So, this gave me a clue as to what my issue was lol. I ran the command, saw that my structure was loaded as "inactive" despite being in my active folder, and, well, it turns out I can't have my structure files in both the active and inactive folders at the same time (I had copied them to active and left them in inactive as well)
Sooo, derp me deletes the inactive versions and bam, they start spawning.
Mhh i have a modpack with your mod in it and i have tried to find out what structures are in it... Have seen many nice buildings in the testworlds...but mostly all of them are not generating well / half broken or so...i wish they are correct /fully build
and i have found an really nice big tree...
Now that i have made a new world to play with i cant find these tree....but i would like it to have it near my base....how can i find any of your structures? the tree....some of the buildings?
The folders are empty...in the config file is nothing what helps....and i really dont know where the structures are saved that the mod uses...so that i can place something on my own or so?
If you are on the newest version, there should be a message on first login that informs you of the most basic things - /#list to find out what structures are registered, for example. The structures are located in the mod jar, but I don't recommend going through it - use /#list or /#search.
I highly recommend you check out the wiki - you can manually generate those trees with /#gen, for example.
Regarding the 'fully built' thing, some structures generate as ruins. You can /#edit them to remove the ruins transformer if you want them to fully generate.
Having a weird issue w/ Recurrent Complex in 1.11.2 that I can't seem to fix. Structures will spawn with whole lines missing out of them, sometimes in one direction, sometimes in both. Just as often, the blue "negative space" blocks remain around a structure in the world, which have to be broken and removed. Sometimes both. I've tried rolling back from 1.4 to 1.3, but the weirdness persists. Any idea what could be causing it?
EDIT: Forgot to emphasize that this is almost every structure I've ever encountered. Doesn't seem to affect other mods worldgen structures (Roguelike Dungeons, Roots, Embers, Astral Sorcery), so I'm pretty sure it's something in Recurrent Complex. If it helps, I'm using Biomes O Plenty. TIA!
Having a weird issue w/ Recurrent Complex in 1.11.2 that I can't seem to fix. Structures will spawn with whole lines missing out of them, sometimes in one direction, sometimes in both. Just as often, the blue "negative space" blocks remain around a structure in the world, which have to be broken and removed. Sometimes both. I've tried rolling back from 1.4 to 1.3, but the weirdness persists. Any idea what could be causing it?
If the structure generated once, it's generated. Rolling back doesn't affect anything that's already in the world.
If the structure generated once, it's generated. Rolling back doesn't affect anything that's already in the world.
I'm investigating those two bugs myself soon.
Sorry for not clarifying, I used MCEdit to prune the world and force it to re-gen structures when I rolled back the version. Good to know you're looking into it though.
Recurrent Complex got a 1.4.1! It fixes the most pressing issues introduced in 1.4:
* Fix for two poem generation related crashes
* /#crop now has a fitting default exp value
I didn't find any generation issues, and the cut structure issue is left to fix. I have no time left before vacations though! Those fixes will come in a week.
I saw something similar to this said a page or so ago, but I need some help with this. Essentially I have a small structure I would like to spawn inside mountains, i.e. in Extreme Hills or Savannah Plateau M biomes, so "underground" but only above a certain y-level, but with it touching air on certain sides too. A previous post mentioned "Match Constraints" or something similar, but I can't quite figure it out, can anyone give me a hand?
But regardless, I love this mod, its easily one of the best structure generation-based mod I can think of
I saw something similar to this said a page or so ago, but I need some help with this. Essentially I have a small structure I would like to spawn inside mountains, i.e. in Extreme Hills or Savannah Plateau M biomes, so "underground" but only above a certain y-level, but with it touching air on certain sides too. A previous post mentioned "Match Constraints" or something similar, but I can't quite figure it out, can anyone give me a hand?
But regardless, I love this mod, its easily one of the best structure generation-based mod I can think of
IIRC, vertical constraints like that, didn't quite succeed yet. You may have to wait a few updates even if you technically get it going.
Part of this is possible but not completely.
Basically you want a placer with two limitations: One limiting generation to above a certain y level, and one limiting it to generating on a surface (minus a few blocks). It's impossible to place structures on cliffsides, for several reasons, most of which are performance related. What you can do though is include a cliffside in the structure, much in the same way HillAltarHouse does it. It's possible I will add support for this in the future, but it's a tough task and thus not high on the priority list.
1.12 update is here for Recurrent Complex! No new features, just an update to MC 1.12.
I'll probably be updating Pandora's Box soon too. No clue how long I will keep 1.10 and 1.11 up to date. It's possible I'll settle for just releasing bugfix releases for those versions now.
Another update for Recurrent Complex! 1.4.4 is now out for 1.10, 1.11 and 1.12. This might be the last update I'll make for 1.10 and 1.11 unless there's some hot bugs to fix. The performance updates definitely made it worth to backport though.
Changes:
* Lots and lots of performance upgrades!!!
** Structures far less often cause cascading chunk generation!!!
** Skylight calculation is now deferred until the full structure is generated (this was 1/3 of structure generation time)!!
** Transformers no longer prepare if the conditions are not met
** Transformers no longer prepare if an ensure transformer fails (especially useful for forest performance)
+ failingStructureLogExpression: A config option to restrict logging of failing structures to keep logs cleaner
Not sure what is happening, as I used this mod before in 1.7.10 a while ago..
Now got 1.4.4 for mc 1.10.2 and having issues.
Even tested on an almost clean mc (other mods: inventory tweaks, JEI, WAILA, Optifine, Mapwriter)
The "structure" is just 3 blocks, the natural block at the bottom with a chest above (and 1 of the random loot item) and 1 block with nothing above.
I saved it with /#export and named it afterwards "chest1".
It also confirms the save in ACTIVE.
Then when I try to generate it: /#gen chest1
nothing happens.
Tho I can walk around as usual and break blocks, I can't open any chest and when I try to leave to title screen, minecraft stops working.
There is no error log..
I am not 100% sure if I did it right tho, as it has been a while since I last used the mod.
If you can break blocks but not open chests, your server is frozen. I cannot imagine generating this structure will cause this either way.
I'm gonna need a log to say anything more though - there is always one in your appdata/.minecraft/logs directory. Usually it's fml-client-latest, I think.
If you can break blocks but not open chests, your server is frozen. I cannot imagine generating this structure will cause this either way.
I'm gonna need a log to say anything more though - there is always one in your appdata/.minecraft/logs directory. Usually it's fml-client-latest, I think.
Sorry if this was asked before, but is YGC still being updated, or is it finally dead?
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
Awww, well that's okay. I respect your decision. Should it someday be in the process of updating (by you officially, or an unofficial port), I will be there to support you. Good luck on your future updates.
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
So, this gave me a clue as to what my issue was lol. I ran the command, saw that my structure was loaded as "inactive" despite being in my active folder, and, well, it turns out I can't have my structure files in both the active and inactive folders at the same time (I had copied them to active and left them in inactive as well)
Sooo, derp me deletes the inactive versions and bam, they start spawning.
Thanks!
the new version of reccurent complex keeps crashing the game for some reason..
Well i figured out the problem. i had a old version of the api, installing the new one fixed it.
If you are on the newest version, there should be a message on first login that informs you of the most basic things - /#list to find out what structures are registered, for example. The structures are located in the mod jar, but I don't recommend going through it - use /#list or /#search.
I highly recommend you check out the wiki - you can manually generate those trees with /#gen, for example.
Regarding the 'fully built' thing, some structures generate as ruins. You can /#edit them to remove the ruins transformer if you want them to fully generate.
Here's a video of ReCs command overhaul in action:
There's a few things I need to address before release but the next ReC will come soon!
And it's out! ReC 1.4 is now downloadable for 1.10 and 1.11 on curse.
Changelog:
* Command System overhaul!!! Almost every command changed in usage or even name! (The wiki will be updated to match soon)
+ /#& "command 1" "command 2" [..], which runs multiple commands at once! This is especially useful in conjunction with /#map and /#selection
* Poems are now more adjustable! It's now completely backus-naur based.
Having a weird issue w/ Recurrent Complex in 1.11.2 that I can't seem to fix. Structures will spawn with whole lines missing out of them, sometimes in one direction, sometimes in both. Just as often, the blue "negative space" blocks remain around a structure in the world, which have to be broken and removed. Sometimes both. I've tried rolling back from 1.4 to 1.3, but the weirdness persists. Any idea what could be causing it?
EDIT: Forgot to emphasize that this is almost every structure I've ever encountered. Doesn't seem to affect other mods worldgen structures (Roguelike Dungeons, Roots, Embers, Astral Sorcery), so I'm pretty sure it's something in Recurrent Complex. If it helps, I'm using Biomes O Plenty. TIA!
If the structure generated once, it's generated. Rolling back doesn't affect anything that's already in the world.
I'm investigating those two bugs myself soon.
Sorry for not clarifying, I used MCEdit to prune the world and force it to re-gen structures when I rolled back the version. Good to know you're looking into it though.
Recurrent Complex got a 1.4.1! It fixes the most pressing issues introduced in 1.4:
* Fix for two poem generation related crashes
* /#crop now has a fitting default exp value
I didn't find any generation issues, and the cut structure issue is left to fix. I have no time left before vacations though! Those fixes will come in a week.
I saw something similar to this said a page or so ago, but I need some help with this. Essentially I have a small structure I would like to spawn inside mountains, i.e. in Extreme Hills or Savannah Plateau M biomes, so "underground" but only above a certain y-level, but with it touching air on certain sides too. A previous post mentioned "Match Constraints" or something similar, but I can't quite figure it out, can anyone give me a hand?
But regardless, I love this mod, its easily one of the best structure generation-based mod I can think of
Version 1.4.1-1.10.2
https://minecraft.curseforge.com/projects/a-minecrafters-odyssey
* Structures are no longer cut at the chunk border!!
+ New Command: /#vanilla gen, which generates a vanilla structure (e.g. village or fortress)
+ /#whatisthis and /#vanilla check now check for vanilla structures too
* The game should no longer or at least less often crash with MissingMappingException (TileEntity is missing a mapping [...])
* Village structures can now choose to have no front (also good for unrotatable structures)
Part of this is possible but not completely.
Basically you want a placer with two limitations: One limiting generation to above a certain y level, and one limiting it to generating on a surface (minus a few blocks). It's impossible to place structures on cliffsides, for several reasons, most of which are performance related. What you can do though is include a cliffside in the structure, much in the same way HillAltarHouse does it. It's possible I will add support for this in the future, but it's a tough task and thus not high on the priority list.
And next version is here already! 1.4.3 changelist:
* /#vanilla gen is now more stable
* /#vanilla gen --seed is more meaningful by not being chunk-dependent anymore
* /#duplicate is now gone in favour of /#move --duplicate (or /#move -c)
* /#replace is now gone in favour of just /#fill
+ /#move now has a --times option
+ /#property now has a --shape option
+ The block selector now selects over an infinite(ish) distance
1.12 update is here for Recurrent Complex! No new features, just an update to MC 1.12.
I'll probably be updating Pandora's Box soon too. No clue how long I will keep 1.10 and 1.11 up to date. It's possible I'll settle for just releasing bugfix releases for those versions now.
And Pandora's Box is here for MC 1.12 too! No changes (though I might make some in the nearer future).
Another update for Recurrent Complex! 1.4.4 is now out for 1.10, 1.11 and 1.12. This might be the last update I'll make for 1.10 and 1.11 unless there's some hot bugs to fix. The performance updates definitely made it worth to backport though.
Changes:
* Lots and lots of performance upgrades!!!
** Structures far less often cause cascading chunk generation!!!
** Skylight calculation is now deferred until the full structure is generated (this was 1/3 of structure generation time)!!
** Transformers no longer prepare if the conditions are not met
** Transformers no longer prepare if an ensure transformer fails (especially useful for forest performance)
+ failingStructureLogExpression: A config option to restrict logging of failing structures to keep logs cleaner
If you can break blocks but not open chests, your server is frozen. I cannot imagine generating this structure will cause this either way.
I'm gonna need a log to say anything more though - there is always one in your appdata/.minecraft/logs directory. Usually it's fml-client-latest, I think.
Sorry if this was asked before, but is YGC still being updated, or is it finally dead?
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
I do not currently plan on updating it, no.
Awww, well that's okay. I respect your decision. Should it someday be in the process of updating (by you officially, or an unofficial port), I will be there to support you. Good luck on your future updates.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...