In Recurrent Complex, is there a way to disable all structure generation in a specific biome (added by a mod)? How do I do it? I searched but didn't find an answer.
You can use the universalBiomeMatcher config option. It's a biome expression (explained on the wiki) and will do pretty much that.
I tried adding specific mob types to Recurrent Complex with the InControl Mod in 1.11.
I'm not sure how I can specify the structure name.
With /locate the structures aren't detected. For a spawn json I already tried:
VillageChurch and reccomplex:VillageChurch but so far I had no luck finding out how you register the structures or if it is even possible to use them that way.
I tried adding specific mob types to Recurrent Complex with the InControl Mod in 1.11.
I'm not sure how I can specify the structure name.
With /locate the structures aren't detected. For a spawn json I already tried:
VillageChurch and reccomplex:VillageChurch but so far I had no luck finding out how you register the structures or if it is even possible to use them that way.
I don't know the mod you're talking about, but ReC doesn't use vanilla structures - it has its own structure system. If you want to add mobs to the structures, you can just /#import and /#export them - and if you want mobs to procedurally spawn in them it's at least possible to set the biome of the structure.
Hey i was wanting to know if you thought on recreating psychedelicraft. I know its a stretch asking for that, since that mod was such an in-depth creation and im sure took too much work, but perhaps it is the only way at seeing that mod again since you cannot update it?
Hey i was wanting to know if you thought on recreating psychedelicraft. I know its a stretch asking for that, since that mod was such an in-depth creation and im sure took too much work, but perhaps it is the only way at seeing that mod again since you cannot update it?
There'd be no real point in 'recreating' it - most of the systems would be very usable, and I do still like the codebase. The hard thing was making my system compatible to Mojang's shader system, and then there was all the tedious work of updating the models and blocks that just took too much time. Otherwise I'd gladly keep it up to date.
Recurrent Complex 1.3 is now out for 1.10 and 1.11!
Check out the changes here:
+ The mod now ceases to require Forge on the other end as well, making servers open to vanilla clients!!!!
+ New surface-entry mazes for stone, meso and pyramid mazes!!!
+ Structure generation is now chunk-partial: This should improve performance and reduce chained chunk generation!!!
+ Structure Variables: With these you can set variables per structure to further randomize it, or save time for maze components!!!
+ 3 kinds of jungle temples holding mazes (thanks KeizerKronos)!!
+ Re-Activate a lot of structures that were lost in a past update!!
* With more tries per failed structure spawn, structure densities persist better with structures that fail to spawn often - also makes forests a lot denser!!
+ All existing mazes have been enhanced with more components, more randomness and quicker generation!!
+ Previews now work for bigger structures as well, and will never crash the game again!!
+ Expression conditionals: a ?? b c (ternary operator)!
* Better maze reachability prediction, which means mazes generate more quickly and more reliably!
* Script Blocks now work correctly in mazes!
+ /#flood which floods an area around the selection with blocks!
+ Japanese fort ruins (thanks Necr0manceR13)!
+ An abandoned church with a graveyard (thanks doktorpixel14)!
+ A rare, big cubone skull (thanks Crystal_LD)!
+ A decorational brick henge!
+ Some things now have duplicate buttons!
* Maze path components are now all the same structure (StoneMazePath, MesoMazePath and PyramidMazePath)
* Dinosaur skull and skeleton structures now use bone blocks
* Less structures that are just 1 block tall
* /#move now doesn't trigger block updates, making it run a lot quicker
* More and better logging
* Better ruins generation algorithm
* GUI aligns better in places
* GUI abbreviates things better
* Expression preview now colours the whole preview correctly
* The add/remove tile entity button in the inspector GUI works again
* wood_old slabs in structures have completely been replaced with actual wood slabs
* Fix for a potential crash when loading a structure spawn script
1. Is there a way to see list of mods which adding structures? And preview structures in it? (for e.g. what structures in Reccomplex itself, if I want to whitelist only this mod.)
2. Also, is there a preset to keep only natural structures like trees, some ruins, boulders, more houses in villages? Maybe someone can share it please?
Interested in already configured server? Try Bisecthosting. They have my modpacks and dozens of others already pre-installed and configured on their service. Just choose and play! Use my promocode xdreamz to get 25% off your first month.
1. Is there a way to see list of mods which adding structures? And preview structures in it? (for e.g. what structures in Reccomplex itself, if I want to whitelist only this mod.)
Not really, no. I'll mark it down for a future update.
What you can do is open up the jar files and look through the structures folders (if they exist) - although I am not aware of a mod besides Pandora's Box currently using ReC to spawn its structures.
2. Also, is there a preset to keep only natural structures like trees, some ruins, boulders, more houses in villages? Maybe someone can share it please?
Thanks.
Nope! I recommend you make it a whitelist expression in the structureGenerationMatcher.
Not really, no. I'll mark it down for a future update.
What you can do is open up the jar files and look through the structures folders (if they exist) - although I am not aware of a mod besides Pandora's Box currently using ReC to spawn its structures.
Can I just copy from .jar file > structures > active > structures to minecraft folder > structures > inactive> structures and it wont spawn copied structures?
Interested in already configured server? Try Bisecthosting. They have my modpacks and dozens of others already pre-installed and configured on their service. Just choose and play! Use my promocode xdreamz to get 25% off your first month.
Can I just copy from .jar file > structures > active > structures to minecraft folder > structures > inactive> structures and it wont spawn copied structures?
Yes, but it's probably easier (especially for the future) to set up a structureGenerationMatcher.
Recurrent Complex 1.3.1.1 is now out! It should (!) fix all of the issues that came with chunk-partial generation added in 1.3.1. Also comes with some performance improvements.
I realise that playing with a non-official build of RTG does not really count as "supported usage", but...
RTG generated a mesa, which is supposed to be almost completely void of trees, but it was flooded by Recurrent Complex trees. I do not know if this happens on Vanilla terrain generation as well, but the sheer number of RC structures being generated, rendered Minecraft near impossible to play.
Just thought to let you know.
I'm guessing this is a bug on their side - try reporting it to the RTG team. ReC tree gen should very closely resemble vanilla tree gen if it doesn't get messed with
Recurrent Complex definitely adds more trees than there would be in a non-RC world.
This is how the foliage of a plains biome looks in a Vanilla world without RC:
And this is what you find there when you install RC:
Let's say it increases the number of trees in that plains biome from roughly 3 to roughly 12 trees. That is three times more trees!
But ReC definitely only replaces trees based on how many are supposed to spawn there anyway. Perhaps vanilla trees just fail more often? I don't really know. I'll see if I can find a pattern in the behavior.
EDIT: It also introduces the worldgen lag that I was talking about in my previous post. I have 3Gig of RAM dedicated to my server, an i7 cpu and a GTX 1070 gpu. When flying around my world-spawn in creative at full speed I experience noticeable stutter in my player movement. Since my client is on the same network, connected via LAN-IP, it really can't be an internet speed issue.
World Gen is definitely slower with ReC structures spawning, especially in forests. When you don't explore flying at full speed though it's usually not annoyingly noticeable. I'm constantly working on improving performance though
RTG places down small oak-wood bushes in the mesa biome to make the terrain a bit less dull. Probably 20 times as densely as is seen in this plains biome. I think that those bushes get registered as trees and Recurrent Complex starts replacing them, creating a sort of woods in the Mesa biome. Would that be a logical explanation?
Yes, definitely. If those bushes are spawned under the TREE tag, ReC tries to replace them.
@Ivorius
So which sounds less logical to you?
-RTG registers its Mesa bushes as trees.
-RC places down massive oak and birch trees in the Mesa biome.
:/
Oak and birch technically shouldn't spawn in mesa biomes - those are, I'm very sure, set up to not spawn in HOT biomes. Perhaps RTG doesn't register it as such? Otherwise you can turn on memoreDecoration, do /#whatisthis in (newly) spawned trees and tell me which ones do spawn there.
Actually, it would be really neat if you/someone made subsets of your tree library for each different biome type.
What do you mean? Each tree type is set to spawn in different types of biomes, not different specific biomes, so making biome subsets would be kind of unprofitable.
So, I'm having some issues with this mod in a custom map I'm working on. The map uses Biomes O'Plenty, Geographicraft, and Recurrent Complex for world gen. There's other mods that add things, like Astral Sorcery and Future Pack, but they don't effect much of the world gen beyond adding in their various landmarks and dungeons. The issue is that the map I'm making via Geographicraft is an infinite ocean with a bunch of medium to large islands spread throughout. It seems that no matter what I tweak, I can't get anything from RC to generate in world. Or at least, nothing I recognize as being unique to RC. How can I tweak the config to drastically up the spawn rate of things?
You can use the universalBiomeMatcher config option. It's a biome expression (explained on the wiki) and will do pretty much that.
No Problem
I tried adding specific mob types to Recurrent Complex with the InControl Mod in 1.11.
I'm not sure how I can specify the structure name.
With /locate the structures aren't detected. For a spawn json I already tried:
VillageChurch and reccomplex:VillageChurch but so far I had no luck finding out how you register the structures or if it is even possible to use them that way.
I don't know the mod you're talking about, but ReC doesn't use vanilla structures - it has its own structure system. If you want to add mobs to the structures, you can just /#import and /#export them - and if you want mobs to procedurally spawn in them it's at least possible to set the biome of the structure.
K, no problem :). I may use the edit feature for it.
Hey i was wanting to know if you thought on recreating psychedelicraft. I know its a stretch asking for that, since that mod was such an in-depth creation and im sure took too much work, but perhaps it is the only way at seeing that mod again since you cannot update it?
There'd be no real point in 'recreating' it - most of the systems would be very usable, and I do still like the codebase. The hard thing was making my system compatible to Mojang's shader system, and then there was all the tedious work of updating the models and blocks that just took too much time. Otherwise I'd gladly keep it up to date.
Recurrent Complex 1.3 is now out for 1.10 and 1.11!
Check out the changes here:
+ The mod now ceases to require Forge on the other end as well, making servers open to vanilla clients!!!!
+ New surface-entry mazes for stone, meso and pyramid mazes!!!
+ Structure generation is now chunk-partial: This should improve performance and reduce chained chunk generation!!!
+ Structure Variables: With these you can set variables per structure to further randomize it, or save time for maze components!!!
+ 3 kinds of jungle temples holding mazes (thanks KeizerKronos)!!
+ Re-Activate a lot of structures that were lost in a past update!!
* With more tries per failed structure spawn, structure densities persist better with structures that fail to spawn often - also makes forests a lot denser!!
+ All existing mazes have been enhanced with more components, more randomness and quicker generation!!
+ Previews now work for bigger structures as well, and will never crash the game again!!
+ Expression conditionals: a ?? b c (ternary operator)!
* Better maze reachability prediction, which means mazes generate more quickly and more reliably!
* Script Blocks now work correctly in mazes!
+ /#flood which floods an area around the selection with blocks!
+ Japanese fort ruins (thanks Necr0manceR13)!
+ An abandoned church with a graveyard (thanks doktorpixel14)!
+ A rare, big cubone skull (thanks Crystal_LD)!
+ A decorational brick henge!
+ Some things now have duplicate buttons!
* Maze path components are now all the same structure (StoneMazePath, MesoMazePath and PyramidMazePath)
* Dinosaur skull and skeleton structures now use bone blocks
* Less structures that are just 1 block tall
* /#move now doesn't trigger block updates, making it run a lot quicker
* More and better logging
* Better ruins generation algorithm
* GUI aligns better in places
* GUI abbreviates things better
* Expression preview now colours the whole preview correctly
* The add/remove tile entity button in the inspector GUI works again
* wood_old slabs in structures have completely been replaced with actual wood slabs
* Fix for a potential crash when loading a structure spawn script
Does this mod allow to automatically create structures in already spawned world?
Or does it work only on new worlds?
I know you can individually import structures, that's not what I'm asking. I'm asking if it can (in sorts) regene structures?
Thanks
Private Elivion Server running on Thermos 1.7.10-1614.58 with 182 mods. Always running the latest mods updates.
There's a command for retro-generation: /#retro
Niiiice... great, thanks...
Private Elivion Server running on Thermos 1.7.10-1614.58 with 182 mods. Always running the latest mods updates.
About RecComplex:
1. Is there a way to see list of mods which adding structures? And preview structures in it? (for e.g. what structures in Reccomplex itself, if I want to whitelist only this mod.)
2. Also, is there a preset to keep only natural structures like trees, some ruins, boulders, more houses in villages? Maybe someone can share it please?
Thanks.
My modpacks: Roguelike Adventures and Dungeons | Life in the village | Life in the village 2 | Just Another Vanilla Upgraded | Engineer's Life | Engineer's Life 2
My Discord channel.
Interested in already configured server? Try Bisecthosting. They have my modpacks and dozens of others already pre-installed and configured on their service. Just choose and play! Use my promocode xdreamz to get 25% off your first month.
Not really, no. I'll mark it down for a future update.
What you can do is open up the jar files and look through the structures folders (if they exist) - although I am not aware of a mod besides Pandora's Box currently using ReC to spawn its structures.
Nope! I recommend you make it a whitelist expression in the structureGenerationMatcher.
Can I just copy from .jar file > structures > active > structures to minecraft folder > structures > inactive> structures and it wont spawn copied structures?
My modpacks: Roguelike Adventures and Dungeons | Life in the village | Life in the village 2 | Just Another Vanilla Upgraded | Engineer's Life | Engineer's Life 2
My Discord channel.
Interested in already configured server? Try Bisecthosting. They have my modpacks and dozens of others already pre-installed and configured on their service. Just choose and play! Use my promocode xdreamz to get 25% off your first month.
Yes, but it's probably easier (especially for the future) to set up a structureGenerationMatcher.
Recurrent Complex 1.3.1.1 is now out! It should (!) fix all of the issues that came with chunk-partial generation added in 1.3.1. Also comes with some performance improvements.
I'm guessing this is a bug on their side - try reporting it to the RTG team. ReC tree gen should very closely resemble vanilla tree gen if it doesn't get messed with
But ReC definitely only replaces trees based on how many are supposed to spawn there anyway. Perhaps vanilla trees just fail more often? I don't really know. I'll see if I can find a pattern in the behavior.
World Gen is definitely slower with ReC structures spawning, especially in forests. When you don't explore flying at full speed though it's usually not annoyingly noticeable. I'm constantly working on improving performance though
Yes, definitely. If those bushes are spawned under the TREE tag, ReC tries to replace them.
Oak and birch technically shouldn't spawn in mesa biomes - those are, I'm very sure, set up to not spawn in HOT biomes. Perhaps RTG doesn't register it as such? Otherwise you can turn on memoreDecoration, do /#whatisthis in (newly) spawned trees and tell me which ones do spawn there.
What do you mean? Each tree type is set to spawn in different types of biomes, not different specific biomes, so making biome subsets would be kind of unprofitable.
So, I'm having some issues with this mod in a custom map I'm working on. The map uses Biomes O'Plenty, Geographicraft, and Recurrent Complex for world gen. There's other mods that add things, like Astral Sorcery and Future Pack, but they don't effect much of the world gen beyond adding in their various landmarks and dungeons. The issue is that the map I'm making via Geographicraft is an infinite ocean with a bunch of medium to large islands spread throughout. It seems that no matter what I tweak, I can't get anything from RC to generate in world. Or at least, nothing I recognize as being unique to RC. How can I tweak the config to drastically up the spawn rate of things?