Official Repository: complex.ivorius.de →
Mod Discussion: Minecraft Forums →, #ivorius on Discord →
More Information: Recurrent Complex Wiki
Nightly Builds: Drone.io
Feature Overview
- Over 200 randomized structures!
- You can find...
- Forts
- ... also in the desert
- Water Shrines
- Nether thorns
- Ruins
- Underground Flora
- Hidden Treasure
- Inns
- Remnants of tribal nations
- Windmills
- Graveyards
- Towers
- Spiders!
- Mazes
- Meteors
- Mysteries
- Pyramids
- Trees
- Big Trees
- VERY Big Trees - Yup
- Abandoned Houses
- Abandoned Mines
- Floating Islands
- Pirate Hideouts
- ... and so much more!
- Server-Side only mode: The mod is not actually required on clients in lightweight mode
- Create your own structures (Supporting modded blocks, Block Entities, and Entities)
- Let your structures spawn in natural terrain, in villages, in place of trees and more!
- Export and import structures (between worlds - this supports modded content too) - Now with schematic support
- Easy to use GUIs - No silly text file editing
- All features (and structures) are completely optional (Disable Structures / Use ReC as a Utility)
- Previews make it incredibly easy to position your structures before committing to the changes
- Easier building with special tools and commands
- Randomized structure contents, like chest loot and cave generation
- Complete tree replacement
- Generate structures within other structures
- Randomized, modular mazes with lots of creative freedom
- Spawn Structures (<3 modpacks)
- Custom sapling spawns
Complete Feature Overview: Recurrent Complex Wiki
Note:
- Granted Attribution (Link to this mod, and mention of my name), you may use this mod in mod packs.
- This mod requires IvToolkit to function.
Cinematic Trailer / Showcase
Video Overview
Contributing
Are you tired of your builds going to waste? Do you want to see them generate in Recurrent Complex? Awesome, I want that, too!
Once you've completed a build (Tips), you can upload it to the official repository. There, other players can find and download it, and I might even have a look and enquire you to include it in the base mod itself.
What other people have said:
- "it shits all over other structure mods" - David AKA 'Vadis365'
Support this mod on Patreon:
Are there any plans at all for a 1.16 or 1.17 port?
Hey, quick question. will these spawn even if the world is already pre-generated? Or would I have to do something manual here?
can it be updated to 1.16.4 pleaseee
I very rarely post negative comments but this is for the sake of anyone who checks comments before downloading;
This mod is incredibly bad for performance. The structures it generates are being created as a singular instance, meaning in some cases it may load hundreds of chunks at once during world generation, causing big server hangs. This is in total opposition to the vanilla system for things like villages, mineshafts and strongholds which can partially generate chunk by chunk. Additionally, it seems to load the spawn chunk (0, 0) quite often to generate things into it - and I have absolutely no idea why.
There are a number of open and ignored issues about this on GitHub. The mod has frequently timed out my (decently powerful) server while trying to pregenerate a world.
The developer even said in a comment elsewhere that due to this problem (which they seem aware of but won't fix), the larger interesting structures have a very rare spawn rate, meaning your world will mostly just be littered with clumps of stone/andesite/diorite and small floating shrines that have a few flowers and cobwebs in a chest.
Again, I hate posting negative comments but... performance is an important thing especially on servers and I feel like this really needs highlighting, as it is fixable. The developer just needs to switch to using the vanilla structuring system which allows partial generation of structures instead of trying to create huge temples and fortresses on a single server tick.
I very rarely reply to comments, but here we are lol
Thanks for the feedback. Recurrent Complex has an incredibly advanced spawning system, that - as opposed to all vanilla structures (last I checked) and, for the most part, all mod structures, does in fact split its generation into chunk-wise parts. The reason many mods and vanilla structures don't cause cascading chunk gen is that the structures are less than 16x16.
So why, you might ask, does ReC still also cause cascading chunk gen?
Well, that is because it queries terrain for its spawn placement, to find an optimal place for structures to spawn. This has the unfortunate, but rather strong, side effect of vanilla pre-generating all chunks for this check.
There are two workarounds:
1) You could just use the currently spawned-in chunks for placement, as larger vanilla complexes (i.e. villages etc) do. This has the side effect that if terrain changes a lot in a short distance, the structure looks shit.
2) You could pre-generate terrain without pre-generating structures on top for the queried chunks. This is the one I wanted to opt for - it has no downsides that I am aware of. Unfortunately, I figured out this requires some major tweaks to vanilla chunk gen, and I never got around to finishing the implementation.
Now we are left with cascading chunk gen. I'd be salty too if I were to play with this state and strong lag, to be honest. lol. When and if I make a new version, it will at least offer 1) as an option.
Cheers.
In reply to Ivorforce:
Thanks for the reply. However just for the record, step 2 is actually exactly what I had done; I generated my entire world as terrain only using Chunk Pregenerator so I could get an overview of how landmass/biomes were looking, and then started a second pass which generated the details. I believe ReC still caused the lag because it still has to load massive chunk areas regardless of whether the terrain already exists or not, and the terrain itself is pretty low resource to generate so it made very little difference.
It is of course very possible the actual crashes were because I was also pre-generating terrain with the mod, which I guess would happen faster than players naturally exploring, but while players are online the pregenerator stops and they were experiencing major hiccups while exploring even things like ocean.
Just one additional note which I believe might just be a bug; I ended up removing the mod so my world could generate faster and without crashing the server. However, players with the mod still installed on their client were unable to connect to the server. Not sure if that's something easy to fix or not? Unfortunately, I don't know if there was anything server-side as I'm away from my PC for the next week or so so this is all I can offer.
Hi just wondering if this mod has been dropped?
In reply to cyrusleo123:
I haven't found time to update it in quite the while, yes. It might happen. But I have no concrete plans right now.
how do i get the block selector I'm looking in creative menu and everywhere and i cant find it can someone please help thanks
i crashed do you know why here is the report
---- Minecraft Crash Report ----
// I let you down. Sorry :(
Time: 2020-11-11 10:20:19 EST
Description: Error executing task
java.util.concurrent.ExecutionException: java.lang.NullPointerException
at java.util.concurrent.FutureTask.report(FutureTask.java:122)
at java.util.concurrent.FutureTask.get(FutureTask.java:192)
at net.minecraft.util.Util.runTask(Util.java:531)
at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:1088)
at net.minecraft.client.Minecraft.run(Minecraft.java:3942)
at net.minecraft.client.main.Main.main(SourceFile:123)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NullPointerException
at net.minecraft.client.network.NetHandlerPlayClient.handleBlockChange(NetHandlerPlayClient.java:774)
at net.minecraft.network.play.server.SPacketBlockChange.processPacket(SourceFile:40)
at net.minecraft.network.play.server.SPacketBlockChange.processPacket(SourceFile:13)
at net.minecraft.network.PacketThreadUtil$1.run(PacketThreadUtil.java:22)
at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511)
at java.util.concurrent.FutureTask.run(FutureTask.java:266)
at net.minecraft.util.Util.runTask(Util.java:529)
... 9 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Minecraft Version: 1.12.2
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 813957416 bytes (776 MB) / 2147483648 bytes (2048 MB) up to 2147483648 bytes (2048 MB)
JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M
IntCache: cache: 0, tcache: 0, allocated: 4, tallocated: 105
FML: MCP 9.42 Powered by Forge 14.23.5.2854 Optifine OptiFine_1.12.2_HD_U_F5 49 mods loaded, 49 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
| State | ID | Version | Source | Signature |
|:------ |:------------------- |:------------------------ |:--------------------------------------------- |:---------------------------------------- |
| LCHIJA | minecraft | 1.12.2 | minecraft.jar | None |
| LCHIJA | mcp | 9.42 | minecraft.jar | None |
| LCHIJA | FML | 8.0.99.99 | forge-1.12.2-14.23.5.2854.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 |
| LCHIJA | forge | 14.23.5.2854 | forge-1.12.2-14.23.5.2854.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 |
| LCHIJA | ivtoolkit | 1.3.3-1.12 | minecraft.jar | None |
| LCHIJA | openmodscore | 0.12.2 | minecraft.jar | None |
| LCHIJA | damageindicatorsmod | 1.0 | [1.12.2]DamageIndicatorsMod-3.5.1.jar | None |
| LCHIJA | bspkrscore | 7.6.0.1 | [1.12]bspkrsCore-universal-7.6.0.1.jar | None |
| LCHIJA | treecapitator | 1.43.0 | [1.12]TreeCapitator-client-1.43.0.jar | None |
| LCHIJA | jei | 4.16.1.302 | jei_1.12.2-4.16.1.302.jar | None |
| LCHIJA | quark | r1.6-179 | Quark-r1.6-179.jar | None |
| LCHIJA | autoreglib | 1.3-32 | AutoRegLib-1.3-32.jar | None |
| LCHIJA | biomesoplenty | 7.0.1.2441 | BiomesOPlenty-1.12.2-7.0.1.2441-universal.jar | None |
| LCHIJA | ctm | MC1.12.2-0.3.3.22 | CTM-MC1.12.2-0.3.3.22.jar | None |
| LCHIJA | chisel | MC1.12.2-0.2.1.35 | Chisel-MC1.12.2-0.2.1.35.jar | None |
| LCHIJA | goodnightsleep | 0.2.1 | good-nights-sleep-1.12.2-v0.2.1.jar | None |
| LCHIJA | ichunutil | 7.2.1 | iChunUtil-1.12.2-7.2.1.jar | 4db5c2bd1b556f252a5b8b54b256d381b2a0a6b8 |
| LCHIJA | inventorytweaks | 1.63+release.109.220f184 | InventoryTweaks-1.63.jar | 55d2cd4f5f0961410bf7b91ef6c6bf00a766dcbe |
| LCHIJA | ironbackpacks | 1.12.2-3.0.8-12 | IronBackpacks-1.12.2-3.0.8-12.jar | None |
| LCHIJA | ironchest | 1.12.2-7.0.67.844 | ironchest-1.12.2-7.0.72.847.jar | None |
| LCHIJA | journeymap | 1.12.2-5.7.1 | journeymap-1.12.2-5.7.1.jar | None |
| LCHIJA | lucky | 7.6.0 | luckyblock-1.12.2-1.jar | None |
| LCHIJA | lycanitesmobs | 1.19.2.0 - MC 1.12.2 | LycanitesMobsComplete+1.19.2.0+[1.12.2].jar | None |
| LCHIJA | arcticmobs | 1.19.2.0 - MC 1.12.2 | LycanitesMobsComplete+1.19.2.0+[1.12.2].jar | None |
| LCHIJA | demonmobs | 1.19.2.0 - MC 1.12.2 | LycanitesMobsComplete+1.19.2.0+[1.12.2].jar | None |
| LCHIJA | desertmobs | 1.19.2.0 - MC 1.12.2 | LycanitesMobsComplete+1.19.2.0+[1.12.2].jar | None |
| LCHIJA | elementalmobs | 1.19.2.0 - MC 1.12.2 | LycanitesMobsComplete+1.19.2.0+[1.12.2].jar | None |
| LCHIJA | forestmobs | 1.19.2.0 - MC 1.12.2 | LycanitesMobsComplete+1.19.2.0+[1.12.2].jar | None |
| LCHIJA | freshwatermobs | 1.19.2.0 - MC 1.12.2 | LycanitesMobsComplete+1.19.2.0+[1.12.2].jar | None |
| LCHIJA | infernomobs | 1.19.2.0 - MC 1.12.2 | LycanitesMobsComplete+1.19.2.0+[1.12.2].jar | None |
| LCHIJA | junglemobs | 1.19.2.0 - MC 1.12.2 | LycanitesMobsComplete+1.19.2.0+[1.12.2].jar | None |
| LCHIJA | mountainmobs | 1.19.2.0 - MC 1.12.2 | LycanitesMobsComplete+1.19.2.0+[1.12.2].jar | None |
| LCHIJA | plainsmobs | 1.19.2.0 - MC 1.12.2 | LycanitesMobsComplete+1.19.2.0+[1.12.2].jar | None |
| LCHIJA | saltwatermobs | 1.19.2.0 - MC 1.12.2 | LycanitesMobsComplete+1.19.2.0+[1.12.2].jar | None |
| LCHIJA | shadowmobs | 1.19.2.0 - MC 1.12.2 | LycanitesMobsComplete+1.19.2.0+[1.12.2].jar | None |
| LCHIJA | swampmobs | 1.19.2.0 - MC 1.12.2 | LycanitesMobsComplete+1.19.2.0+[1.12.2].jar | None |
| LCHIJA | mantle | 1.12-1.3.3.55 | Mantle-1.12-1.3.3.55.jar | None |
| LCHIJA | morph | 7.1.3 | Morph-1.12.2-7.1.3.jar | 4db5c2bd1b556f252a5b8b54b256d381b2a0a6b8 |
| LCHIJA | openmods | 0.12.2 | OpenModsLib-1.12.2-0.12.2.jar | d2a9a8e8440196e26a268d1f3ddc01b2e9c572a5 |
| LCHIJA | openblocks | 1.8.1 | OpenBlocks-1.12.2-1.8.1.jar | d2a9a8e8440196e26a268d1f3ddc01b2e9c572a5 |
| LCHIJA | portalgun | 7.1.0 | PortalGun-1.12.2-7.1.0.jar | 4db5c2bd1b556f252a5b8b54b256d381b2a0a6b8 |
| LCHIJA | reccomplex | 1.4.8.1 | RecurrentComplex-1.4.8.1.jar | None |
| LCHIJA | roguelike | 1.8.0 | RoguelikeDungeons-1.12.2-1.8.0.jar | None |
| LCHIJA | twilightforest | 3.9.984 | twilightforest-1.12.2-3.9.984-universal.jar | None |
| LCHIJA | tconstruct | 1.12.2-2.13.0.183 | TConstruct-1.12.2-2.13.0.183.jar | None |
| LCHIJA | tropicraft | 7.1.9.115 | tropicraft-MC1.12.2-7.1.9.115.jar | None |
| LCHIJA | vanillafix | 1.0.10-SNAPSHOT | VanillaFix-1.0.10-99.jar | None |
| LCHIJA | veinminer | 0.38.2 | VeinMiner-1.12-0.38.2.647+b31535a.jar | None |
| LCHIJA | veinminermodsupport | 0.38.2 | VeinMiner-1.12-0.38.2.647+b31535a.jar | None |
Loaded coremods (and transformers): Inventory Tweaks Coremod (InventoryTweaks-1.63.jar)
invtweaks.forge.asm.ContainerTransformer
VanillaFixLoadingPlugin (VanillaFix-1.0.10-99.jar)
OpenModsCorePlugin (OpenModsLib-1.12.2-0.12.2.jar)
openmods.core.OpenModsClassTransformer
Quark Plugin (Quark-r1.6-179.jar)
vazkii.quark.base.asm.ClassTransformer
IvToolkit (IvToolkit-1.3.3-1.12.jar)
CTMCorePlugin (CTM-MC1.12.2-0.3.3.22.jar)
team.chisel.ctm.client.asm.CTMTransformer
GL info: ' Vendor: 'Intel' Version: '4.0.0 - Build 10.18.10.5129' Renderer: 'Intel(R) HD Graphics 4000'
OpenModsLib class transformers: [llama_null_fix:FINISHED],[horse_base_null_fix:FINISHED],[pre_world_render_hook:FINISHED],[player_render_hook:FINISHED],[horse_null_fix:FINISHED]
Pulsar/tconstruct loaded Pulses: - TinkerCommons (Enabled/Forced)
- TinkerWorld (Enabled/Not Forced)
- TinkerTools (Enabled/Not Forced)
- TinkerHarvestTools (Enabled/Forced)
- TinkerMeleeWeapons (Enabled/Forced)
- TinkerRangedWeapons (Enabled/Forced)
- TinkerModifiers (Enabled/Forced)
- TinkerSmeltery (Enabled/Not Forced)
- TinkerGadgets (Enabled/Not Forced)
- TinkerOredict (Enabled/Forced)
- TinkerIntegration (Enabled/Forced)
- TinkerFluids (Enabled/Forced)
- TinkerMaterials (Enabled/Forced)
- TinkerModelRegister (Enabled/Forced)
- chiselIntegration (Enabled/Not Forced)
- quarkIntegration (Enabled/Not Forced)
Suspected Mods: Unknown
In reply to hellaswella13:
what
hey, it's possible to spawn structures right? in some RLCraft videos I've seen people findig these really big citys, and people say you can spawn them (?) and (as example) posted the name of the structure in the comments in some posts. I tried to spawn those in, but then it says it's not registered. I don't know if i'm doing something wrong, but it would be cool if someone could tell me the names of those big citys.
In reply to stupidgamer9000:
that is not recurrent complex there is a mod called lost citites spawns that structures
In reply to atopik2:
it's medieval cities and stuff like that, in almost the same style the villages spawn (with recurrent complex) i'm not sure if that also spawns with the lost cities mod, i could be wrong but if yes thanks!
In reply to stupidgamer9000:
in rlcraft folder there is a folder called Structures change with your minecrafts structure folder.
hopefully this will get updated to 1.16.3
Really really really nice mod. My friends and I love it! Especially the village additions. Great Job <3
How common will these structures be in our worlds? Additionally, do you plan on updating this to include 1.16.3?
In reply to sarsath:
Some of the structures are common, like pumpkin farm, a pond, some wrecked house etc. I haven't found every structure in the mod, you can find it by urself
1.15.2 plz