Algorithmic Minecraft city generation from handcrafted roads and buildings. The system builds a seeded two-level street network, detects parcels from the resulting road cells, places major structures on primary frontage, fills remaining lots with smaller buildings, and uses filler assets to finish empty space.
I built Minecraft City Generator for map makers, builders, and server owners who want city-scale urban layouts without placing everything by hand.
The core idea is TheoTown-style procedural generation for Minecraft Java world building: roads, blocks, districts, and seeded layouts that are meant to be practical to iterate on.
v1.0.0 is the first stable release. It’s a standalone app focused on large-scale structure rather than isolated prefab builds.
I’d like feedback on three things in particular:
- whether the generated city structure feels useful in real building workflows
- where the current workflow is slow or awkward
- what kinds of presets, controls, or export improvements would make it more usable
Happy to answer technical questions as well.