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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Recurrent Complex 1.4.7 is now out for MC 1.12! Here are the changes:


    + There are now more types of overridable vanilla decoration (Ocean Monument, Scattered Feature, Village, Nether Fortress, Stronghold, Mineshaft)!!

    * Placers now have the capabilits to place only where floor blocks are, making them a lot more accurate!

    + A lot more types of inventories are recognized by loot generators!

    * Recurrent Complex now logs which structures are causing chained chunk generation

    * /#select set now works for two points at once again

    * Decoration overrides now honor the universalDimensionMatcher

    + Vanilla Decoration overrides now have a configurable placer

    * /#move can now again move by negative amounts

    * Ruins look a bit better



    Quote from Mikki_m8»

    I can't seem to get Recurrent Complex to generate structures in modded dimensions. They generate perfectly fine in the Overworld, Nether, and The End. So I guess I'm missing a config option somewhere?


    I'm trying to get the mod to create a structure at the spawn in specific dimensions, and I'm using PerfectSpawn to start in a different dimension than the Overworld. No matter what dimension I start in, structures in Vanilla dimensions work fine and the structures never spawn in modded dimensions.


    The structures are definitely Active.

    In the Generation settings, I have it on Static and this is my settings page: https://i.imgur.com/OLZ6zMT.png

    I also tried "id=50" and "id = 50" instead of just 50 by itself, but they didn't work either.

    I changed universalDimensionMatcher in the config file to be "0 | 1 | -1 | 50" and also "id=0 | id=1 | id=-1 | id=50", that also had no effect.


    I'm at my wits end here. Is it because these modded dimensions don't technically have a Spawn to generate at?


    On a slightly unrelated note, does anyone know a way to create a structure at exact coordinates in a dimension, and have it actually pre-generate that specific chunk when you create the world/start the server?


    Forgot to say, I'm on 1.7.10


    sorry if the solution is in this thread somewhere, i must have missed it


    Honestly, I can't say. In 1.8+ I could give you support but I don't remember at this point the fallbacks of 1.7. I'm afraid you'll have to figure this one out by yourself by the logs etc. If it's supposed to spawn at specific coordinates though you need to turn off 'from spawn'. The expression needs to be '50' - id=50 wasn't supported in 1.7 I think.
    Posted in: Minecraft Mods
  • 1

    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    Recurrent Complex 1.4.6 is now out for MC 1.12!

    I probably won't keep updating the 1.11 and 1.10 versions to save time as they are quite stable as-is.


    Changes:


    + Structures now have a 'baseline' property in addition to the placer - which means most structures can now use the placer as a preset rather than changing it with a move.!!

    * Improvements for the GUI in a lot of places. It's both more compact and easier to look at in a lot of places now.!!

    + Holder block scripts - switching a specific area between two different setups for easier local toggle handling!!

    * Local toggles now save properly and are output when looking up specific sights (along with the seed)!

    * Structures now check for a rough ratio of water / floor when spawning to prevent surface structures spawning on rivers or lakes.!

    * Mazes now generate even faster and are a lot more reliable again !

    * All structures now contain the author in the metadata (even mine! woo!)

    + /#search now allows for a --author parameter to search for authors

    * /#natural floor does not consider foliage floor blocks anymore

    * /#whatisthis is now more accurate / fixed

    * Script Blocks that are redstone triggerable now place in the world on structure spawn

    * /#selection commands now work better if one point is missing

    * Savanna village kitchens now spawn at the right height and better

    Posted in: Minecraft Mods
  • 1

    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Quote from ITOFAL»

    Hi, I've just started with this mod and am having lag problems. Mega apologies if this has been asked before but there are 200+ pages to read through.


    I absolutely love this mod and want to play it.


    Could it be conflicting with any of the other mods I've added?

    Biomes O'Plenty, Journey Map, Mine Colonies, JEI and HWYLA.

    Note: I have installed Minecolonies 1.12.2 Beta.


    CPU: Intel Core i7 7700K @ 4.20Ghz

    RAM: 16GB

    OS: Win 10 (64 bit)

    Gfx: Nvidia GeForce GTX 1080 (drivers up to date)



    ReC can have an impact on world generation speed, but it's usually not too noticeable (except for the occasional lag spikes when generating large structures). After world generation it ceases to have any impact - so if you pre-generate some terrain before playing you should be good.
    Some people also like to disable treeLeavesDecay in the config since they have problems with the block tick lag otherwise.

    Posted in: Minecraft Mods
  • 1

    posted a message on NYVARLD - Over 100 New Structures!

    Hey, just ran across this while doing a bit of internet crawling. Are you still working on this? :)

    Posted in: Maps
  • 1

    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Quote from Hootlings»

    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 :)
    Posted in: Minecraft Mods
  • 1

    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    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

    Posted in: Minecraft Mods
  • 2

    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Quote from iamnotstanley»

    Hello guys!


    I want to use Biomes O' Plenty & Resurrect Complex & GeographiCraft/Climate Control & Realistic Terrain Generation together in 1.10.2. Is it possible? If yes, how? Can it work these mods out of the box, or I need to manually configure this mods? Which worldtype should I use? (RTG/BoP)


    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.
    Posted in: Minecraft Mods
  • 2

    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    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

    Posted in: Minecraft Mods
  • 1

    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    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.

    Posted in: Minecraft Mods
  • 1

    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    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!

    Posted in: Minecraft Mods
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