Minecraft / Mods

Dooglamoo Cities Mod

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Level 43 : Master Artist
Have you wanted to make epic builds but can never get enough resources in survival single player?

This mod lets you design a city and create industries to collect the large amounts of resources needed to make the city grow.

Don't want to deal with industry management and resources? Then just jump straight into city design and construction in creative mode with the help of the cheater block.

Or explore your world to find the lost abandoned city which you can make your home or scavenge for resources or fix up to become a fully operational city again.

There are multiple ways to play: Make your city diverse or specialized in a single industry. For example, see how much money you can make from a huge mining industry or a massive lumber operation or see how much food you can export from a farm and ranch industry. Maybe you want to import all your raw materials from the global market and manufacture finished goods for export. You decide how to structure and run your city.

Your decisions determine how well your city does: Location and number of industries, the ratio of industries to distributors to buildings, how much you optimize each industry, how much you import and export, all determine if your city thrives and becomes wealthy or complains and goes broke.

Challenge: Can you reach the final achievement and manage a city efficiently enough to collect $1,000,000 in taxes?

  • Generated abandoned cities with loot
  • Subway tunnels and stations
  • Import/export items from a global market
  • Disasters: drought, fire, blight, alien (ghast) invasion
  • Automated industry
  • Adjustable tax rate
  • Auto constructing and repairing buildings
  • Player configures each building's appearance
  • In-game reference book
  • Achievements


Progress: 100% Complete
Game Version:Minecraft 1.12

1.6.2 : 07/09/2017 6:37:17 pm7/09/17

Updated to Minecraft 1.12
Added advancements.
Changed "Auto Ownership" config option to be true by default.
Fixed Farms not placable sometimes even though there is a water source present.
Removed config options to disable crafting of industries.
Fixed blocks with meta data not using correct unlocalized name in chat messages.
Removed ability to initially craft a coin pouch with emerald or emerald blocks.
Added ability to add emeralds or emerald blocks to existing coin pouches using the crafting bench.
Fixed dedicated server crash.

1.5.0 : 03/09/2017 8:19:10 pm3/09/17

Updated to Minecraft 1.11.2
Fixed problem with incorrect abandoned city locations when loading a different world in same Minecraft session.
Fixed building placement near Warehouses failing.
Added Survey Tool item: (writable book + empty map + yellow dye) Right click or right click + sneak on blocks to display information. Right click in air to change mode.
Added block area effects: each building increases task speed and decreases disaster chances of other blocks in its area, each cheater block doubles task speed (max 4x speed.)
Changed drought disaster to not happen when it is raining.
Reduced industry chat spam (again.)
Added "Server Only Mod" config option which disables everything except abandoned city generation and locating and clients do not need the mod installed.
Added "Global Market Enabled" config option (default = true) for disabling import and export from Global Market.

1.4.2 : 01/06/2017 3:34:32 pm1/06/17

Fixed Mineshaft stopped by grass.
Added config option for building import from global market item/block blacklist.
Added disaster: blight for Gardens.
Added disaster: alien invasion (ghast) for Towers (turned off in config by default.)
Reduced Farm/Garden/Lumbermill chat spam. They no longer ask for seeds/plants/saplings while there is something growing.
Adjusted Lumbermill/Farm tool request msgs. They no longer ask for stone tools but follow the Mineshaft/Quarry tool request format.
Fixed Ranch creating dirt. It now asks for dirt if it is needed.

1.4.1 : 12/28/2016 7:57:13 pm12/28/16

Added config option to automatically add players names to industries when crafted.
Adjusted carpet prices.
Adjusted pumpkin/melon seed prices.
Adjusted iron block price.
Fixed Distributors not requesting items from Carpenters/Blacksmiths.
Reduced Fishery output slightly.
Fixed Garden placing sugar cane in water.
Changed Warehouse external inventories processing order to be randomized each tick.
Changed Quarry to ignore ladders and torches.

1.4.0 : 12/23/2016 2:45:57 pm12/23/16

Added ability for road/intersection blocks to build subway tunnels/stations by putting a rail or minecart in their inventory.
Added subway tunnels/stations to abandoned cities (newly generated cities only, no retro-gen.)
Changed inside of abandoned city buildings to be clear of natural materials to reduce player digging.
Fixed road and building supports penetrating into underground caves and structures.
Fixed abandoned cities always replacing grass with dirt on roadsides.
Fixed randomization of sidewalk and lamp post materials for generated abandoned cities.
Added in-game config gui.
Added config option to adjust percent of Towers in abandoned cities that have iron blocks, set to zero for no iron block generation.
Added config options to adjust percentage of street lights and window glass in abandoned cities.
Added config option to disable all mob spawner generation in abandoned city buildings.
Added config option to replace cave spider spawners with blaze spawners in Towers in abandoned city.
Added config option whitelists for extra minable blocks (also replaces noDestroyBlockList.)
Added various economy config options for adjusting fees and investment rates.
Added config option to show item prices in item tooltips, default is true.
Added ability for Large Tower to import (diamonds etc,) can be turned off in config.
Added "Expert Mode" which changes how the economy works and makes earning money harder, can be turned on in config.
Added config options for percentage of lighting in buildings and disabling road supports.
Added config options to adjust disaster rates.
Added config option to show "inventory full" messages, default is false.
Added config options to disable any industry block recipes that shouldn't be allowed in survival.

1.3.1 : 12/13/2016 7:16:47 pm12/13/16

Updated City Planner book, Textile now requests Sugar Cane instead of Paper.
Added "AbandonedCity" to the /locate command.
Added City Explorer Map to cartographer villager's level 4 trades for 12-17 emeralds.
Added block coordinates to industry chat messages when player is holding a compass in off hand.
Fixed potential server crash from ClassNotFound when industry sends chat message.

1.3 : 12/07/2016 1:25:33 pm12/07/16

Updated to Minecraft 1.11
Reduced spider web generation slightly in abandoned cities.

1.2.4 : 12/07/2016 1:23:51 pm12/07/16

Adjusted chat messages from Bakery.
Changed building ground floor to contain ladder space in floor for better compatibility with elevator mods and making basements.
Added config option to specify if buildings get ladders by default or not.
Added config option to specify blocks that should never be replaced or destroyed when constructing buildings.

1.2.3 : 11/30/2016 3:11:19 pm11/30/16

Added Garden block.
Added Bone to Office import/export.
Added Melon slice to Factory import/export.
Fixed Ranch not building fence on superflat world.
Changed Ranch to require fence complete before performing other tasks.
Adjusted Craftsman chat message frequency.
Added more variety to abandoned city chest loot.
Removed "inventory full" messages.
Removed placement restrictions on cheater block.
Improved industry/building inventory management. Stacks should organize more efficiently now.

1.2.2 : 11/22/2016 2:02:24 pm11/22/16

Changed how Office, Factory, Tower, and Road ask for lighting blocks.
Added Nether Brick Fence, Iron Bars, Glass Pane, and End Rod as acceptable lamp post for Road.
Added @playername or @teamname option to custom block names to direct chat at player/team in SMP (experimental.)
Fixed buildings not requesting wood slabs/planks from Forestry mod correctly.
Added "blockGlass" ore dictionary support for Office, Tower, and Large Tower windows.
Changed "off" lights in buildings to use same glass block as windows.
Fixed abandoned cities being generated when "Generate Structures: Off"

1.2.1 : 11/10/2016 2:32:34 pm11/10/16

Added food "quality" to food tooltips.
Added "City Planner" written book crafted with coinpouch + book.
Fixed Blacksmith not requesting iron ingots from Distributors.
Decreased construction time of Tower and Large Tower by 20%
Increased minimum investment amount for Factory and Tower.
Removed cake from Tower import/export.
Decreased Bulldozer item loss from 66% to 50%
Added chat message if Tax Collector does not have a coin pouch.
Added configurable tax rate for Tax Collector using emeralds = 1% and emerald blocks = 10% in it's inventory.
Adjusted building message when low on lighting blocks to distinguish between "glowstone/sea lantern/torch" and "glass".

1.2 : 11/02/2016 1:46:38 pm11/02/16

Updated prices for stone, iron/gold block, stained clay, carpet, cake, cookies.
Added prices for prismarine blocks, purpur block, sandstone/redsandstone variants, quarts block variants.
Added prismarine and purpur blocks to Large Factory import/export.
Changed random building lighting from 25% to 30%
Fixed Tower bookshelves, Factory crafting tables and Office plank tables to be replaceable.
Changed building ground floors to accept ladders and trapdoors.
Changed Mineshaft height from 3 to 2 above Mineshaft block.
Fixed Mineshaft not recognizing trapdoors in place of ladders.
Added "plankWood" ore dictionary compatibility for Mineshaft.
Reduced spider web generation slightly in abandoned city.
Increased distributor range to 85 blocks.
Adjusted abandoned city generation elevations slightly.
Added two new medium to large generated abandoned cities between 1000 and 3000 blocks from world center.
Added more loot to abandoned building chests.
Updated all auto-crafting to use ore dictionary "logWood" and "plankWood" where possible.

1.1.3 : 10/22/2016 3:27:37 pm10/22/16

Fixed crash when Mineshaft harvesting blocks from other mods that don't specify proper tool.

1.1.2 : 10/20/2016 12:16:08 am10/20/16

Added Warehouse block.
Fixed ore dictionary lookup for stone to include all blocks that are prefixed with "stone".
Changed Distributor range from 80 to 81 blocks.

1.1.1 : 10/10/2016 3:18:39 pm10/10/16

Fixed crash when Mineshaft/Quarry encounter blocks that don't have an associated harvest tool.

1.1 : 10/06/2016 1:42:12 pm10/06/16

Added "plankWood", "slabWood", and "stone" ore dictionary compatibility for buildings.
Added ore dictionary support for Mineshaft and Quarry ores and mined blocks.
Added config file with item prices.
Changed the wording and format of some messages.
Moved all block chat message texts to language file.
Removed "full inventory" message from manufacturers if no coin pouch is present.
Fixed Carpenter not using planks to make sticks.
Fixed Tower not requesting bookshelves from Distributors.

1.0.4 : 10/02/2016 1:42:18 am10/02/16

Added achievements.
Fixed building using last floor plank when flooring matched wall material.
Fixed Ranch not herding when there are animals in other enclosures.
Fixed Large Factory not accepting quality 11 food.
Changed the wording of some messages.
Fixed some industries that were duplicating messages.
Fixed Craftsman and Textile not purchasing dye from Distributor.
Fixed Ranch replacing gates with fence.
Fixed Mineshaft and Quarry not mining silverfish blocks.
Changed Factory and Large Factory crafting recipes to use gold nugget and gold ingot.

1.0.3 : 10/02/2016 1:41:59 am10/02/16

Fixed server crash when displaying messages in chat.

1.0.2 : 10/02/2016 1:41:47 am10/02/16

Fixed buildings not profiting from import/export.
Fixed building being placed in another building blocks area.

1.0.1 : 10/02/2016 1:41:28 am10/02/16

Changed the wording of some messages.
Added boundary visualization effects even when placing industry blocks fails.
Added ability to turn off industries by applying redstone signal.

1.0 : 10/02/2016 1:41:10 am10/02/16

Added boundary visualization effects when placing industry blocks.
Changed industry blocks hardness for easier breaking.

Comments : 29

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1 - 29 of 29

  • Paril
  • Developer
  • Level 81
  • Elite Scapegoat
  • July 16, 2017, 5:21 pm
Hey Doog, I've been messing with this mod, it seems pretty cool. I've run into a small problem though; I built an Office, and I'd like to use a Buyer to sell off excess materials, but I can't seem to figure out how to get it to do its thing... or even if my office is finished, to be honest. It has never asked for anything more, and it looks to be built, but the Office block is still there. Any idea?
  • Dooglamoo
  • Level 43
  • Master Artist
  • July 16, 2017, 10:40 pm
Put a Buyer in the office building on the ground floor (same level as the Office block,) and put items you want the Buyer to buy from your Distributors inside the Buyer. If the Office is completed it should start taking items out of the Buyer and exporting them for cash. Make sure Office and Buyer blocks have coin pouches.
  • Paril
  • Developer
  • Level 81
  • Elite Scapegoat
  • July 18, 2017, 10:29 am
Another small issue is that the Buyer/Distributor blocks are being extremely aggressive and starving my industries. My fishery needs Gravel, for instance, but even if I manually fill it up with Gravel the Distributor scoops it up before it can use any of it and then the Buyer sells it off to the global market, and then the Fishery complains about not having Gravel.

I've tried to see if I can resolve it with a Seller block in the same building as the Buyer that will buy Gravel, but I'm worried the same issue is gonna happen.
  • Dooglamoo
  • Level 43
  • Master Artist
  • July 18, 2017, 7:01 pm
The Distributors have a limited range so that you can set up multiple separate "distribution lines." You can move your Fishery outside the range of the Distributor that is buying gravel (or move that Distributor outside the Fisheries range.) Figuring out how to use the space you have available and when to "combine" distribution lines is all part of the logistics management of this mod. Also, Warehouses are good for storing some items off to the side for use later when needed.
  • Paril
  • Developer
  • Level 81
  • Elite Scapegoat
  • July 19, 2017, 8:59 pm
That's fair, I think without having a good way of viewing (or controlling/editing) the "district" of a distributor is a potential problem, though. Might be hard to maximize space usage of industries if we have to keep them 80-some blocks apart because of Distributors being aggressive.

The Carpenter just keeps buying wood and crafting planks for seemingly no reason, as well. I'm guessing it's related to the "low on wood" message.
  • Paril
  • Developer
  • Level 81
  • Elite Scapegoat
  • July 17, 2017, 8:51 am
Ah, the office needs a coin pouch too, I see. The Buyer's inventory was filling up as expected but nothing was ever getting sold. I'll try that out! So here's my setup currently, let me know if this will do anything:

https://i.imgur.com/XyTIOOb.png $369 in its pouch
https://i.imgur.com/FvERHOi.png nearby Distributor with like $6000 (I think the Buyer bought some stuff from it because the buyer had $4000 earlier)

Basically I want to get rid of all of the excess dirt and cobble, but the Buyer doesn't seem to be budging. It buys stuff from the distributor, but it seems to stop there.

EDIT: Just as I posted this: https://i.imgur.com/5Dc3jRp.png haha. Thanks! The mod seems to have trouble with block/item names sometimes, though. The miner liked to complain about not being able to mine Iridium but used its long-form name.

Also, an odd issue happens sometimes... the Carpenter will complain about being low on wood, however: https://i.imgur.com/OtVhF0D.png

nyhow! After playing with this for quite a while, here's my suggestions/complaints:
- City Planner is a little confusing to figure out. A mode switch by right-click when not looking at a block would be better than crouching to change size, especially since that means I can't right-click it on a block that "eats" my right-click like a chest or an Office/Farm block.
- An item or ability to view the bounds of your existing blocks would be great. I want to be able to plan efficiently but it's hard when the bounds aren't plainly clear just by looking at the block since they're aligned to chunks. (suggestion, right-clicking City Planner inside the bounds of an existing place shows the outline and its name(s))
- Blocks give very little feedback outside of the stuff it sometimes sends to the console. While I think the console method is great for large cities (although I can only imagine the frustration that might occur when you hear a "Blacksmith" is out of wood but you have like 16 of them all over the city), when trying to figure the mod out at first the lack of feedback is very frustrating. The Office didn't tell me when it was completed, for instance. I think it'd be cool if the block itself stored some more detailed messages inside of itself about its progress or wants/needs, and you could inspect the building manually somehow to ask it how it's doing.
- Inventory space is teeny. My guess is this is intentional, so that you're eventually forced to use distributors and sell stuff off, etc. This isn't much of a legitimate complaint if it's an intentional design choice, but I think it'd be cool if you *could* expand the space somehow by having the blocks utilize nearby chests, like the Quarry or Mineshaft for instance. They're the ones I had to consistently clean out. I didn't test if pipes worked on them, but if they do, that is probably a good solution for my specific problem.
- Mineshaft had trouble at one point, reporting that it had "Air" in its way. I think it was actually stuck on either water or something, as when I closed up the little water spout and mined two blocks of the shaft for it, it continued on its merry way with no issues.
- While most of the mod blocks can get away with no special UIs, I really think the Buyer/Seller could use a special UI to place the items you want, maybe setting up quotas (especially for buying, I don't want it to buy 64 iron for instance) for the city or something as well.
- Farm has trouble with mod blocks that don't report their growth %; this is not your fault, but for instance Natura Cotton Seeds or Immersive Engineering's Hemp Seeds. Not sure what you could really do about this one that wouldn't involve a bunch of special code for different mods.
- Man this carpenter really loves to complain, it has several stacks of wood planks... https://i.imgur.com/YVldD0u.png
EDIT: Mine Shaft is having the same issue now. It really wants "Wood", I assume the logs, so I give it logs, but it seems to be exporting them before it can even do anything with them. It has plenty of planks/sticks to make everything it needs to make, too. https://i.imgur.com/rmr37KX.png
it is too slow!!!!
It isn't working for me on 1.11.2
  • Dooglamoo
  • Level 43
  • Master Artist
  • March 13, 2017, 5:16 pm
What does "it isn't working" mean? What is the expected behavior vs the actual behavior you are experiencing?
man, such a great mod, but isn't available for 1.7.10! ;(
  • dinosaur202
  • Level 1
  • New Explorer
  • November 13, 2016, 8:02 am
is there a 1.7.10 version
  • Dooglamoo
  • Level 43
  • Master Artist
  • November 13, 2016, 11:11 am
Sorry, no 1.7.10 version
  • dinosaur202
  • Level 1
  • New Explorer
  • November 13, 2016, 3:34 pm
can u make a 1.7.10 version
  • Dooglamoo
  • Level 43
  • Master Artist
  • November 14, 2016, 11:05 am
Sorry, no. 1.7.10 is very different and it would take a lot of time to create it. I would rather use that time to improve the current version than to make a version that will soon be outdated.
  • Dooglamoo
  • Level 43
  • Master Artist
  • November 2, 2016, 11:23 am
New in version 1.10.2-1.2:

Two new larger abandoned cities are generated somewhere between 1000 and 3000 blocks from world center, for players that may not like the biome of the smaller city, or just want larger cities. Their size can vary from medium to large and they may generate large towers.

Also, large factories can now import/export prismarine and purpur.
  • Savage4Dayz
  • Level 13
  • Journeyman Architect
  • October 22, 2016, 1:58 pm
  • Burrito_Lord
  • Level 12
  • Journeyman Pokemon
  • October 6, 2016, 6:10 pm
am i good to take this to a modpack?
  • Dooglamoo
  • Level 43
  • Master Artist
  • October 6, 2016, 6:31 pm
  • Burrito_Lord
  • Level 12
  • Journeyman Pokemon
  • October 6, 2016, 10:17 pm
thanks ill pass over a link for the pack on curse when It is done (if I remember)

also I need a name for it, wanna help me with that (I'm not good with names)
Looks great!
  • Dooglamoo
  • Level 43
  • Master Artist
  • September 30, 2016, 9:22 am
Achievements have been added in version 1.10.2-1.0.4
  • DrJoix
  • Level 1
  • New Miner
  • September 22, 2016, 2:05 pm
How do you get any of the buildings to actually build
  • Dooglamoo
  • Level 43
  • Master Artist
  • September 22, 2016, 7:17 pm
The short answer: place the building block on the ground and wait. It will eventually tell you what it needs.

The longer answer: You don't say whether you are playing creative or survival, but either way the building block will need to get building materials (and food if not in peaceful mode) after it is placed. In creative you can place a cheater block and fill it with the materials you want the building to use. In survival, you can collect all the resources yourself or set up industries and distributor blocks to supply the building with materials.

The buildings don't build instantly and the bigger buildings will take multiple Minecraft days to finish.

Hope that helps.
  • Burrito_Lord
  • Level 12
  • Journeyman Pokemon
  • September 16, 2016, 4:09 am
looks like this will really progress, but please make the cities a bit more bigger (maybe a rare chance for a medium city?) that would be an awesome feature. but ill let you decide because you are the author, and it IS your mod.
  • Dooglamoo
  • Level 43
  • Master Artist
  • September 16, 2016, 9:34 am
Thanks for trying it out.
I guess you are talking about the size of the generated abandoned city. I am considering adding more than one being generated and maybe different sizes too. But I also don't want to take away the fun for the player of expanding the city themselves. I will consider it though. Thanks for the feedback.
  • Burrito_Lord
  • Level 12
  • Journeyman Pokemon
  • September 17, 2016, 4:57 pm
also, wanna build a map together? (I'm looking for good builders to help me because I want it to be MASSIVE)

the map IS a city
So you can make half-built building to let the player complete the building or even certain buildings that could have custom mobs spawner inside with chest.
  • 1NAR
  • Level 1
  • New Explorer
  • September 14, 2016, 1:29 pm
Awesome I'll keep tabs on you and this/other mods and maybe peek my intrest to share with friends.
If you want I can make a trailer for this mod!
  • McHorse
  • Level 51
  • Grandmaster Unicorn
  • September 13, 2016, 1:49 pm
Wow, if you can create cities like these on the screen shots, then it's an amazing mod. I'll check it out later. Definetely a favorite :)

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