Last time I tried it it worked (though I think it only works with blocks as source because of the rendering, but I'm not entirely sure). But yeah like I said, other people had problems, and unfortunately I'm not maintaining the mod at the moment, so I can't help you beyond this.
First, thank you for your fantastic recurent complex. I use it in every world and it adds so much flavour. I will never play without it.
But i have run in a problem with betterfoliage and reccomplex.
Reccomplex trees use all bark textures from time to time which do not convert to betterfoliage round models. But the trees with that problem do not show up with /#whatisthis. Though i use RTG and WTF both were deactivated to narrow down the problem. Further i deactivated WTF tree generation and RTG had the all bark textures deactivated when all three were loaded before.
The screenshot is from reccomplex loaded only.
Is there a way to convert all "only bark blocks" to regular wood block? Or should i disable tree generation? Any other thoughts or do you have a list with all trees which use the all bark blocks?
Thank you
To find out what the tree IDs are you can enable memorizeDecoration in the config.
You can either disable the trees you find with /#whatisthis (tutorial in the wiki), or you can /#import, edit, and /#export them to switch out the bark blocks (next version will add a command that makes this approach a bit easier). There is also the possibility of using a global transformer to replace the blocks but that might be a bit overkill for this.
I've run into a little problem when spawning custom trees.
My custom trees have roots which spread out in a radius of approx. 4 blocks. I've tested that when I put natural floor block underneath each blocks, the tree becomes extremely rare and barely spawns. To fix this I put a log block one level lower in the center and a natural floor block below that so that its spawning base is 1x1.
Unfortunately, I often find my custom trees floating. There is a one block gap between the jungle floor and the base of the tree roots when spawning close to another tree of the same. from my observation I have concluded that the tree which spawned before it stopped the trees y-shift from going down, as I have set it to -7 to mostly submerge the roots.
Is there nay way to stop this from happening?, I've also tested with natural spawn structures, and they often float too for the same observational reason.
Just a little update on the problem with better foliage. These are the trees i found which have some problems with better foliage. After i started my server new i found some Jungle trees which had problems with leave decay and better foliage round logs. But i didn't care as most "problem" trees were removed and the jungle trees are tall and slim anyway.
I've run into a little problem when spawning custom trees.
My custom trees have roots which spread out in a radius of approx. 4 blocks. I've tested that when I put natural floor block underneath each blocks, the tree becomes extremely rare and barely spawns. To fix this I put a log block one level lower in the center and a natural floor block below that so that its spawning base is 1x1.
Unfortunately, I often find my custom trees floating. There is a one block gap between the jungle floor and the base of the tree roots when spawning close to another tree of the same. from my observation I have concluded that the tree which spawned before it stopped the trees y-shift from going down, as I have set it to -7 to mostly submerge the roots.
Is there nay way to stop this from happening?, I've also tested with natural spawn structures, and they often float too for the same observational reason.
The way trees spawn is defined in the transformers. There is a Validate transformer that makes sure that ALL blocks that are not generic solids must have space when the tree spawns (so that it does not simply spawn inside a mountain side, so to say). If you have roots the tree cannot spawn submerged in the ground since the roots are required to have free space.
You can adjust the transformer to your liking (for example, replace everything that is a root with some generic solid, don't run the Validate transformer over it and the add a replace transformer at the end to convert them to wood). It requires some thought but if you get the hang of how the logic runs it should be very quick to add.
I think there's also some logic there involving natural floor (like, every natural floor block needs a solid surface where it spawns so that it's guaranteed the tree spawns on some kind of floor). I'm not entirely sure though, you'd have to check the transformer yourself.
Hi Ivorius! Hope you're having a good day! So, apologies in advance, for the next bit, but I'm pretty new to this mod, and I've been trying to do as much of this by youtube tutorial and wiki page as possible. However, I don't understand how the gui works, honestly. For example: I select generation and try to change the generation to "structure" Back out, go back in to "generation" and see that it is still set as static. Also, I'm not fully grasping what the plus and minus buttons do. To my admittedly untrained eye it just looks like I'm jumbling the menus.
I'm sorry if this has been answered a hundred times, but I've been diving through forums for quite a while now, and apparently not googling the right questions.
Hi Ivorius! Hope you're having a good day! So, apologies in advance, for the next bit, but I'm pretty new to this mod, and I've been trying to do as much of this by youtube tutorial and wiki page as possible. However, I don't understand how the gui works, honestly. For example: I select generation and try to change the generation to "structure" Back out, go back in to "generation" and see that it is still set as static. Also, I'm not fully grasping what the plus and minus buttons do. To my admittedly untrained eye it just looks like I'm jumbling the menus.
I'm sorry if this has been answered a hundred times, but I've been diving through forums for quite a while now, and apparently not googling the right questions.
Oh, btw, I'm playing 1.7.10.
Thank you!
+ Means 'Add' and - means 'Remove'. A structure is able to have multiple types of generation. If you just move with the arrows you have not yet added the structure generation type
(Also, the usual generation type would be 'Natural' - the structure thing is currently for vanilla village spawns only).
I changed all the blocks up to the 1x1 trunk with generic solid blocks, then added a multiple transformer at the bottom of the transformer list contain replace transformers for the three generic solid blocks types. I also removed the ensure transformer for air, foliage, etc.
Unfortunately this seemingly made the problem worse, or at the very least made no difference as seen in the screen shots.
Do you know a fix for this, I would like to request you add an option to set the y-limit for trees in the vanilla decoration gui.
I changed all the blocks up to the 1x1 trunk with generic solid blocks, then added a multiple transformer at the bottom of the transformer list contain replace transformers for the three generic solid blocks types. I also removed the ensure transformer for air, foliage, etc.
Unfortunately this seemingly made the problem worse, or at the very least made no difference as seen in the screen shots.
Do you know a fix for this, I would like to request you add an option to set the y-limit for trees in the vanilla decoration gui.
If you removed the ensure transformer anyway the position of the tree should be purely determined by the world height +- the shift you set. So you really shouldn't see any problems then. Are you sure you removed them? (there might be more than one, like I said).
Now that I think about it, I see a problem with how the shift is implemented in regards to the ensure transformers. But yeah like I said, when they're not set anyway it should work fine.
"Every galaxy I've traveled, all you species are the same, you all think you're the center of the universe, you havenoideahowwrongyouare." - Lockdown, Transformers Age of Extinction
Got a bug with customnpcs, the spawning block of the structure acts as the npc's spawn blocks, not where you place them.
That's a bit odd - entities should not have a big problem spawning. There was a small bug but nothing major I think. I'd suggest you wait for the next version and if it still doesn't work there, please submit a bug report on the GitHub repository.
I don't believe I have it anymore, I stupidly deleted it, but I think I can make another. It's no big deal though, the workaround I came up with arguably is the better option anyways.
Also, concerning customnpc's; normal entities not from customnpc's do not have a problem with structure spawning. From testing they stay in place and behave normally.
Custom npc's, regardless of their AI movement configuration, will always move to or spawn in the bottom corner of the selection. To make sure I put them in standing mode, and when the structure spawned they spawned in that location and suffocated to death soon after. My guess is that the AI rules written in customnpc's are thinking that the spawn location of the structure is the spawn location of the npc's since it is technically placing them.
I don't believe I have it anymore, I stupidly deleted it, but I think I can make another. It's no big deal though, the workaround I came up with arguably is the better option anyways.
Also, concerning customnpc's; normal entities not from customnpc's do not have a problem with structure spawning. From testing they stay in place and behave normally.
Custom npc's, regardless of their AI movement configuration, will always move to or spawn in the bottom corner of the selection. To make sure I put them in standing mode, and when the structure spawned they spawned in that location and suffocated to death soon after. My guess is that the AI rules written in customnpc's are thinking that the spawn location of the structure is the spawn location of the npc's since it is technically placing them.
Is it possible to do cave decoration with this mod? For example I would like to add mix mossy cobblestone blocks to jungle caves that spawn on the floor, walls and ceiling.
Is it possible to do cave decoration with this mod? For example I would like to add mix mossy cobblestone blocks to jungle caves that spawn on the floor, walls and ceiling.
Depending on how accurate you need this - sure. You could just make a mossy cobblestone block that randomly spawns in jungles (biome matcher) under the surface (placer) if the destination block isn't air (ensure transformer, so it doesn't float in caves). I'm sure there are more tricks you could apply to adjust this to your liking that I can't think of right now.
Beyond this though it's more or less out of the scope of structures. It seems more like a feature to be done with scripting (e.g. a separate mod).
I fixed this in custom npcs, by turning off the "Return To start" option in the ai section. I have a bandit fort that spawns very nicely in my worlds. Also, if you have a problem with the custom npcs dying when you move away from them, make sure their spawning option isn't set to "naturally"
I recommend using the config GUI (Main Menu -> Mods -> Ye Gamol Chattels -> Config)
Last time I tried it it worked (though I think it only works with blocks as source because of the rendering, but I'm not entirely sure). But yeah like I said, other people had problems, and unfortunately I'm not maintaining the mod at the moment, so I can't help you beyond this.
To find out what the tree IDs are you can enable memorizeDecoration in the config.
You can either disable the trees you find with /#whatisthis (tutorial in the wiki), or you can /#import, edit, and /#export them to switch out the bark blocks (next version will add a command that makes this approach a bit easier). There is also the possibility of using a global transformer to replace the blocks but that might be a bit overkill for this.
I've run into a little problem when spawning custom trees.
My custom trees have roots which spread out in a radius of approx. 4 blocks. I've tested that when I put natural floor block underneath each blocks, the tree becomes extremely rare and barely spawns. To fix this I put a log block one level lower in the center and a natural floor block below that so that its spawning base is 1x1.
Unfortunately, I often find my custom trees floating. There is a one block gap between the jungle floor and the base of the tree roots when spawning close to another tree of the same. from my observation I have concluded that the tree which spawned before it stopped the trees y-shift from going down, as I have set it to -7 to mostly submerge the roots.
Is there nay way to stop this from happening?, I've also tested with natural spawn structures, and they often float too for the same observational reason.
Here's a better version:
But yeah that's like almost if not all of the custom trees.
In the upcoming version you'll be able to run
/#map <expression> #replace log 0 log & property[axis]=none
to automatically replace all the unfaced logs in those structures with logs that point upwards.
The way trees spawn is defined in the transformers. There is a Validate transformer that makes sure that ALL blocks that are not generic solids must have space when the tree spawns (so that it does not simply spawn inside a mountain side, so to say). If you have roots the tree cannot spawn submerged in the ground since the roots are required to have free space.
You can adjust the transformer to your liking (for example, replace everything that is a root with some generic solid, don't run the Validate transformer over it and the add a replace transformer at the end to convert them to wood). It requires some thought but if you get the hang of how the logic runs it should be very quick to add.
I think there's also some logic there involving natural floor (like, every natural floor block needs a solid surface where it spawns so that it's guaranteed the tree spawns on some kind of floor). I'm not entirely sure though, you'd have to check the transformer yourself.
Hi Ivorius! Hope you're having a good day! So, apologies in advance, for the next bit, but I'm pretty new to this mod, and I've been trying to do as much of this by youtube tutorial and wiki page as possible. However, I don't understand how the gui works, honestly. For example: I select generation and try to change the generation to "structure" Back out, go back in to "generation" and see that it is still set as static. Also, I'm not fully grasping what the plus and minus buttons do. To my admittedly untrained eye it just looks like I'm jumbling the menus.
I'm sorry if this has been answered a hundred times, but I've been diving through forums for quite a while now, and apparently not googling the right questions.
Oh, btw, I'm playing 1.7.10.
Thank you!
He don't cheese! Baby, Baby! He don't cheese!
tracking
+ Means 'Add' and - means 'Remove'. A structure is able to have multiple types of generation. If you just move with the arrows you have not yet added the structure generation type
(Also, the usual generation type would be 'Natural' - the structure thing is currently for vanilla village spawns only).
I changed all the blocks up to the 1x1 trunk with generic solid blocks, then added a multiple transformer at the bottom of the transformer list contain replace transformers for the three generic solid blocks types. I also removed the ensure transformer for air, foliage, etc.
Unfortunately this seemingly made the problem worse, or at the very least made no difference as seen in the screen shots.
Do you know a fix for this, I would like to request you add an option to set the y-limit for trees in the vanilla decoration gui.
If you removed the ensure transformer anyway the position of the tree should be purely determined by the world height +- the shift you set. So you really shouldn't see any problems then. Are you sure you removed them? (there might be more than one, like I said).
Now that I think about it, I see a problem with how the shift is implemented in regards to the ensure transformers. But yeah like I said, when they're not set anyway it should work fine.
I left the first 'ensure' transformer telling the generic solid 0 block to spawn on blocks that sustain trees.
The only transformer I removed was the ensure (air, foliage and replaceable); which I replaced with the multiple replace transformers for the blocks.
I have developed a temporary fix in the meantime, changing the tree gen to a natural spawn category with a y-limit set.
Got a bug with customnpcs, the spawning block of the structure acts as the npc's spawn blocks, not where you place them.
What do these mods do? I know what Recurrent Complex and Pandora's Box do, but not the others.
Nevermind.
That's quite odd. Can you perhaps send me the structure file involved? Then I can check myself.
That's a bit odd - entities should not have a big problem spawning. There was a small bug but nothing major I think. I'd suggest you wait for the next version and if it still doesn't work there, please submit a bug report on the GitHub repository.
I don't believe I have it anymore, I stupidly deleted it, but I think I can make another. It's no big deal though, the workaround I came up with arguably is the better option anyways.
Also, concerning customnpc's; normal entities not from customnpc's do not have a problem with structure spawning. From testing they stay in place and behave normally.
Custom npc's, regardless of their AI movement configuration, will always move to or spawn in the bottom corner of the selection. To make sure I put them in standing mode, and when the structure spawned they spawned in that location and suffocated to death soon after. My guess is that the AI rules written in customnpc's are thinking that the spawn location of the structure is the spawn location of the npc's since it is technically placing them.
Here's a little something I've been working on:A website to submit Recurrent Complex content!
I've also added a discussion to the /r/feedthebeast subreddit: Here.
I'd love to hear some feedback from you guys, but please keep in mind all the content is going to be wiped before the official website launch.
Thanks!
I've noted it down and will have a look later
Is it possible to do cave decoration with this mod? For example I would like to add mix mossy cobblestone blocks to jungle caves that spawn on the floor, walls and ceiling.
Depending on how accurate you need this - sure. You could just make a mossy cobblestone block that randomly spawns in jungles (biome matcher) under the surface (placer) if the destination block isn't air (ensure transformer, so it doesn't float in caves). I'm sure there are more tricks you could apply to adjust this to your liking that I can't think of right now.
Beyond this though it's more or less out of the scope of structures. It seems more like a feature to be done with scripting (e.g. a separate mod).
I fixed this in custom npcs, by turning off the "Return To start" option in the ai section. I have a bandit fort that spawns very nicely in my worlds. Also, if you have a problem with the custom npcs dying when you move away from them, make sure their spawning option isn't set to "naturally"
He don't cheese! Baby, Baby! He don't cheese!
New Recurrent Complex release - 1.2.10 is now available for 1.11 and 1.10!
With this release I'm also opening up the official repository, complex.ivorius.de! It's intended as a hub for ReC related content, so do visit it!
Changes:
+ /#map and /#mapall that runs a (compatible) command on a structure and immediately saves it!
* Tile entities generation is now a lot more stable, especially in terms of modded tile entities!
+ /#writeall to write all existing files to the custom folder
* SpruceTree only consisted of two blocks, and a bunch of trees had wrong leaf types in them
+ Some links to the newly launched official Recurrent Complex repository!
+ On server start, ReC now outputs some links / help to get people started with modifying structures (opt-out in the config)
* Some trees were generating away from their saplings