自然建筑生成
Recurrent Complex
这是一个在世界中随机生成建筑的模组,建筑生成的概率很高
以下图片需要科学上网
要塞
沙漠中的要塞
水下祭坛
下界刺[奇怪的名字]
[在岩浆柱左边]
遗址
地下植物群
隐藏宝藏
酒馆
部落遗迹
风车
墓地
高塔
[这个名字感觉不合理QAQ这么矮]
蜘蛛洞穴盘丝洞
迷宫
陨石坑
神秘小屋
金字塔
古树
大树
巨树
废弃小屋
废弃矿洞
空岛遗迹
海盗之家
最大功能:
构建属于你的结构
要塞
沙漠中的要塞
水下祭坛
下界刺[奇怪的名字]
[在岩浆柱左边]
遗址
地下植物群
隐藏宝藏
酒馆
部落遗迹
风车
墓地
高塔
[这个名字感觉不合理QAQ这么矮]
蜘蛛洞穴盘丝洞
迷宫
陨石坑
神秘小屋
金字塔
古树
大树
巨树
废弃小屋
废弃矿洞
空岛遗迹
海盗之家
最大功能:
构建属于你的结构
Tips1:如您想依赖本模组自定义,推荐下载I18n Update Mod获得中文
Tips2:在服务器使用时只需安装到服务端
Tips3:以上部分语段使用MCMOD百科翻译
支持语言
本模组语言只是自定义所需,仅有1条条目在进入主世界是会加载,就算不加中文并不影响正常的游戏体验
葡萄牙语 法语 德语 英语 中文[I18n Update Mod
关于授权
授权获取中,等待作者回复
下载地址
请至CURSEFORGE下载[无需科学上网]
请至官网下载[未知是否需要科学上网]
中文翻译原帖I18n Update
前置IvToolkit下载[无需科学上网]
关于服务器使用
请自行开启轻量模式
详询15楼[点我跳转]
相关链接
[官方WIKI]http://minecraft-recurrent-complex.wikia.com/wiki/Minecraft_Recurrent_Complex_Wiki
[官网]https://complex.ivorius.de/
[资源投稿地址]https://complex.ivorius.de/login 【自行注册】
[官方资源库]https://complex.ivorius.de/
[MCBBS老帖]http://www.mcbbs.net/thread-338621-1-1.html
[MCBBS新帖]http://www.mcbbs.net/thread-923814-1-1.html
[CurseForge]https://minecraft.curseforge.com/projects/recurrent-complex
[MCMOD百科]https://www.mcmod.cn/class/1518.html
[GitHub]https://github.com/Ivorforce/RecurrentComplex
[前置]https://www.curseforge.com/minecraft/mc-mods/ivtoolkit
学霸日志
1.4.8.2* Trees don't plow through terrain anymore again and generate more reliably!!* /#structures tweak now actually saves changes!! (lol)* setting "redstone triggerable" to false with script blocks now actually disables redstone triggerability!* Rays in Placers now use cute symbols to be easier to understand quickly!* Improve output (message and log both) if structure generation fails!1.4.8.1* Fix for servers1.4.8* Trees now generate again!!! Wooho.+ /#structures tweak: A new command that gives an ingame view of the spawnTweaks option. This is probably helpful to everyone not wanting to deal with structureGenerationMatcher and the likes!!* It's now a lot less likely that ReC will spawn blocks it's not supposed to in the world (mostly block scripts, generic space and generic solids)* Maze rule editor was kinda weird and crashed on editing! It works now!* Lots of fixes for holders! They now rotate correctly and use the transformers of their respective structure.+ domain= expression to match a whole domain (mod!) at once! Especially useful for /#structures search --containing domain=reccomplex (or some other mod ID)* /#search, /#list and /#lookup are now accessible through /#structures search, list, lookup.* Lots of other smaller fixes.1.4.7+ 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 better1.4.6+ 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 better1.4.5.1* Match placer factors now work more reliably (requiredConformity was ignored and treated as 1)* Generic space and solid blocks didn't have item textures1.4.5* 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 menu1.4.4* Lots and lots of performance upgrades!!!** Structures far less often cause cascading chunk generation!!!*** This might cause missing parts in structures if they weren't fully generated before the update just once. Keep this in mind before updating.** 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 cleaner1.4.3.3* Fixes The game crashing when loading advancements1.4.3.2* Fixes a freeze / crash in 1.12 on world generation1.4.3.1* If generation and transformer IDs are missing, consistently randomize them across loads. This fixes structures sometimes spawning with negative space blocks in the world* /#sanity now checks for empty transformer and generation IDs1.4.3* /#vanilla gen is now more stable* /#vanilla gen --seed is more meaningful by not being chunk-dependent anymore* /#duplicate is now gone in favour of /#move --duplicate (or /#move -c)* /#replace is now gone in favour of just /#fill+ /#move now has a --times option+ /#property now has a --shape option+ The block selector now selects over an infinite(ish) distance1.4.2* Structures are no longer cut at the chunk border!!+ New Command: /#vanilla gen, which generates a vanilla structure (e.g. village or fortress)+ /#whatisthis and /#vanilla check now check for vanilla structures too* The game should no longer or at least less often crash with MissingMappingException (TileEntity is missing a mapping [...])* Village structures can now choose to have no front (also good for unrotatable structures)1.4.1* Fix for two poem generation related crashes* /#crop now has a fitting default exp value1.4* Command System overhaul!!! Almost every command changed in usage or even name! (The wiki will be updated to match soon)+ /#& "command 1" "command 2" [..], which runs multiple commands at once! This is especially useful in conjunction with /#map and /#selection* Poems are now more adjustable! It's now completely backus-naur based.1.3.2* Structures no longer generate in all dimensions at once!!! (whoops!)* Sanity check and compatibility approach for dimensions that skip chunk population! (this means structures should now be able to generate in any dimension, whether previously compatible or not)* New Command: /#sanity will go through a bunch of quick checks to make sure everything is more or less sane* Fix for a few structures never generating* Village structures no longer generate partially with the wrong biome's blocks* /#reload now roughly shows the kind of error if there was one* The tile entity forwards compatibility is a bit better (fixing 'Skipping BlockEntity rcspawnscript' errors in lightweight mode)1.3.1.2* Structures now properly save their instance data for later, fixing multichunk issues left and right!* Less crashes with multithreaded and cascading chunk generation (hopefully none anymore)!* Trees will stop generating in non-hot, sandy biomes* Generation Data will not be saved with a colon in the filename anymore, as that's illegal on most OSs (you might want to rename reccomplex_random.dat and reccomplex_generation.dat to reccomplex-random.dat and reccomplex-generation.dat, respectively)* Fix for the maze generation crashes in lightweight mode (since loading the tile entities failed)* Floating vines will occur less often* Performance improvements* Villages no longer generate huge networks of paths1.3.1.1* Structures in and out of villages aren't cut off at chunk borders (or chunk border +8) anymore!* Chunk-partial generation is now a lot more efficient for big structures by skipping things that don't need to generate in the current chunk* Mazes no longer generate the entries' structures for every single chunk1.3.1* Tile entities from 1.11 are now supported! This also fixes mazes created in 1.11. (1.10)* Fix for a crash when inventory generators used null stacks* Improvements to chunk-partial generation* There are now less dead trees in forests on average* Mazes can now have inherent reachability* Fix for a crash with the ruins transformer where BoP plants, snow and other blocks existed for falling blocks* Some GUI adjustments1.3+ The mod now ceases to require Forge on the other end as well, making servers open to vanilla clients!!!!+ New surface-entry mazes for stone, meso and pyramid mazes!!!+ Structure generation is now chunk-partial: This should improve performance and reduce chained chunk generation!!!+ Structure Variables: With these you can set variables per structure to further randomize it, or save time for maze components!!!+ 3 kinds of jungle temples holding mazes (thanks KeizerKronos)!!+ Re-Activate a lot of structures that were lost in a past update!!* With more tries per failed structure spawn, structure densities persist better with structures that fail to spawn often - also makes forests a lot denser!!+ All existing mazes have been enhanced with more components, more randomness and quicker generation!!+ Previews now work for bigger structures as well, and will never crash the game again!!+ Expression conditionals: a ?? b :: c (ternary operator)!* Better maze reachability prediction, which means mazes generate more quickly and more reliably!* Script Blocks now work correctly in mazes!+ /#flood which floods an area around the selection with blocks!+ Japanese fort ruins (thanks Necr0manceR13)!+ An abandoned church with a graveyard (thanks doktorpixel14)!+ A rare, big cubone skull (thanks Crystal_LD)!+ A decorational brick henge!+ Some things now have duplicate buttons!* Maze path components are now all the same structure (StoneMazePath, MesoMazePath and PyramidMazePath)* Dinosaur skull and skeleton structures now use bone blocks* Less structures that are just 1 block tall* /#move now doesn't trigger block updates, making it run a lot quicker* More and better logging* Better ruins generation algorithm* GUI aligns better in places* GUI abbreviates things better* Expression preview now colours the whole preview correctly* The add/remove tile entity button in the inspector GUI works again* wood_old slabs in structures have completely been replaced with actual wood slabs* Fix for a potential crash when loading a structure spawn script1.2.10+ /#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 saplings1.2.9.1* Items generate again in lightweight mode* Commands using expressions now output the expression error if invalid1.2.9* 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 reliably1.2.8+ 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 again1.2.7+ 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 crashes1.2.6.2* /#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 items1.2.6.1* 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 running1.2.5.1Update for the latest Forge changes (resolves startup crash).1.2.51.11 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 found1.2.3.4* 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 game1.2.3* 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 PokeCube1.2.2+ /#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 dependency1.2.1+ 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 set1.2+ 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 |
更新日志
2019年11月2日 本帖发布 2019年12月27日 优化帖子 |
很早之前籽岷的视频
本帖来自搬运悬赏令
如果你想在服务器上使用这个模组,而不用在客户端安装的话,你需要激活轻量级模式。这样做会阻止任何方块和物品在游戏中的注册(占用ID),大多数功能也还能用。
执行以下操作开启轻量级模式:
1.启动一次服务器生成配置文件
2.删除生成的世界来重置物品和方块的ID
3.找到配置文件 (<server directory>/config/reccomplex.cfg)
4.找到 'lightweightMode=false'这一行,把false改成true
执行以下操作开启轻量级模式:
1.启动一次服务器生成配置文件
2.删除生成的世界来重置物品和方块的ID
3.找到配置文件 (<server directory>/config/reccomplex.cfg)
4.找到 'lightweightMode=false'这一行,把false改成true