Hi everyone who is still subscribed to this thread.
As you have probably already realized, I am not updating the mods anymore. I am slowly coming to terms with the fact that I apparently can't find the time anymore to update them or give them love, and am looking into giving them up for adoption.
If you are, or know somebody who would be interested, please get in touch (PM, Discord, GitHub). The mod downloads, Discord channel and website aren't going anywhere, though. ✌️
If you would like to keep up to date with my other projects, I am soon starting something completely unrelated on my YouTube channel. The Discord channel will also be kept up to date.
What does "Max Occurrences" under Limitations in the Natural generations section control?
I'm trying to figure out how I can generate structures only 1 time per world. BTW I'm also going to try to incorporate spawnDistanceMultiplier too, which I've yet to dive into. So I would appreciate any advice/examples on that subject too.
Again, thank you very much for making this Mod. It's one of my favorites.
Thank you!
That is exactly what it does "1 Max Occurrence" = at most 1 per world.
The spawn distance multiplier means that a structure occurs more often the farther away it is from spawn. That's intended for late-game structures.
Absolutely love the mod! But I'm having some problems creating my own structures:
I select an area (a dirt block under my structure) and above to select the whole structure, but when I spawn it in the world, it spawns without the grass ground. I tried experimenting with the setting on #export but can't find anything to help me.
I made a tent and it always spawns over a new area, or even on top of water even when I say not to select it.
if it spawns without the grass / dirt blocks, you probably have not selected them on export. Unless you have a version of the file in your world-save directory that is overriding any changes you make to it in the normal structures directory.
The second thing has to do with the placer. You'll need to set the baseline to 1 and you should be good.
i have a strange bug und my server, the chest which holds one kind of item with the fancy animations is deleting the items and changes the direction its is loking i tested id 3 times and it deletes them when i leave the chunc and come back later. i did not test it with other items jet.
thanks and have a nice day
That sounds like a weird synchronisation bug. I don't actively maintain YGC anymore however, I'm afraid.
Hello all, I've been stuck for several hours trying to figure this out, maybe someone can help...
I have created my own dimension and my own structures. The structures have a generator that makes them only generate in my custom dimension.
However, I cannot figure out how to stop the RecComplex default structures from generating in my custom dimension. The "universalDimensionMatcher" config setting will block all structures, and the "structureGenerationMatcher" setting is a Resource expression, and thus won't take a dimension specifier.
Any ideas? Is there a way to edit the generator of the default structures maybe?
thanks
-pete
Yes, you can edit the default dimension matcher preset to not include the dimension, which will work for almost all structures. The best way to do this however would be registering the dimension in the dimension dictionary, which would already disable all structures there - however, that of course only works if you're a mod author working with code.
So i still have the server problem. i downloaded version 1.7.10 and the core. it works awesome in single player. But my Nitrado server i just not starting properly. Do i need to change something to make it work on a server in 1.7.10?
Not really. Remember to have IvToolkit and ReC, and both on the client-side as well (or not, if you have ReC in lightweight mode).
I just wanted to ask if your IVToolKit can run on a server in version 1.7.10. My Server chrashes every time. Singleplayer is no Problem. It is a Nitrado server if this is any help and if you need a crash log i need to find one. The log is hiding from me.
Yes, but you need the version created for MC 1.7.10. The versions are denoted in the downloads section.
Is there a way to spawn a structure in from recurrent complex without the part of the generation that causes it to become ruins?
You can either use /#import to import the raw built without any generation happening, or you can (temporarily, if you want) remove or disable the ruins transformer using /#edit and the generate it using /#gen.
Im just curious if anyone has come up to try and update psychedelicraft? honestly i would try but i don't know much about modding.
There have been a fair number of people texting me to try. Nobody has come back successful though... The mod is fairly complex and would require a decent amount of skill and time to update.
When using Recurrent Complex I disabled all of the additional village structures but every world has extended village pathways with regularly spaced lamp posts as if the buildings would still generate. Is there any way to disable this behaviour?
I don't believe so... If that is the case maybe you should file a bug report with Forge. For villages I largely use their API.
Ivorus can you give me some pointers on reducing how deadly recurrent complex is to a server in 1.12.2? On the client it usually causes some hiccups but it generally catches up and I attribute a lot of my lag to running at the edge of full ram, but time and time again I'm having it just cause my server to crap itself and freeze causing a restart as if going, "nope, I'm done". and the whole log is just covered in cascading world gen logs from you.
Like, I noticed the lightweight mode. what kind of stuff does that stop to make it light? I'd like to have the big structures spawning occasionally cause they're big cool and fancy and good for exploration. Same with structures being replaced in villages it seems. But I'm guessing a lot of the lag is from the density of the scattered features with the occasional cascade causing even more of them to show up.
Is there anything you can do about making the mod less cascadey? or atleast some considerations on how to tweak it down to still have nice things in the places that count, but not as many chain reacting cascades that break the server into laggy little bits. :V
Sorry for the late response - no access to my computer for the past few days.
I second this. Very much.
Especially large structures like this one cause extreme lag when I'm exploring a world:
Yes, huge structures cause lots of cascading chunk lag (mostly because they (have to) scan the area for a suitable ground to spawn. Changes are planned.
Also, what's up with all the dead trees?
Uh, no clue. Maybe it's a modded biome with weird biome dictionary entries that only allow those trees to match?
I took a play with the configs and those trees are probably related to these parts.
# The base weight of RC sapling generation types. The vanilla tree weight is 1 - if you want to fully replace vanilla trees, crank this up to something big. [range: 0.0 ~ 100000.0, default: 0.2]
S:baseSaplingSpawnWeight=0.2
# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
S:baseWeight_tree=0.2
# The chance to trigger any special sapling spawns at all. If you want to disable the big trees, set this to 0. [range: 0.0 ~ 1.0, default: 1.0]
S:saplingTriggerChance=0.25
so what I did was nuke those down to like 0.02 a piece and 0.25 on the special saplings. Since I have a feeling it relates to stuff like super trees etc and making recurrent trees show up?
The other stuff is decorationals, cacti and mushrooms here (not neccessarily in that order):
# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
S:baseWeight_cactus=0.2
# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
S:baseWeight_scattered_feature=0.2
# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
S:baseWeight_big_mushroom=0.2
so I knocked those down a little aswell but they're less often, the scattered features more-so. since I would be saying to my friend, "This is just too much spooky tree". So a lot of the stuff that fires a tonne you knock it down so it fires less often.
The big hits are really just mazes and super structures which can make for some hardcore freezing and if you manage to trigger a really big cascade off of one of them. Maze has a time-out feature though if it lags too hard, and structures I think are just those big super structures and stuff related to standard gen which is upgraded which is kinda the stuff you want. so I actually tweaked those up. while the over-all amount of structure structures number I took down a little to like 0.75 or 0.5.
Friend was exploring today and it would get a little lag bursty, but we never hard an outright freeze except for one point... but I think that was related to her derping into a gorgon temple and getting turned to stone but surviving anyway cause of player revive and then crashing when leaving after a TP failed to bring the body for revival atleast visually. :V
Looks like you figured out most of it yourself. For now it's a number's game - less structures means less trouble and ReC starts with a high structure count by default. Timeout can be useful for very big servers and if you invest some time you can scan through the logs to see what causes cascading chunk gen more frequently and punch those structures down individually (spawnTweaks option).
What I find problematic about the trees is that it appears like all the substitutions that RC does appear to end up as this same dead tree variant. The higher trees in my screenshot are actually not RC, but the default trees that Realistic Terrain Generation generates.
Maybe your setup is weird? Comment from my earlier response stands. Try to use /#biomedict (or what ever it was called) and /#search (I think has relevant functionality) to see if your structures spawn there.
First of all i want to thank you for your mod development in Minecraft. I have installed many of your mods in servers in the past, and players always loved them!
Sadly, one of your best mods, Psychedelicraft, doesn't run correctly on later minecraft versions after 1.8 client update. I'm bringing this to you because there is no other mod that applies custom shaders in such a fun and balanced way.
Is there any chance to see that mod updated in the near future?
Psychedelicraft was / is a fairly complex shader mod that had an extensive core mod to power it. The 1.8 update was a bit too much work for a realistic update so I decided I would not be planning an update (although I'd have loved one, myself).
1
Hi everyone who is still subscribed to this thread.
As you have probably already realized, I am not updating the mods anymore. I am slowly coming to terms with the fact that I apparently can't find the time anymore to update them or give them love, and am looking into giving them up for adoption.
If you are, or know somebody who would be interested, please get in touch (PM, Discord, GitHub). The mod downloads, Discord channel and website aren't going anywhere, though. ✌️
If you would like to keep up to date with my other projects, I am soon starting something completely unrelated on my YouTube channel. The Discord channel will also be kept up to date.
Cheers and all the best,
~ Ivorius.
0
Thank you!
That is exactly what it does
The spawn distance multiplier means that a structure occurs more often the farther away it is from spawn. That's intended for late-game structures.
0
Hey, thanks! I've been busy with other things I'm afraid, but I'll try to get it running at a later date. It might take a while still though.
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Nope, and yes, I plan to update. But currently other projects are more pressing, so it might yet take a while.
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Probably not.
0
if it spawns without the grass / dirt blocks, you probably have not selected them on export. Unless you have a version of the file in your world-save directory that is overriding any changes you make to it in the normal structures directory.
The second thing has to do with the placer. You'll need to set the baseline to 1 and you should be good.
0
Yes, that would be the easiest way.
That sounds like a weird synchronisation bug. I don't actively maintain YGC anymore however, I'm afraid.
0
Yes, you can edit the default dimension matcher preset to not include the dimension, which will work for almost all structures. The best way to do this however would be registering the dimension in the dimension dictionary, which would already disable all structures there - however, that of course only works if you're a mod author working with code.
0
Not really. Remember to have IvToolkit and ReC, and both on the client-side as well (or not, if you have ReC in lightweight mode).
0
Yes, but you need the version created for MC 1.7.10. The versions are denoted in the downloads section.
0
You can either use /#import to import the raw built without any generation happening, or you can (temporarily, if you want) remove or disable the ruins transformer using /#edit and the generate it using /#gen.
0
There have been a fair number of people texting me to try. Nobody has come back successful though... The mod is fairly complex and would require a decent amount of skill and time to update.
I don't believe so... If that is the case maybe you should file a bug report with Forge. For villages I largely use their API.
0
Sorry for the late response - no access to my computer for the past few days.
Yes, huge structures cause lots of cascading chunk lag (mostly because they (have to) scan the area for a suitable ground to spawn. Changes are planned.
Uh, no clue. Maybe it's a modded biome with weird biome dictionary entries that only allow those trees to match?
Looks like you figured out most of it yourself. For now it's a number's game - less structures means less trouble and ReC starts with a high structure count by default. Timeout can be useful for very big servers and if you invest some time you can scan through the logs to see what causes cascading chunk gen more frequently and punch those structures down individually (spawnTweaks option).
Maybe your setup is weird? Comment from my earlier response stands. Try to use /#biomedict (or what ever it was called) and /#search (I think has relevant functionality) to see if your structures spawn there.
0
Probably not.
0
Psychedelicraft was / is a fairly complex shader mod that had an extensive core mod to power it. The 1.8 update was a bit too much work for a realistic update so I decided I would not be planning an update (although I'd have loved one, myself).