
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
/cityinfo, /cityfind street); a two-chunk airship.Full details of every release are in the changelog on each file.
Pick CityWorld as your world type and you land in a living city:
/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./cityfind..schematic/.schem/.litematic/.nbt) into a config folder and turn them loose in the city.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:
/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./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.
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):
/cityworld visits the city before the fall — the overworld's own plan, pristine.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.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:
Mod authors: adding your own furniture takes two data files in your jar — see PALETTES.md in the repo.
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. |
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
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.
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
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.
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.
/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
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.
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.
CityWorld is licensed under GPL-3.0-only.
Full docs, screenshots and guides: sablecraft.co.uk/cityworld-reforged Source, issue tracker and full port history: see the GitHub repository.