PO
L
IS
procedural city → Minecraft Bedrock · v0.83.0
Mode
City block plan
Single building
Fit to your world
Step lots on rugged ground (retaining walls)
Load a world to build a city that fits its real ground.
Bedrock
: Worlds → pencil → Export World (.mcworld).
Java
: zip the world folder from your saves and load the zip.
Go to
→
Copy /tp to the build spot
Copy /tp to the centre spot
Use this site
Back to an invented site
Fill in unexplored ground
Bedrock only saves ground that has changed, so flying over an area often leaves it out of the save.
Chunk Pregen
generates an area and makes the game keep it.
Download Chunk Pregen
Open the downloaded file to add it to Minecraft. Game older than 26.10? Get the
legacy version
instead.
Edit your world: under
Behavior Packs
activate Chunk Pregen, and turn
Cheats
on.
Open the world, then copy a command and paste it into chat:
Copy command for this site
Copy command for the map view
Progress shows above the hotbar. Wait for
Done
in chat.
Quit to the title screen,
Export World
again and load it here.
Seed
↻
City
Size
City style
Modern
Desert
Snowy
Cherry blossom
Medieval
Village
Nether
East Asian
Walled fortress
Venetian
Art Deco
Glass
Steampunk
Santorini
Cyberpunk
Sunken (flooded, to swim through)
Mesoamerican
Moorish / Andalusian
Elven / forest
End city
Dwarven
Brutalist
Classical / Roman
Gothic
Nordic / Viking
Byzantine / Russian
Wild West
Victorian
Googie / retro-future
Copper city
Mushroom / fungal
Ice palace
Crystal / amethyst
Overgrown ruins
Mix styles by district
Modern
Desert
Snowy
Cherry
Medieval
Village
Nether
East Asian
Walled fortress
Venetian
Art Deco
Glass
Steampunk
Santorini
Cyberpunk
Sunken
Mesoamerican
Moorish
Elven
End city
Dwarven
Brutalist
Classical / Roman
Gothic
Nordic / Viking
Byzantine / Russian
Wild West
Victorian
Googie / retro-future
Copper city
Mushroom / fungal
Ice palace
Crystal / amethyst
Overgrown ruins
With two or more ticked, the city is shared out among districts, more in a bigger city, each built in one of them. The style above shapes the whole city (canals, walls, floor height) and takes the heart of it when ticked.
Streets
Roads
Railways (no roads)
Roads + tram rails
Outline
Organic
Square
Hills
Perimeter wall
Block size
Irregularity
Avenue width
Street width
Downtown radius
Zone noise
Parks
Downtown lot
Suburb lot
Click the plan to move downtown.
Building
Style
Tower
Mid-rise
House
Theme
Width
Depth
Floors
Buildings
Max floors
Shaped towers
Courtyard blocks
Floor height
Stairs
Mixed
Switchback
Wide switchback
Spiral
Setback every
Setbacks
Roof access
Stair blocks
Interior lights
Bubble lifts (five floors and up)
Street lamps
Trees
Road markings
Landmarks
Canal
Harbour district
Bridges between districts
Facade detail
Street name signs
Life
Farms
Park ponds
Golems per 10 villagers
Villagers (max)
Furnish interiors
Flowers
Fish in ponds and canal
Standing stones in parks
Glass dome over the whole city
(not on fitted ground)
On stilts over open water
(not on fitted ground)
Floating islands in the sky
(not on fitted ground)
A cliff city in tiers
(not on fitted ground)
Under the sea, in a hall of glass
(not on fitted ground)
Cellars and crypt
Metro under the main streets
A jail holding every hostile mob
A zoo and an aquarium with every animal and fish
A museum: fossils, minerals, armour, relics and art
A hospital with a pharmacy, wards and a helipad
A fire station with fire engines and a lookout tower
A police station, next to the jail
A theatre: stage, curtains, orchestra pit, seats
A hotel: a lobby and floors of rooms
A factory with working redstone: switches, doors, an assembly line; a workshop and a mill (sugar cane farm, observer clock, item sorter)
An amusement park: a roller coaster to ride, a Ferris wheel, stalls
A water park: pools, a bubble lift, a boat slide, a kids' pool
A botanical garden: plants from every biome under glass
A shopping mall: two floors of shops, every shopkeeper trades
A water tower: climb to its catwalk, swim in its tank
A petrol station: pumps, a canopy, a shop
A skate park: a half pipe, a pyramid, rails, graffiti
A wizard's tower: cauldrons, a brewing lab, an enchanting table with all 15 bookshelves, an anvil
A nightclub: a dance floor, a bar and a jukebox of six songs, each one different, in note blocks
A bank: a marble hall, teller windows, a vault with a lever combination lock
A sports centre: a court, a climbing wall, a pool lane, a parkour room, a running track on the roof
Exhibition bouts in the stadium: mobs that fight but never die
A theme park beside the city: a giant roller coaster, a big wheel, a drop tower, a carousel
A map room: the whole city laid out in blocks on its floor, with a gallery to look down from
Find a landmark in the game: a board by the centre monument, a sign and a button for every landmark
A working farmers' market: a wandering trader in each of the market's stalls, each stall with its own trades
Fireworks over the town square, switched on and off by a lever at the town hall
The Mega Arena beside the city (east): a covered arena, a giant glass cage of every mob that fights forever
The University beside the city (west): eight schools round a quad, a great library, a great hall, a clock tower
An airport beside the city: runway, terminal, control tower, elytra launch pads
In memory of: names for a memorial in the cemetery, side by side under a cherry tree (one a line, up to three)
Names for the other gravestones (one a line)
A / starts a new line on the stone, e.g. a name / 1948 – 2026. With names here the city always has a cemetery.
A railway station on the line (needs Railway or Trams)
Hostile mobs arrive with populate
Hostile mobs
Beds, workstations, bookshelves and planters indoors. Villagers are summoned next to beds; iron golems patrol the streets, never indoors. Hostile mobs stay out unless the box above is ticked; either way
/function …/hostiles_centered
brings them in and
…/hostiles_clear
removes them.
Joined cities
Bridges out of this city to others beside it. Export this city, then generate the next with
Join to
set to one of its bridges: that city's road comes in at the bridge's far end, and its pack's
stand_here
takes you from this city's build spot to its own. Join as many as you like, each to a free bridge of one already exported.
Bridge out to the north
Bridge out to the east
Bridge out to the south
Bridge out to the west
Bridges
Viaduct (arches on stone piers)
Suspension (towers and cables)
Bridge length
Set
New set
Start
A set is a group of cities built together in one place. Join to and Link list only the current set's bridges; a city you export goes into the current set (an old city reused in a new place: export it again into the new set).
Join to
no other city
Forget the picked bridge
Clear this set
Link two bridges
Two free bridges of cities you have exported, ending near each other: a link joins their landings, turning and rising as it must, kept off the cities and bridges it knows. When the two cities are joined through others it knows where they stand; otherwise type each city's build spot (stand on its armor stand marker, F3: the block you stand in).
From
a bridge
Its city's spot
To
a bridge
Its city's spot
Export the link (.mcpack)
View
Cutaway
Reset camera
Generate
Save settings
Load settings
Reset to defaults
Statistics
Find a landmark
(generate a city first)
You built it with
build_centered
build (corner)
Where you stood: X / Y / Z
Copy /tp
Show in 3D
Copy all
Type the coordinates where you stood when you ran build_centered (F3 / Show Coordinates). The landmark is outlined on the plan.
Export to Bedrock
Place at X / Y / Z
Fill open areas with air (clears terrain, trees, water)
Clear above ground
Foundation depth
For uneven ground: the foundation fills solid ground under the city (stone-brick retaining face at the edge); clearing removes hills inside the city up to that height.
Name
What the pack is called in game, and what the file is called. Leave it blank for the city's own id.
Edition
Bedrock (.mcpack)
Java (datapack)
Export .mcpack
Export .mcstructure zip
Copy exact /structure commands
Java: the datapack goes in your world's
datapacks
folder (Edit World → Open World Folder). Then
/reload
, stand where you want the north-west corner, and run the build function. Java villagers arrive unemployed and take the jobs the city provides.
In game:
build_centered
places the city; once it has finished appearing,
populate_centered
from the same spot summons the villagers and golems. Each export gets its own city id. Only loaded chunks fill — stand near the middle; rerunning is safe.
Created with help from Claude AI
drag rotate · wheel zoom · shift-drag pan
generating…