
CityWorld 6.4.0 / MC 1.20.1
MC Client, 1.20.1, Forge, Server
Release 2026-10-15 Get
CityWorld 6.4.0 / MC 1.21.1
MC Client, 1.21.1, NeoForge, Server
Release 2026-10-15 Get
CityWorld 6.4.0 / MC 1.21.11
MC Client, NeoForge, Server, 1.21.11
Release 2026-10-15 Get
CityWorld 6.4.0 / MC 26.1.2
MC Client, NeoForge, Server, 26.1.2
Release 2026-10-15 Get
CityWorld 6.4.0 / MC 26.2
MC Client, NeoForge, Server, 26.2
Release 2026-10-15 Get
CityWorld 6.4.0 / MC 26.3
MC Client, NeoForge, Server, 26.3
Release 2026-10-15 Get
CityWorld 6.4.1 / MC 1.20.1
MC Client, 1.20.1, Forge, Server
Release 2026-10-15 Get
CityWorld 6.3.0 / MC 1.21.1
MC Client, 1.21.1, NeoForge, Server
Release 2026-10-12 Get
CityWorld 6.3.0 / MC 1.21.11
MC Client, NeoForge, Server, 1.21.11
Release 2026-10-12 Get
CityWorld 6.3.0 / MC 26.1.2
MC Client, NeoForge, Server, 26.1.2
Release 2026-10-12 Get
CityWorld 6.3.0 / MC 26.2
MC Client, NeoForge, Server, 26.2
Release 2026-10-12 Get
CityWorld 6.3.0 / MC 26.3
MC Client, NeoForge, Server, 26.3
Release 2026-10-12 Get
CityWorld 6.3.0 / MC 1.20.1
MC Client, 1.20.1, Forge, Server
Release 2026-10-12 Get
CityWorld 6.2.0 / MC 1.20.1
MC Client, 1.20.1, Forge, Server
Release 2026-10-10 Get
CityWorld 6.2.0 / MC 1.21.1
MC Client, 1.21.1, NeoForge, Server
Release 2026-10-10 Get
CityWorld 6.2.0 / MC 1.21.11
MC Client, NeoForge, Server, 1.21.11
Release 2026-10-10 Get
CityWorld 6.2.0 / MC 26.1.2
MC Client, NeoForge, Server, 26.1.2
Release 2026-10-10 Get
CityWorld 6.2.0 / MC 26.2
MC Client, NeoForge, Server, 26.2
Release 2026-10-10 Get
CityWorld 6.2.0 / MC 26.3
MC Client, NeoForge, Server, 26.3
Release 2026-10-10 Get
CityWorld 6.1.0 / MC 1.20.1
MC Client, 1.20.1, Forge, Server
Release 2026-10-08 Get
CityWorld 6.1.0 / MC 1.21.1
MC Client, 1.21.1, NeoForge, Server
Release 2026-10-08 Get
CityWorld 6.1.0 / MC 1.21.11
MC Client, NeoForge, Server, 1.21.11
Release 2026-10-08 Get
CityWorld 6.1.0 / MC 26.1.2
MC Client, NeoForge, Server, 26.1.2
Release 2026-10-08 Get
CityWorld 6.1.0 / MC 26.2
MC Client, NeoForge, Server, 26.2
Release 2026-10-08 Get
CityWorld 6.1.0 / MC 26.3
MC Client, NeoForge, Server, 26.3
Release 2026-10-08 Get
CityWorld 6.1.1 / MC 26.3
MC Client, NeoForge, Server, 26.3
Release 2026-10-08 Get
CityWorld 6.0.0 / MC 1.20.1
MC Client, 1.20.1, Forge, Server
Release 2026-10-07 Get
CityWorld 6.0.0 / MC 1.21.1
MC Client, 1.21.1, NeoForge, Server
Release 2026-10-07 Get
CityWorld 6.0.0 / MC 1.21.11
MC Client, NeoForge, Server, 1.21.11
Release 2026-10-07 Get
CityWorld 6.0.0 / MC 26.1.2
MC Client, NeoForge, Server, 26.1.2
Release 2026-10-07 Get
CityWorld 6.0.0 / MC 26.2
MC Client, NeoForge, Server, 26.2
Release 2026-10-07 Get
CityWorld 6.0.0 / MC 26.3
MC Client, NeoForge, Server, 26.3
Release 2026-10-07 Get
CityWorld 5.19.0 / MC 1.20.1
MC Client, 1.20.1, Forge, Server
Release 2026-10-04 Get
CityWorld 5.19.0 / MC 1.21.1
MC Client, 1.21.1, NeoForge, Server
Release 2026-10-04 Get
CityWorld 5.19.0 / MC 1.21.11
MC Client, NeoForge, Server, 1.21.11
Release 2026-10-04 Get
CityWorld 5.19.0 / MC 26.1.2
MC Client, NeoForge, Server, 26.1.2
Release 2026-10-04 Get
CityWorld 5.19.0 / MC 26.2
MC Client, NeoForge, Server, 26.2
Release 2026-10-04 Get
CityWorld 5.19.0 / MC 26.3
MC Client, NeoForge, Server, 26.3
Release 2026-10-04 Get
CityWorld 5.19.1 / MC 1.20.1
MC Client, 1.20.1, Forge, Server
Release 2026-10-04 Get
CityWorld 5.19.1 / MC 1.21.1
MC Client, 1.21.1, NeoForge, Server
Release 2026-10-04 Get
CityWorld 5.19.1 / MC 1.21.11
MC Client, NeoForge, Server, 1.21.11
Release 2026-10-04 Get
CityWorld 5.19.1 / MC 26.1.2
MC Client, NeoForge, Server, 26.1.2
Release 2026-10-04 Get
CityWorld 5.19.1 / MC 26.2
MC Client, NeoForge, Server, 26.2
Release 2026-10-04 Get
CityWorld 5.19.1 / MC 26.3
MC Client, NeoForge, Server, 26.3
Release 2026-10-04 Get

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