How do I go about modifying the structures that start in the mod? Also can I modify how likely they generate individually?
Basically you edit structures by using /#import, /#export and /#edit in combination as described in http://minecraft-recurrent-complex.wikia.com/wiki/Guide:_Building_a_Structure. In the configuration GUI you can also edit spawn values and similar, although this would be easier with the spawnTweaks option in the config.
Howdy
It's about psychedelicraft
I want to remove alcohol poisoning,but i don't know how!
I want to remove it,because i want drink as much alcohol as i want without being damaged.
Howdy
I want to remove alcohol poisoning,but i don't know how!
I want to remove it,because i want drink as much alcohol as i want without being damaged.
Can you help me?
That sounds great, if you find a solution let me know
Anyway, as it is it's impossible to remove the damaging effect. You can go into creative mode though if you want to test it - the visual effect is capped at a little over the damage potential anyway.
after install the mod, my custom NPC's skin URL unwork sometimes,dont know what happen between them.
my version is 1.7.10 btw
That sounds like a problem with custom NPCs (ReC just saves and loads the entities, if they aren't cross-world compatible there's nothing I can do) - though I doubt they still maintain their 1.7 versions.
Can Recurrent Complex stuff spawn on Mystcraft dimensions? If not can I as a user make it so that they do with some kind of config setting?
I haven't tested it but it should - everything else would be considered a bug.
However, since the dimension dictionary still has neither been merged nor reimplemented in Forge there is no way to identify dimensions to spawn in except by ID. So: Structures will probably spawn there, but it's hard-ish to customize.
I'm having trouble figuring out the config file for recurrent complex.
I want structures and new trees to appear in the overworld, but no structures and no new trees to appear in Twilight Forest.
I've tried putting S:universalDimensionMatcher=!7 and I think that's stopping the buildings (is it?) but there are still new trees everywhere.
True, the universalDimensionMatcher does not apply to decoration generation (e.g. trees). I could make it apply as well but I had hoped that in theory, the biome matchers are set up well enough so that it wouldn't be a big risk to not do it. I guess with Twilight Forest it kinda makes sense to have it though. I'll make a note to add a feature addressing this for the next version
In the meantime, you can edit the overworld dimension preset (find it in one of the tree's /#edit GUI, change it and save it) to something like "whateveritisnow & !7" which should fix the problem.
Hi, I've just started with this mod and am having lag problems. Mega apologies if this has been asked before but there are 200+ pages to read through.
I absolutely love this mod and want to play it.
Could it be conflicting with any of the other mods I've added?
Biomes O'Plenty, Journey Map, Mine Colonies, JEI and HWYLA.
Note: I have installed Minecolonies 1.12.2 Beta.
CPU: Intel Core i7 7700K @ 4.20Ghz
RAM: 16GB
OS: Win 10 (64 bit)
Gfx: Nvidia GeForce GTX 1080 (drivers up to date)
ReC can have an impact on world generation speed, but it's usually not too noticeable (except for the occasional lag spikes when generating large structures). After world generation it ceases to have any impact - so if you pre-generate some terrain before playing you should be good.
Some people also like to disable treeLeavesDecay in the config since they have problems with the block tick lag otherwise.
ReC can have an impact on world generation speed, but it's usually not too noticeable (except for the occasional lag spikes when generating large structures). After world generation it ceases to have any impact - so if you pre-generate some terrain before playing you should be good.
Some people also like to disable treeLeavesDecay in the config since they have problems with the block tick lag otherwise.
WOW! That was a fast response! I am seriously impressed.
I have only just started up this world so what you say makes sense even to my limited understanding of things technical.
Thank you so much
P.S. I am still travelling around looking for a good site for my Mine Colnies base – but keep getting sidetracked exploring your fantastic structures. I still only have stone axe/pickaxe etc lol. But I can’t help it – they just lure me in
UPDATE: I should have been more patient - all settling down now.
If you hadn't posted a reply I'd have been fiddling around with earlier versions and installing Optifine and all sorts.
Just want you to know how helpful it is to have had a response.
just tried the Pandora's Box mod. Somehow the textures are missing for both the 1.8 and 1.8.9 version of minecraft. In 1.8.9 I get that "missing texture" block and in 1.8 you can at least see the 3d model but still without the texture while it is placed or in the inventory. The mod itself works perfectly and you can even see the texture in the moment you right click the box and it opens.
I'm using only this mod and IvToolkit currently.
Yes, there was a bug like that for a while since the model system changed but the new version hadn't been quite yet implemented. It is fixed in newer versions of Minecraft, but I can't do anything about the previous ones (e.g. 1.8).
I probably won't keep updating the 1.11 and 1.10 versions to save time as they are quite stable as-is.
Changes:
+ Structures now have a 'baseline' property in addition to the placer - which means most structures can now use the placer as a preset rather than changing it with a move.!!
* Improvements for the GUI in a lot of places. It's both more compact and easier to look at in a lot of places now.!!
+ Holder block scripts - switching a specific area between two different setups for easier local toggle handling!!
* Local toggles now save properly and are output when looking up specific sights (along with the seed)!
* Structures now check for a rough ratio of water / floor when spawning to prevent surface structures spawning on rivers or lakes.!
* Mazes now generate even faster and are a lot more reliable again !
* All structures now contain the author in the metadata (even mine! woo!)
+ /#search now allows for a --author parameter to search for authors
* /#natural floor does not consider foliage floor blocks anymore
* /#whatisthis is now more accurate / fixed
* Script Blocks that are redstone triggerable now place in the world on structure spawn
* /#selection commands now work better if one point is missing
* Savanna village kitchens now spawn at the right height and better
Sorry if this is a noob question, but I didn't happen to see it on the wiki, but how can a set a structure to only spawn on a certain dimension? For example, I want something like "CrashedSpaceship" to only generate on dimension 223, and "CrashedSpaceship2" to generate on only dimension 426, but i need "CrashedSpaceship3" to generate on both dimensions 223 and 426, but not anywhere else. Any ideas?
Sorry if this is a noob question, but I didn't happen to see it on the wiki, but how can a set a structure to only spawn on a certain dimension? For example, I want something like "CrashedSpaceship" to only generate on dimension 223, and "CrashedSpaceship2" to generate on only dimension 426, but i need "CrashedSpaceship3" to generate on both dimensions 223 and 426, but not anywhere else. Any ideas?
Hello. I am just wondering if you plan to update the psychedelicraft mod. There are a lot of people who would appreciate it greatly, especially since most modern modpacks such as the new FTB ones use it. You see, what made your mod so important to my friends and I specifically stemmed from the style of server we set up. In it, everybody was in survival and had shared industrial endeavours. Mostly we created capitalistic economies in which my friends and I created businesses to fill the demand for specific items. You may be wondering how this relates to your mod and I am happy to tell you that it ties in quite well. You see, your mods added to our economy what few mods could: light industry. Inevitably, without your mod, most of the factories on our servers would have been endless cycles of creating capital goods, expanding technology, and mining. With your mod, industrial progress could be channeled into a luxury goods industry in which we manufactured cigars, cigarettes, joints, and various alcoholic beverages. In addition, Ye Gamol Chattels allowed for craftsmen to take their place as hobbyists filling a demand for fine specialty furniture that we could not otherwise mass-produce. In the end, your mod is what really brought life and purpose to our server and I say on behalf of my friends, myself, and the entire community that we would be very grateful if you could update even psychedelicraft only to MC 1.12.
Basically you edit structures by using /#import, /#export and /#edit in combination as described in http://minecraft-recurrent-complex.wikia.com/wiki/Guide:_Building_a_Structure. In the configuration GUI you can also edit spawn values and similar, although this would be easier with the spawnTweaks option in the config.
So in order to modify the structures I'd have to find one spawned in the world first?
Like I said, use /#import for that.
Howdy
It's about psychedelicraft
I want to remove alcohol poisoning,but i don't know how!
I want to remove it,because i want drink as much alcohol as i want without being damaged.
Can you help me?
That sounds great, if you find a solution let me know
Anyway, as it is it's impossible to remove the damaging effect. You can go into creative mode though if you want to test it - the visual effect is capped at a little over the damage potential anyway.
Technically, it is a solution
@Ivorius
I use the "Ye Gamol Chattels "mod,got a probem(not sure if it's a bug)
after install the mod, my custom NPC's skin URL unwork sometimes,dont know what happen between them.
my version is 1.7.10 btw
That sounds like a problem with custom NPCs (ReC just saves and loads the entities, if they aren't cross-world compatible there's nothing I can do) - though I doubt they still maintain their 1.7 versions.
Can Recurrent Complex stuff spawn on Mystcraft dimensions? If not can I as a user make it so that they do with some kind of config setting?
I haven't tested it but it should - everything else would be considered a bug.
However, since the dimension dictionary still has neither been merged nor reimplemented in Forge there is no way to identify dimensions to spawn in except by ID. So: Structures will probably spawn there, but it's hard-ish to customize.
I'm having trouble figuring out the config file for recurrent complex.
I want structures and new trees to appear in the overworld, but no structures and no new trees to appear in Twilight Forest.
I've tried putting S:universalDimensionMatcher=!7 and I think that's stopping the buildings (is it?) but there are still new trees everywhere.
More Ruins Templates: https://www.dropbox.com/sh/e8gwe4638lqbakd/AAD2nsMtDSBvezUADCYmo2s-a?dl=0 Templates for 1.10.2, 1.11.2, 1.12.2. Updated Dec 7, 2018.
My modpack, ParasCraft: An Exploration-based Pokecube Modpack https://minecraft.curseforge.com/projects/parascube
True, the universalDimensionMatcher does not apply to decoration generation (e.g. trees). I could make it apply as well but I had hoped that in theory, the biome matchers are set up well enough so that it wouldn't be a big risk to not do it. I guess with Twilight Forest it kinda makes sense to have it though. I'll make a note to add a feature addressing this for the next version
In the meantime, you can edit the overworld dimension preset (find it in one of the tree's /#edit GUI, change it and save it) to something like "whateveritisnow & !7" which should fix the problem.
Hi, I've just started with this mod and am having lag problems. Mega apologies if this has been asked before but there are 200+ pages to read through.
I absolutely love this mod and want to play it.
Could it be conflicting with any of the other mods I've added?
Biomes O'Plenty, Journey Map, Mine Colonies, JEI and HWYLA.
Note: I have installed Minecolonies 1.12.2 Beta.
CPU: Intel Core i7 7700K @ 4.20Ghz
RAM: 16GB
OS: Win 10 (64 bit)
Gfx: Nvidia GeForce GTX 1080 (drivers up to date)
Single player.
ReC can have an impact on world generation speed, but it's usually not too noticeable (except for the occasional lag spikes when generating large structures). After world generation it ceases to have any impact - so if you pre-generate some terrain before playing you should be good.
Some people also like to disable treeLeavesDecay in the config since they have problems with the block tick lag otherwise.
WOW! That was a fast response! I am seriously impressed.
I have only just started up this world so what you say makes sense even to my limited understanding of things technical.
Thank you so much
P.S. I am still travelling around looking for a good site for my Mine Colnies base – but keep getting sidetracked exploring your fantastic structures. I still only have stone axe/pickaxe etc lol. But I can’t help it – they just lure me in
UPDATE: I should have been more patient - all settling down now.
If you hadn't posted a reply I'd have been fiddling around with earlier versions and installing Optifine and all sorts.
Just want you to know how helpful it is to have had a response.
Yes, there was a bug like that for a while since the model system changed but the new version hadn't been quite yet implemented. It is fixed in newer versions of Minecraft, but I can't do anything about the previous ones (e.g. 1.8).
Recurrent Complex 1.4.6 is now out for MC 1.12!
I probably won't keep updating the 1.11 and 1.10 versions to save time as they are quite stable as-is.
Changes:
+ Structures now have a 'baseline' property in addition to the placer - which means most structures can now use the placer as a preset rather than changing it with a move.!!
* Improvements for the GUI in a lot of places. It's both more compact and easier to look at in a lot of places now.!!
+ Holder block scripts - switching a specific area between two different setups for easier local toggle handling!!
* Local toggles now save properly and are output when looking up specific sights (along with the seed)!
* Structures now check for a rough ratio of water / floor when spawning to prevent surface structures spawning on rivers or lakes.!
* Mazes now generate even faster and are a lot more reliable again !
* All structures now contain the author in the metadata (even mine! woo!)
+ /#search now allows for a --author parameter to search for authors
* /#natural floor does not consider foliage floor blocks anymore
* /#whatisthis is now more accurate / fixed
* Script Blocks that are redstone triggerable now place in the world on structure spawn
* /#selection commands now work better if one point is missing
* Savanna village kitchens now spawn at the right height and better
Sorry if this is a noob question, but I didn't happen to see it on the wiki, but how can a set a structure to only spawn on a certain dimension? For example, I want something like "CrashedSpaceship" to only generate on dimension 223, and "CrashedSpaceship2" to generate on only dimension 426, but i need "CrashedSpaceship3" to generate on both dimensions 223 and 426, but not anywhere else. Any ideas?
Recurrent Complex version 1.4.5-1.10
https://minecraft.curseforge.com/projects/a-minecrafters-odyssey
See http://minecraft-recurrent-complex.wikia.com/wiki/Guide:_Making_a_Natural_Structure, http://minecraft-recurrent-complex.wikia.com/wiki/Structure_Configuration_GUI (especially the natural generation section) and the entry on expressions.
In short, you want a dimension expression in the GUI that looks something like 'id=223' for the first and 'id=426' for the second.
Hello. I am just wondering if you plan to update the psychedelicraft mod. There are a lot of people who would appreciate it greatly, especially since most modern modpacks such as the new FTB ones use it. You see, what made your mod so important to my friends and I specifically stemmed from the style of server we set up. In it, everybody was in survival and had shared industrial endeavours. Mostly we created capitalistic economies in which my friends and I created businesses to fill the demand for specific items. You may be wondering how this relates to your mod and I am happy to tell you that it ties in quite well. You see, your mods added to our economy what few mods could: light industry. Inevitably, without your mod, most of the factories on our servers would have been endless cycles of creating capital goods, expanding technology, and mining. With your mod, industrial progress could be channeled into a luxury goods industry in which we manufactured cigars, cigarettes, joints, and various alcoholic beverages. In addition, Ye Gamol Chattels allowed for craftsmen to take their place as hobbyists filling a demand for fine specialty furniture that we could not otherwise mass-produce. In the end, your mod is what really brought life and purpose to our server and I say on behalf of my friends, myself, and the entire community that we would be very grateful if you could update even psychedelicraft only to MC 1.12.
Sincerely, and with warmest regards,
L. Mason