Any user made structure files to download and import anywhere`?
Nothing that I know of. A bunch of mod packs contain custom structures, if you want to crawl your way through that (if they use the dependency matcher there's no risk to adding them to the active directory; if mods are missing they simply won't spawn).
I mean to get in touch with some kind of project sharing site to get them to host ReC files but I haven't found the time to yet. So, no structure repository yet.
Big Update! Recurrent Complex 1.2.8 is now available for mc 1.11 and 1.10.
Don't forget to update IvToolkit too.
+ Lots more village buildings!! (thanks gibraltarMC and Defoxx)
+ Improved Ruins Transformer!! Ruins now look a lot more dynamic and actually perform a lot faster, too.
* Mazes now generate a lot more reliably as well as fast!
* More big and huge mazes underground!
* Some trees spawning from saplings didn't spawn on the saplings!
* Big structures now spawn a lot faster (more performance)!
* Decoration sometimes crashed the game! (Now it only logs an error)
+ New Command! /#convertschematic directly converts a schematic file to a structure file.
* /#importschematic can now handle uncompressed schematic files
* Schematic Files now correctly load old vanilla tile entities that didn't before
* Natural Generation Categories can now try spawning structures more than once per biome (structureSpawnChances)
* /#fill and /#sphere now run a lot faster
* Some trees spawned where they shouldn't (and kept two more types of rocks from spawning)
* Fixed an issue that prevented some village buildings from spawning (whoops!)!
* Village Houses now rotate towards the street correctly
* Item Generation Component weight sliders now scale correctly like all weight sliders
* Generic Solid and Space blocks now appear in the creative menu again
Currently in my world's I have custom rocks spawning in the desert. These rocks spawn often enough and cancel the generation of my other structures such as a large custom village I made. In the config file there is an option to set structures to ignore the spawning of others (overlapping generation), but this is universal. I would like to be able to have specific structure ignore the spawning of others, perhaps a simple gui option would be nice.
Edit: In fact, forget that. Instead could you add an option to set a structure to spawn earlier than others. For example I would like my structure to spawn before the rocks so the rock gen get cancelled, but atm it seems its the other way around.
Currently in my world's I have custom rocks spawning in the desert. These rocks spawn often enough and cancel the generation of my other structures such as a large custom village I made. In the config file there is an option to set structures to ignore the spawning of others (overlapping generation), but this is universal. I would like to be able to have specific structure ignore the spawning of others, perhaps a simple gui option would be nice.
Edit: In fact, forget that. Instead could you add an option to set a structure to spawn earlier than others. For example I would like my structure to spawn before the rocks so the rock gen get cancelled, but atm it seems its the other way around.
That's not... entirely possible. If a neighbouring chunk has already been generated, there will already be rocks, so no space for your bigger structure.
I recognize though that the frequent structure spawns are inhibiting other structure spawns a bit. I think I will make them (specifically) non-blocking to other structures next version forward
Make sure you get the casing right. Your left side has 'Id' instead of 'id' currently. Otherwise it should work no problem (though I currently do not actively maintain the mod and cannot guarantee something broke in the meantime)
Interesting. I'm very sure Forge reads string IDs too, though. Perhaps them under a different key.
But yeah, sorry. Like I said, I'm not really working on the mod currently.
New version again! Recurrent Complex 1.2.9 is now available for mc 1.10 and 1.11.
Also MCMultipart compatibility should be coming in the next release from their side - Or at least we fixed one issue so far. I can't guarantee it will work immediately
* Resource Expressions work again with casing (fixes structureLoadMatcher, structureGenerationMatcher etc.)
* Trees now also check the surrounding terrain on world generation. This makes forests less dense, but prevents trees from spawning inside each other.
* Structures no longer spawn in biomes they're not supposed to on biome edges.
* Rocks no longer spawn in oceans
+ Replace and replace all transformers now get the NBT Editor GUI for entering the blocks' NBT values. Inventory Generation Tags also are now executed from these transformers' placed tile entities.
+ Frequent Structures no longer block bigger structures from spawning (can be adjusted in the individual structure files)
Coudl you add an option to disable the feature which stops structure partially spawning in biomes they are not specifically set to spawn in?
Well, that got improved a bit in 1.2.9. I've been requested this before, so it's on my todo list. Is it critical? Because from my testing it's usually pretty ok.
And two, is there a way to set the natural floor block so that it only converts to sand for example?
There isn't currently - all configurable functionality in natural floor blocks are configured inside the structures' natural floor transformer.
Can't you just build a floor by hand in that case? I mean, it won't be as random, but if you rough it up around the edges a bit it usually isn't noticeable either way.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/17/2013
Posts:
50
Member Details
Hey, my entities seem to be rotating correctly alongside the structures now. Thanks for fixing that!
Edit: Could I get some help with my Placer settings? I'm having difficulties getting a structure to spawn in roofed forests or beneath foliage/canopy in general. Using the command #gen shows that they are capable of spawning:
And it looks nice and moody once I cut down any floating logs/leaves.
But exploring naturally, I can't seem to get them to spawn. Do I just need to tweak my Placer settings? I'm using Overworld/Surface presets and just adding Move -4 or some other number to get them to plant on the ground. I'm also using Realistic Terrain Generation, if that helps any.
Edit2: I got it to spawn by setting the weight slider way up.
I was wondering if one of your mods, yegamolchattels, has minetweaker support.
I'm actually tryng to add a recipe that allows terrafirmacraft logs to be used on the "plank_saw", unfortunately I didn't find any documentation on the MineTweaker wiki regarding yegamol methods..
I tryed something like this just to see if it would have worked
YGC has its own config option to add logs for the plank saw to handle. Some people had problems, so I'm not sure if it entirely works or is broken, but theoretically it's there
Nothing that I know of. A bunch of mod packs contain custom structures, if you want to crawl your way through that (if they use the dependency matcher there's no risk to adding them to the active directory; if mods are missing they simply won't spawn).
I mean to get in touch with some kind of project sharing site to get them to host ReC files but I haven't found the time to yet. So, no structure repository yet.
Big Update! Recurrent Complex 1.2.8 is now available for mc 1.11 and 1.10.
Don't forget to update IvToolkit too.
+ Lots more village buildings!! (thanks gibraltarMC and Defoxx)
+ Improved Ruins Transformer!! Ruins now look a lot more dynamic and actually perform a lot faster, too.
* Mazes now generate a lot more reliably as well as fast!
* More big and huge mazes underground!
* Some trees spawning from saplings didn't spawn on the saplings!
* Big structures now spawn a lot faster (more performance)!
* Decoration sometimes crashed the game! (Now it only logs an error)
+ New Command! /#convertschematic directly converts a schematic file to a structure file.
* /#importschematic can now handle uncompressed schematic files
* Schematic Files now correctly load old vanilla tile entities that didn't before
* Natural Generation Categories can now try spawning structures more than once per biome (structureSpawnChances)
* /#fill and /#sphere now run a lot faster
* Some trees spawned where they shouldn't (and kept two more types of rocks from spawning)
* Fixed an issue that prevented some village buildings from spawning (whoops!)!
* Village Houses now rotate towards the street correctly
* Item Generation Component weight sliders now scale correctly like all weight sliders
* Generic Solid and Space blocks now appear in the creative menu again
How do you use the new natural decoration feature?, I can't see anything new in the gui. Would the exmaple below be correct?
```
{
"generationInfos": [],
"defaultSpawnChance": 5.0,
"structureSpawnChances":20,
"spawnDistanceMultiplier": 0.0,
"spawnDistanceMultiplierCap": 1.0,
"selectableInGUI": true,
"title": "5.0",
"tooltip": [
"structures",
"Random structure each x chunks"
]
}```
I updated the wiki now. It would look more like this:
How do i disable the meteorsites? I can't really get the hang out of it, maybe someone can help me.
There's a tutorial here: http://minecraft-recurrent-complex.wikia.com/wiki/Disabling_Structures
I have a request for a small fix/feature.
Currently in my world's I have custom rocks spawning in the desert. These rocks spawn often enough and cancel the generation of my other structures such as a large custom village I made. In the config file there is an option to set structures to ignore the spawning of others (overlapping generation), but this is universal. I would like to be able to have specific structure ignore the spawning of others, perhaps a simple gui option would be nice.
Edit: In fact, forget that. Instead could you add an option to set a structure to spawn earlier than others. For example I would like my structure to spawn before the rocks so the rock gen get cancelled, but atm it seems its the other way around.
That's not... entirely possible. If a neighbouring chunk has already been generated, there will already be rocks, so no space for your bigger structure.
I recognize though that the frequent structure spawns are inhibiting other structure spawns a bit. I think I will make them (specifically) non-blocking to other structures next version forward
Ask about YeGamolChattels-1.1.2 problem
Example: {id: wood, Damage: 2} -> {id: yegamolchattels: plank, Damage: 2} # List of additional plank saw recipes. Form: SourceJson-> DestJson.
S: customPlankSawing <
>
Will this have practical effect?
I tried many times without adding recipe success
Such as stones cut into diamonds:
S: customPlankSawing <
{Id:minecraft:stone,Damage:0} -> {id:minecraft:diamond,Damage:0}
>
But there is no role
Make sure you get the casing right. Your left side has 'Id' instead of 'id' currently. Otherwise it should work no problem (though I currently do not actively maintain the mod and cannot guarantee something broke in the meantime)
Find the reason, he only knows the digital ID
S: customPlankSawing <
{Id: 236, Damage: 0} -> {id: 237, Damage: 2}
>
This will be the case, CONFIG example is wrong
Interesting. I'm very sure Forge reads string IDs too, though. Perhaps them under a different key.
But yeah, sorry. Like I said, I'm not really working on the mod currently.
New version again! Recurrent Complex 1.2.9 is now available for mc 1.10 and 1.11.
Also MCMultipart compatibility should be coming in the next release from their side - Or at least we fixed one issue so far. I can't guarantee it will work immediately
* Resource Expressions work again with casing (fixes structureLoadMatcher, structureGenerationMatcher etc.)
* Trees now also check the surrounding terrain on world generation. This makes forests less dense, but prevents trees from spawning inside each other.
* Structures no longer spawn in biomes they're not supposed to on biome edges.
* Rocks no longer spawn in oceans
+ Replace and replace all transformers now get the NBT Editor GUI for entering the blocks' NBT values. Inventory Generation Tags also are now executed from these transformers' placed tile entities.
+ Frequent Structures no longer block bigger structures from spawning (can be adjusted in the individual structure files)
* Mazes generate a bit more reliably
Thanks for the update, fixed all my issues
Now that reccomplex is arguably at a stage where the functionality is ideal, what do you plan for the future?
I know there is the BOP vanilla decoration issue which is outstanding due to Forge, and the MCMultipart compatability.
I have a suggestion as well, could you add compatibility with the LittleTiles mod, unless its already compatible?
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2408680-littletiles-v1-3-0-buildityourself-finally-updated
Sure, I can hit the author up, but it only makes sense if it really does not work currently - because by default it should. Try testing it beforehand
New small update for Recurrent Complex + IvToolkit. Recommended to anyone using lightweight mode.
* Items generate again in lightweight mode
* Commands using expressions now output the expression error if invalid
Ignore what I said before mainly.
I have two requests.
Coudl you add an option to disable the feature which stops structure partially spawning in biomes they are not specifically set to spawn in?
And two, is there a way to set the natural floor block so that it only converts to sand for example?
Well, that got improved a bit in 1.2.9. I've been requested this before, so it's on my todo list. Is it critical? Because from my testing it's usually pretty ok.
There isn't currently - all configurable functionality in natural floor blocks are configured inside the structures' natural floor transformer.
Can't you just build a floor by hand in that case? I mean, it won't be as random, but if you rough it up around the edges a bit it usually isn't noticeable either way.
Hey, my entities seem to be rotating correctly alongside the structures now. Thanks for fixing that!
Edit: Could I get some help with my Placer settings? I'm having difficulties getting a structure to spawn in roofed forests or beneath foliage/canopy in general. Using the command #gen shows that they are capable of spawning:
And it looks nice and moody once I cut down any floating logs/leaves.
But exploring naturally, I can't seem to get them to spawn. Do I just need to tweak my Placer settings? I'm using Overworld/Surface presets and just adding Move -4 or some other number to get them to plant on the ground. I'm also using Realistic Terrain Generation, if that helps any.
Edit2: I got it to spawn by setting the weight slider way up.
YGC has its own config option to add logs for the plank saw to handle. Some people had problems, so I'm not sure if it entirely works or is broken, but theoretically it's there