Comments (1)
Enabling the module on it's own does not generate any cities.
First, this module is only a framework for settlements that grow over time. The shape and visuals of these settlements are controlled by "cultures", and you'll need at least one of those. https://github.com/Terasology/MedievalCities and https://github.com/Terasology/HjerlHede are two modules that provide cultures.
Second, having a culture does not make cities appear automatically either. We need to hook up city generation with the world generator. One such world generator is shipped with this module, I think it is called "Dynamic Cities". This will generate settlements, but is otherwise pretty plain.
I'd recommend to try out https://github.com/Terasology/MetalRenegades, which comes with a world generator that should spawn a city somewhat near the spawn. The buildings are themed in an old west style, matching the whole old west theme of the game mode.
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Related Issues (20)
- Persistence problem with the BlockBuffer HOT 1
- Tree remover performance improvements HOT 1
- Roughnessfacet produces some wrong values from time to time.
- Improve building placement
- Generate City Names
- NPE on attempting to place a parcel (with MedievalCities active?) HOT 3
- Create roads between cities HOT 11
- Inner-city road networks
- Resource building creation HOT 1
- Expose growth and planning logic as Events and EventReceivers HOT 3
- Fixes for new Terasology serialization system (engine PR 3535) HOT 2
- Troubleshoot performance issues, improve monitoring HOT 1
- StructureTemplate placement still off at times HOT 2
- Building placement sometimes collides with water
- Buildings placed into buffer while game is paused
- Add string constants for building names HOT 1
- Intercity road placement improvements HOT 1
- City minimap details replicating incorrectly on clients HOT 1
- City Names Invisible on Game Reload HOT 1
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