Recurrent Complex Volts

Performance, Compatibility, Bugfixes, Features

File Details

RecurrentComplexVolts-2.0.0.0.jar

  • R
  • Apr 8, 2026
  • 5.51 MB
  • 147
  • 1.12.2
  • Forge

File Name

RecurrentComplexVolts-2.0.0.0.jar

Supported Versions

  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:recurrent-complex-volts-1505551:7895253")
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Fixes

  • Fixed generationInfoID lookup and persistence across NBT and structure operation paths, so generation metadata is now preserved correctly.
  • Corrected Entry.equals behavior in world structure generation data, preventing invalid comparisons and related cache/key issues.
  • Improved handling of unknown or missing world data, especially loot and item-related content, including proper cache invalidation when content becomes available again.
  • Improved invalid entity ID handling with a safer fallback path.
  • Fixed stale universal transformer preset state after config reloads.
  • Fixed chat command functionality on Java 24+

 

Performance and Stability

  • Improved thread safety in structure generation by making caches concurrent, adding per-chunk locking, and tightening cache construction safeguards.
  • Improved chunk-lock lifecycle handling to make generation more reliable under concurrency.
  • Reduced repeated warnings and lookup cost by caching missing presets and missing entities.
  • Reduced worldgen log spam and improved diagnostics for missing-content errors.
  • Reduced overhead in structure hook processing, reflective lookups, checked-chunk tracking, and chunk packing logic.
  • Improved patterned generation and loot-related runtime behavior.

 

Worldgen and Placement

  • Improved selective placer filtering for more stable surface candidate selection on uneven terrain.
  • Fixed ray-based placement failures so invalid placements are no longer reused.
  • Improved ray averaging precision to reduce placement instability from tiny floating-point differences.
  • Added a config option for vertical spread tolerance in ray hits, making uneven-terrain placement more predictable (rayAverageMaxHeightSpread).
  • Tightened uneven-ray validation and improved related feedback.