i wonder if its possible to export a base (with mod blocks) to another world. I read somewhere, that i might be working with Recurrent Complex.
I tried it with MCEdit -> crashed... and with WorldEdit -> changes blocks because of new block-id's....
I ask because my modpack got an update and mod creater wrote, that you have to start a new world, but its too time consuming to rebuild this base again.
So is it possible to export an area and import it to another world, keeping the blocks (id's changed but block names are still the same) and if its possible, how exactly can i do it.
Your help is much appreciated.
Yes, yes does offer that functionality. Here is a guide for it.
I'm working on a skyblock pack with an exploration element using Recurrent Complex and Valkyrian Warfare. Some of the structures I'm trying to make with it are ridiculously large, including a maze that's actually a tribute to Risugami's Biospheres which weighs in at 512x512 meters. I can't get it to gen though, and I'm not sure if it's because of the size or that I just don't know what I'm doing, since the only message I get back is "The generation was canceled!". So I have two questions: Is there a maximum size for structures and mazes and is there a way I can get Recurrent Complex to tell me WHY the generation was cancelled?
I'm working on a skyblock pack with an exploration element using Recurrent Complex and Valkyrian Warfare. Some of the structures I'm trying to make with it are ridiculously large, including a maze that's actually a tribute to Risugami's Biospheres which weighs in at 512x512 meters. I can't get it to gen though, and I'm not sure if it's because of the size or that I just don't know what I'm doing, since the only message I get back is "The generation was canceled!". So I have two questions: Is there a maximum size for structures and mazes and is there a way I can get Recurrent Complex to tell me WHY the generation was cancelled?
No, there's no max. size for structures. In the latest versions, if the placer is independent from surrounding terrain, large structures actually generate quite well.
For a more specific reason as to why it was canceled check the logs. If this is all it says it's usually a crash or similar.
You should put descriptions under each mod link so people don't have to click every one to see what it is.
I don't really think an extra click for this is too out of this world
Besides, I'm not sure many people use the mcf forums for discovering mods much these days. This used to be my main hub for the mod's info, but now it's more of a link collection. I think the whole curse description does it more justice than a short piece of text I might add here.
ReC should be compatible with almost any mod and shouldn't cause issues (if it does, please report back to me and I will fix them).
I can't speak for the other mods though.
Heyo, just posting out of curiosity about the Psychedelicraft mod. The minecraft network that I play on is updating their Wild West server pack to minecraft version 1.11 IIRC, and I was wondering if there are plans to update Phychedelicraft or not. (the current replacement mod they added looks pretty shitty IMHO)
Heyo, just posting out of curiosity about the Psychedelicraft mod. The minecraft network that I play on is updating their Wild West server pack to minecraft version 1.11 IIRC, and I was wondering if there are plans to update Phychedelicraft or not. (the current replacement mod they added looks pretty shitty IMHO)
All aside, thanks.
The authors of the server actually approached me themselves - but I'm afraid I do not plan on updating Psychedelicraft at this point. As much as I loved it myself, the effort involved to get it ported to 1.8 was just too large.
I have a quick question.
In combination with RTG (Minecraft 1.7.10), I find that in the flower fields biome, which does not have any trees with RTG, some singular oak logs get generated 2-3 blocks under the surface.
Could this have to do with RecCom?
Regards,
Me
Try doing /#whatisthis while standing inside.
It might be a decoration object - if it's one of those you have to enable memorizeDecoration in the config before generating the terrain anew.
If /#whatisthis doesn't spit anything out then, it's not ReC.
I'm trying to blacklist structures in Recurrent Complex (1.4.5/1.11).
I've added the structures to the blacklist -but they are still spawning. What am I doing wrong?
# Resource Expression that will be applied to each loading structure, determining if it should be set to 'active'. [default: ]
S:structureGenerationMatcher=!MeteorSite & !VillageMarketplace & !GiganticTree & !GiganticTree1 & !MonolithHoly & !MonolithUnoly & !UnnaturalCrater & !WoodWallRemains
I'm trying to blacklist structures in Recurrent Complex (1.4.5/1.11).
I've added the structures to the blacklist -but they are still spawning. What am I doing wrong?
# Resource Expression that will be applied to each loading structure, determining if it should be set to 'active'. [default: ]
S:structureGenerationMatcher=!MeteorSite & !VillageMarketplace & !GiganticTree & !GiganticTree1 & !MonolithHoly & !MonolithUnoly & !UnnaturalCrater & !WoodWallRemains
Thank You.
Looks good in theory (except that typo in MonolithUnholy). Try /#lookup to see if the structures are set to active ingame.
If this fails, try opening up the log file to see if recurrent complex logged an error for the config entry. If this doesn't help, please report back and I'll have a closer look
Hello. While I know you have said that you will not update Psychedelicraft to more recent versions of Minecraft, I wouldn't mind if you kept it at 1.7.10 and just added new features. It is an awesome mod, and I hate to see it being discontinued. If you do not want to update it, that's fine, however I'm sure quite a few of people would like to see more drugs or effects added in.
Hello. While I know you have said that you will not update Psychedelicraft to more recent versions of Minecraft, I wouldn't mind if you kept it at 1.7.10 and just added new features. It is an awesome mod, and I hate to see it being discontinued. If you do not want to update it, that's fine, however I'm sure quite a few of people would like to see more drugs or effects added in.
That is an interesting suggestion - however I don't think I am interested in updating Psychedelicraft on top of 1.7 enough. I like being up to date.
Is there a way for me to get structures to spawn regardless if there's ground beneath them or not? Some already do this but I'd like to this for all structures because it would be a fun void world concept
Is there a way for me to get structures to spawn regardless if there's ground beneath them or not? Some already do this but I'd like to this for all structures because it would be a fun void world concept
Yes - You'd just need to adjust the Placer of the structures to something else - e.g. a Placer that places it anywhere between y=1 and y=255.
Yes, yes does offer that functionality. Here is a guide for it.
Hi,
I'm working on a skyblock pack with an exploration element using Recurrent Complex and Valkyrian Warfare. Some of the structures I'm trying to make with it are ridiculously large, including a maze that's actually a tribute to Risugami's Biospheres which weighs in at 512x512 meters. I can't get it to gen though, and I'm not sure if it's because of the size or that I just don't know what I'm doing, since the only message I get back is "The generation was canceled!". So I have two questions: Is there a maximum size for structures and mazes and is there a way I can get Recurrent Complex to tell me WHY the generation was cancelled?
"Wake up."
No, there's no max. size for structures. In the latest versions, if the placer is independent from surrounding terrain, large structures actually generate quite well.
For a more specific reason as to why it was canceled check the logs. If this is all it says it's usually a crash or similar.
You should put descriptions under each mod link so people don't have to click every one to see what it is.
I don't really think an extra click for this is too out of this world
Besides, I'm not sure many people use the mcf forums for discovering mods much these days. This used to be my main hub for the mod's info, but now it's more of a link collection. I think the whole curse description does it more justice than a short piece of text I might add here.
ReC should be compatible with almost any mod and shouldn't cause issues (if it does, please report back to me and I will fix them).
I can't speak for the other mods though.
Heyo, just posting out of curiosity about the Psychedelicraft mod. The minecraft network that I play on is updating their Wild West server pack to minecraft version 1.11 IIRC, and I was wondering if there are plans to update Phychedelicraft or not. (the current replacement mod they added looks pretty shitty IMHO)
All aside, thanks.
The authors of the server actually approached me themselves - but I'm afraid I do not plan on updating Psychedelicraft at this point. As much as I loved it myself, the effort involved to get it ported to 1.8 was just too large.
Try doing /#whatisthis while standing inside.
It might be a decoration object - if it's one of those you have to enable memorizeDecoration in the config before generating the terrain anew.
If /#whatisthis doesn't spit anything out then, it's not ReC.
That doesn't sound like ReC, to be honest. I might be mistaken, of course. I don't have an overview over 1.7 anymore.
Recurrent Complex 1.4.5 is now out for MC 1.10, 1.11 and 1.12! Let me know if there are any issues.
* Commands now fail to run if an unknown parameter is provided (to avoid errors or legacy parameters)!!
* Mazes now have a (configurable) timeout feature. They will never again block the server generation forever!!
* Mazes are a lot quicker to generate in general. (reachability: destination filter, ability grouping)!!
+ Maze and pattern GUIs now have a visualization feature in-world. This helps with placement math a lot!!
* Structures no longer generate their entities and scripts twice!!
+ New structure: UndergroundCultChamber. Thanks A1MOSTADDICTED!!
* /#flood <direction> is now /#move --flood <direction>!
* /#containing is now /#search --containing!
* /#decorateone is now /#decorate --one!
* OldWatchtower now generates loot again (thanks thephoenixlodge
+ /#containing now supports --dimension, --list and --maze
* Preview dummies are no longer auto-canceling themselves on the client
* GenericTree now places correctly from saplings
* /#export now again works with /#export StructureName for overriding another structure (--id to use just the name, not the metadata)
* /#export, /#convert and /#edit now support --directory and --id
* Stone now starts a little further underground for natural floor blocks
* Direction expression autocomplete now includes true and false
* /#natural smart no longer ignores its parameters
* Inventory generation tags are now sorted by the name in the creative menu
I'm trying to blacklist structures in Recurrent Complex (1.4.5/1.11).
I've added the structures to the blacklist -but they are still spawning. What am I doing wrong?
# Resource Expression that will be applied to each loading structure, determining if it should be set to 'active'. [default: ]
S:structureGenerationMatcher=!MeteorSite & !VillageMarketplace & !GiganticTree & !GiganticTree1 & !MonolithHoly & !MonolithUnoly & !UnnaturalCrater & !WoodWallRemains
Thank You.
Looks good in theory (except that typo in MonolithUnholy). Try /#lookup to see if the structures are set to active ingame.
If this fails, try opening up the log file to see if recurrent complex logged an error for the config entry. If this doesn't help, please report back and I'll have a closer look
/facepalm
my spelling of monolith
your spelling of monolyth
that might be my problem.
Will Gravitycraft/MineUp ever be updated again?
Hello. While I know you have said that you will not update Psychedelicraft to more recent versions of Minecraft, I wouldn't mind if you kept it at 1.7.10 and just added new features. It is an awesome mod, and I hate to see it being discontinued. If you do not want to update it, that's fine, however I'm sure quite a few of people would like to see more drugs or effects added in.
Most likely not. It is a mod that was built before Forge, and to say it's extensive in base class edits is a vast understatement.
That is an interesting suggestion - however I don't think I am interested in updating Psychedelicraft on top of 1.7 enough. I like being up to date.
Is there a way for me to get structures to spawn regardless if there's ground beneath them or not? Some already do this but I'd like to this for all structures because it would be a fun void world concept
Yes - You'd just need to adjust the Placer of the structures to something else - e.g. a Placer that places it anywhere between y=1 and y=255.
How do I go about modifying the structures that start in the mod? Also can I modify how likely they generate individually?