Data Packs Minecraft, but

Endless City Primary

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Compatibility
Minecraft 1.20
to version
Minecraft 1.21
Changes include
  • Functions
  • Loot Tables
  • Structures
Added CreditEnigmaTek - Main developer
  • 8
  • 11
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Bowswa
Lvl 26Expert Caveman
6

What is Endless City


Endless city is an expansive, infinite city that replaces the normal minecraft world.
Completely changing the way you play minecraft, getting wood is now a decent challenge.

Why is Endless City


Endless city started as a simple mod for MC 1.6.4. The creator, now lost to time, brought this unique concept to life by generating a whole city with all the valuables you could want, but no wood.
The most unique feature being a massive superstructure that can have any block in the game.


So what's with this version?


Our take on endless city is very similar to the original mod, it's just a bit more modern in design.

A few of our modern changes include randomized road structure, added almost all blocks(some not included for balancing reasons) to the unique superstructure, a whole new deepslate layer which includes trial chambers & strongholds, and updating the "og" builds to use barrels & vaults as they fit.


Endless City LITE


With how massive a world can end up with our updated version, we have decided to release a LITE Version with a smaller world for people with storage issues to experience the city.


Endless City LEGACY


We have a more "OG" Version that aims to capture exactly how the pack was all that time ago, just in a modern version with modern textures and less/different game bugs. We also appreciate having the option to not have to use a mod, and a datapack based project makes this possible.


How to Endless City?

A couple of occurrences to be wary of that will break this pack:

1. [​No automatic chunk purging](youtube.com/clip/UgkxsCYsFgvzUZJqf_cd_rroetApZEPHUwAe?si=CTirXwWZf4IHPsZa) - This will cause many chunk boarders as the pack cannot handle "smart" chunk boarders. It will also generate over existing parts of the city.
2. Teleporting away from the city - This will simply cause the city not to generate out there. You must walk or fly if you want the city to generate and not let it fall out of render distance.
3. Don't go too fast, I'm talking over speed 40. At this level during testing, you would run into areas of the city that were still populating, but would not yet cause issues.


Report Bugs?

You can join the Brow Gaming Discord Server, and there you can find support for Scattered Cities Projects!

3 Update Logs

[v2.1.0] A Complete Rezoning : by Bowswa 08/24/2025 7:35:40 pmAugust 24, 2025 @ 11:35 pm UTC

Updates

  • Updated to support 1.21.5

Additions

  • Added two new road tiles
    Roundabout
    - The center will have random decorations in the future, for now there is just one.
    Curved Corner variant
  • Buildings and road tiles are now biome-based
    Buildings are fully per-biome
    Road tiles are per biome group (`City`, `Gated`, `Outskirts`, `Slums`, `Suburbs`), as well as for the two unique biomes (`Glades` and `Wastelands`)
    - Road tiles have not yet been built for more than one area, this will be coming in a patch update soon!
  • Trash Heaps have been added to all `Slums` biomes, as well as `<group> Wastes` biomes, `Wastelands` and `Glades`.
  • Pack versioning system for expansions to reference/use:
    Score holder `primary` in scoreboard `end_cit.version` signifies the current version of the main pack
    This value is only updated when breaking changes occur - it is **highly advised** for expansions to implement code such that they will disable themselves if this value is greater than the value of the pack they were created using, and warn the user, to avoid errors or world corruption

Changes

  • Underground Changes:
    Bunker:
    - Staircase variants now have a 50% chance to occur.
    - Staircase variant design improved.
    - Dark Oak bunkers now have a chance to spawn with up to 4 saplings.
    - [​1.21.4+] Pale Oak bunkers now have a chance to spawn with up to 4 saplings.
    Underground now consists of Coarse dirt instead of regular dirt
  • Structure definition change:
    All building structures are now defined to a global dictionary.
    Per biome definitions are then used to drive structure generation, which reference the dictionary ids
    These specific elements alse define the `weight`, `failChance` and `decayChance`, while all other elements are defined in the dictionary.
  • Building distribution changes:
    Gold Buildings will no longer spawn in `Glades`, all `Slums` and `Wastelands` areas, or any `Production`, `Wastes` or `Outskirts` classes
    - The buildings are also most common in the `Gated` region, second most in `Suburbs` and third in `City`
    Lapiz Man will only spawn in `Economy` classes, excluding the `Slums Economy` area.
    Diamond Decorations will no longer spawn in `Wastelands`, `Glades`, or `Slum Wastes`.
    Iron Buildings will no longer spawn in `Wastelands` or `Glades`
    Stone Brick Buildings will no longer spawn in `Wastelands`
  • No longer using `/schedule` to handle longer loops to avoid bugs breaking them.
  • In `Suburbs` biomes, blocks below the top cobblestone layer (and above the empty space) are andesite rather than cobblestone.
  • Stacked building changes:
    Stacked buildings have been rewritten to be more consistent and efficient
    Height is now pre-calculated rather than predicate defined, and is defined by the `Count` value (replacing `FailChance` and `MinStackCount`)
  • Biome distribution has been changed to flow more logically between different classes and categories

Fixes

  • Fixed an issue where larger structures would attempt to generate into unloaded chunks, fail, and therefore never re-attempt to generate later on
    Potential resultant issue with incorrect structure ids also triggering this, meaning those entities will persist; relying on user competence not to make that mistake if editing packs/expansions!
  • Buildings which attempt to generate across the border of loaded chunks (and therefore fail) will re-try up to 5 times in later cycles
  • Fixed gold building variant 4 generating misplaced decoration blocks
  • Fixed issue where the previous stack system would fail to place its cap structure under certain conditions

Known Issues

  • `replace_random_rotated` post-processors do not support blocks with extra blockstate data provided (unless it is provided as part of the `data` list). For instance, you couldn't have the entry `minecraft:beehive[​honey_level=5]` in the `blocks` list, and then also provide the rotations in the `data` list, as the two would conflict.
  • Start tile suppression doesn't always work, causing occasional spawn bugs

Supported Modules

  • Coming soon

Other Versions

This pack is INCOMPATIBLE with other versions.
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  Have something to say?

TigeressTail
10/18/2025 10:34 am
Level 9 : Apprentice Dragon
so then to get wood you could fly or teleport out, and then fly or teleport back. got it!
1

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