Recurrent Complex

Adds a ton more structure generation, dungeons, and randomized loot - Fully customizable
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RecurrentComplex-1.2.10-1.10.jar

File nameRecurrentComplex-1.2.10-1.10.jar
Uploader
IvoriusIvorius
Uploaded
Mar 21, 2017
Downloads
222.1K
Size
5.1 MB
Mod Loaders
File ID
2395780
Type
R
Release
Supported game versions
  • 1.10.2
  • 1.10

What's new

1.2.10

+ /#map and /#mapall that runs a (compatible) command on a structure and immediately saves it!

* Tile entities generation is now a lot more stable, especially in terms of modded tile entities!

+ /#writeall to write all existing files to the custom folder

* SpruceTree only consisted of two blocks, and a bunch of trees had wrong leaf types in them

+ Some links to the newly launched official Recurrent Complex repository!

+ On server start, ReC now outputs some links / help to get people started with modifying structures (opt-out in the config)

* Some trees were generating away from their saplings

 

1.2.9.1

* Items generate again in lightweight mode

* Commands using expressions now output the expression error if invalid

 

1.2.9

* Resource Expressions work again with casing (fixes structureLoadMatcher, structureGenerationMatcher etc.)

* Trees now also check the surrounding terrain on world generation. This makes forests less dense, but prevents trees from spawning inside each other. 

* Structures no longer spawn in biomes they're not supposed to on biome edges.

* Rocks no longer spawn in oceans

+ Replace and replace all transformers now get the NBT Editor GUI for entering the blocks' NBT values. Inventory Generation Tags also are now executed from these transformers' placed tile entities.

+ Frequent Structures no longer block bigger structures from spawning (can be adjusted in the individual structure files)

* Mazes generate a bit more reliably

 

1.2.8

+ Lots more village buildings!! (thanks gibraltarMC and Defoxx)

+ Improved Ruins Transformer!! Ruins now look a lot more dynamic and actually perform a lot faster, too.

* Mazes now generate a lot more reliably as well as fast!

* More big and huge mazes underground!

* Some trees spawning from saplings didn't spawn on the saplings!

* Big structures now spawn a lot faster (more performance)!
* Decoration sometimes crashed the game! (Now it only logs an error)

+ New Command! /#convertschematic directly converts a schematic file to a structure file.

* /#importschematic can now handle uncompressed schematic files

* Schematic Files now correctly load old vanilla tile entities that didn't before

* Natural Generation Categories can now try spawning structures more than once per biome (structureSpawnChances)

* /#fill and /#sphere now run a lot faster

* Some trees spawned where they shouldn't (and kept two more types of rocks from spawning)
* Fixed an issue that prevented some village buildings from spawning (whoops!)!

* Village Houses now rotate towards the street correctly

* Item Generation Component weight sliders now scale correctly like all weight sliders

* Generic Solid and Space blocks now appear in the creative menu again

 

1.2.7

+ Revamped inspector! You can now edit tile entity and entity metadata with it!!!

+ /#containing which searches all structures for a block / block expression being used!

* Generation Info expressions now work again (fixes tree leaves never being decayable)

* Script blocks made in earlier versions now correctly have on spawn enabled (fixes mazes in pyramids and similar)

* /#export now better predicts whether to save in active or inactive

* Changes in item collections didn't update the collections themselves

* The pattern ingredient screen no longer crashes

 

1.2.6.2

* /#pastegen works again!

* /#importschematic no longer crashes when a mod loads with invalid metadata

* Some more performance improvements

* Natural and Natural Air transformers can now customize which blocks to override

* Inventory Generation Components often crashed when editing the items

 

1.2.6.1

* Inventory generation components now save again!! (Thanks RiverC)

 

1.2.6

* Performance!!! World generation is about 2-3 times faster, sapling generation 3-4 times (fixing lag spikes in large forests)

* The game no longer crashes when ReC tries to load an unknown tile entity!

* /#paste works again!

* Generic space doesn't have a bounding box anymore

* More tooltips

* Compatibility with C&B in structures (requires next version of C&B)

* You are no longer being warned about generation layers on /#import

* Some big operations now warn the sender before running

 

1.2.5.1

Update for the latest Forge changes (resolves startup crash).

 

1.2.5

1.11 Update!

 

1.2.4

* Lots of GUI improvements - Scroll bars, resizeability, titles, symbols and more!!

* Script blocks are now triggerable via redstone (if so desired)!

* Chests generate loot again in all structures in lightweight mode!

* Certain functionality (e.g. export GUI) no longer crashes servers

* Fixed a crash that might occur if presets could not be found

 

1.2.3.4

* Setting the baseWeight_tree to 0 removed almost all trees from forests!

* More boulders and mounts! Also they now spawn in the frequent category to make space in the decoration category for more interesting structures!

+ /#eval, which quickly evaluates a dependency expression. Useful for testing global variables

* The generateNature option was being ignored

* Many village buildings spawned without a floor. Poor villagers.

* /#duplicate now tab completes

* Having a /#generate operation still in preview when loading an old world crashed the game

 

1.2.3 

* baseWeights from the config were being ignored - whoops!

* RTG Compatibility: Trees don't overcrowd their biomes anymore (when their next release comes out)!

* Fix for the compatibility crash with PokeCube

 

1.2.2 

+ /#remember to add a /#whatisthis entry!! This is also useful to mark areas as player creations to avoid retro-generating in them.!!

+ /#forget and /#forgetall to forget a /#whatisthis entry!

* lightweightMode has been moved the the General config category! Caution!

* The generateNature option works again

* Items generate again in lightweight mode

* Maze IDs didn't save properly

* Resources are now loaded from mods in order of dependency

 

1.2.1 

+ You can now hide most ReC GUIs to look around in the world!

* GUIs now scale with the window a bit

* Spawn Script blocks now save again

* No more crash when editing the maze paths of a maze that has no rooms

* No more crash when adding a maze path

* No more ruins transformer crash when no decay was set

 

1.2 

+ Structures are now loaded from the specific world save too. That means per-world progression!!

+ /#retro which retro-generates ReC in all biomes it has not yet generated!!

+ Spawn Tweaks option: Quickly adjust the spawn rates of structures from the config without editing them!!

+ All expressions now support true, false and global toggles you can add in the config file!!

+ Global toggle 'treeLeavesDecay' which allows you to disable the decay of the big new trees!

+ Spawn distance multiplier for natural spawn categories - that means you can now make structures spawn more often the further away they are from spawn!

+ /#write which can write any loaded file to any default resources folder !

+ /#delete which deletes a loaded file from its resources folder !

+ /#setbiome which sets the biome in the current selection. Good for structure-themed biomes!

* Mazes now finally, finally support mirror and are a lot more reliable overall!

+ /#selecting which runs a command that requires a selection (e.g. /#setbiome). This enables those commands in spawn scripts!

+ /#as which runs a command as another entity !

* Saplings will no longer disappear when the tree refuses to grow

* Preset selection now looks a lot nicer, as well as other stuff in the GUI
* The structure min cap now respects spawn weight

* Single item generation tags now have a spawn chance

* Dependency matchers can now depend on inventory generators, presets etc.

* Some generated furnaces now contain coal left in there
* The ruins transformer now looks a bit better

* Trees are even more mindful of where they spawn now

* Item tags now also generate in chest minecarts and the likes

* Books now generate properly again. Anyone else dearly missed poems? :D

* Presets are less prone to crash if the preset file is missing.

 

1.1 

+ Over 40 new structures (in the nether, overworld, and as natural tree spawns)!!! 

+ Sapling Generation: Growing saplings can now generate beautiful hand-built structures!!

+ Decoration Generation: Completely replace tree/mushroom generation of vanilla with more interesting foliage!!

+ Placers: Completely new structure placement logic. This allows safe spawning on the surface, the nether, end, caves and wherever else!!

+ Preset saving: You can now define and use your own presets for biomes, dimensions, blocks, transformers and placers!

+ Property transformer to easily replace a property by name and value! (Also available as /#property)

* Expression results now scroll with you as you edit the expression for easier usage

+ /#wand which selects the whole structure if it has been cut out

* Generation in general is now a lot faster

* Natural air now checks for flying foliage and removes it to look better

* Natural air and natural floor now perform a lot better and look nicer

+ Ensure transformer: Ensure certain criteria to be fulfilled before spawning the structure!

* Negative space transformers can now limit the destination blocks (e.g. only act if the resulting block is stone)

* Lots of new variable types for different expressions

+ /#genat which allows you to specify a special entity as reference to where to spawn the structure

+ /#gen can now specify with what generation info to spawn

* Static generation works again

* Improvements to natural floor / space spawning

* Lots of improvements to existing structures

* Generic floor / pillar transformer didn't work correctly in villages

* Randomize buttons now take less space

* Village pieces now don't try to save instance data when there is none (fixes crash in sponge)

* Tooltips are now often over the menu items' titles rather then the elements instead, to be less invasive

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