2.0.1+mod
Compatibility
Changes
Endless City v2.0.1 - LEGACY
Updates
- Updated to 1.21-1.21.4
Changes
-
All structures and road tiles are now fully data-driven format, including weighted randomisation, allowing for easy expansion by users. Tutorial file included in the datapack bundle.
-
Tiles have one variant in Legacy, as they were back in the old mod.
- All tiles must be the same size.
- Tile road and terrain blocks should be included in their relevant tags if new tiles are added.
- Road marker entities must still be used to dictate how and where buildings spawn. (Helper datapack to be released soon)
- Buildings have 6 categories - small, medium, long, large, side decor and arch decor. However, there is no technical constraint on any of these categories - each one simply links to different road marker entities. If the roads are overriden and markers placed differently, these categories can be utilised differently, at user discretion.
-
There is however a defined decay order through the building (not decoration) categories, used to place smaller structures where larger ones cannot fit. This order is long > large > medium > small.
-
Post-processors on the structures are also data-driven, allowing for post-generation block replacement.
- replace_random: replaces the given block using a randomly selected block from the provided blocks list.
- replace_random_rotated: replaces the given block using a randomly selected block from the provided blocks list, and gives it one of 4 blockstates defined in the second list (data).
- NOTE - see Known Issue #1
-
Known Issues
replace_random_rotatedpost-processors do not support blocks with extra blockstate data provided (unless it is provided as part of thedatalist). For instance, you couldn't have the entryminecraft:beehive[honey_level=5]in theblockslist, and then also provide the rotations in thedatalist, as the two would conflict.
Supported Modules
- Coming soon
Other Versions
This pack is INCOMPATIBLE with other versions.
Known incompatibilities
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:9PZ8RoeI:zYvbs1Pq"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:9PZ8RoeI:zYvbs1Pq"
}

