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Licensed MIT
Published 4 years ago
Updated 8 hours ago
All versions
- New 'avoidVillages' config to avoid generating Lost Cities in chunks that have villages. Default set to true
- New 'biosphere_caves' landscape type and profile to combine a cavern type world with spheres (for usage with Lost Worlds)
- Fixed city level calculations for the new 'cavespheres' landscape type
- Fixed a problem where some type of station could override multibuilding chunks
- Chances of scattered buildings were reversed. A chance of 0 would make it generate all the time. Warning! This will change how rare scattered buildings are! You might want to adjust your world style for this
- Added new 'scatteredChanceMultiplier' profile option to control the chance of scattered buildings. This value is multiplied with the normal chance
- The new 'scatteredChanceMultiplier' profile option can now also be set from the in-game Lost City configuration screen
- Scattered building placement checking is now more accurate. Mostly with regards to the 'maxheightdiff' option which now actually works for single chunk buildings
- It is no longer required to specify fountains, parks, front types, rail dungeons, or stairs in the city style. If they are missing then no fountains or parks will be generated
- The 'inpart', 'inbuilding', and 'inbiome' conditions for parts, spawners, ... now support lists in addition to a single value
- New 'belowpart' condition which checks if the floor below this one is a certain part. This can be used to make sure that a certain part only generates on top of another part. This also supports lists
- Problem with scattered parts with multiple floors where the height for the subsequent floors was not correctly calculated
1.20-7.3.6
Release
LostCities - 1.20-7.3.6last year 119.7K
Compatibility
Minecraft: Java Edition
1.20.1
Platform
Forge
Supported environments
Server-side
Singleplayer
Changes
LostCities 1.20-7.3.6
- New 'avoidVillages' config to avoid generating Lost Cities in chunks that have villages. Default set to true
- New 'biosphere_caves' landscape type and profile to combine a cavern type world with spheres (for usage with Lost Worlds)
- Fixed city level calculations for the new 'cavespheres' landscape type
- Fixed a problem where some type of station could override multibuilding chunks
- Chances of scattered buildings were reversed. A chance of 0 would make it generate all the time. Warning! This will change how rare scattered buildings are! You might want to adjust your world style for this
- Added new 'scatteredChanceMultiplier' profile option to control the chance of scattered buildings. This value is multiplied with the normal chance
- The new 'scatteredChanceMultiplier' profile option can now also be set from the in-game Lost City configuration screen
- Scattered building placement checking is now more accurate. Mostly with regards to the 'maxheightdiff' option which now actually works for single chunk buildings
- It is no longer required to specify fountains, parks, front types, rail dungeons, or stairs in the city style. If they are missing then no fountains or parks will be generated
- The 'inpart', 'inbuilding', and 'inbiome' conditions for parts, spawners, ... now support lists in addition to a single value
- New 'belowpart' condition which checks if the floor below this one is a certain part. This can be used to make sure that a certain part only generates on top of another part. This also supports lists
- Problem with scattered parts with multiple floors where the height for the subsequent floors was not correctly calculated
Optional dependencies
Any compatible version
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:8VDCUS3b:hyayVBkk"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:8VDCUS3b:hyayVBkk"
}

