
Recurrent Complex Volts
Continuation of Recurrent Complex
Full port of 0.5.1.0 from 1.20.1 Forge to 1.21.1 NeoForge
- Added an
Auth -> LootGUI for creating and editing RC inventory generators. - Added
/rc lootcommands. - Added support for assigning vanilla/datapack loot table IDs to container markers.
- Added an
Auth -> Toolspage for quickly getting the Selector, Floating Selector, and Inspector. - Added a config/GUI/command toggle for disabling bundled structures in default RC worldgen.
- Added Create/vanilla
.nbtschematic import support in the Schems workflow. .schem,.schematic, and.nbtschematics can now be previewed and converted to RC structures.- Improved Create schematic compatibility, including better handling for Create blocks such as waterwheels.
- Schematic conversion now defaults the new RC structure ID to the schematic name.
- Added
structures/inactivesupport for keeping structures installed but ignored. - Fixed several GUI layout and paging issues.
- Added an
Changed bundled structure toggle (Bnd on/off in GUI Balance tab) to also remove bundled structures from GUI structure listing
- Added an
Auth -> LootGUI for creating and editing RC inventory generators. - Added
/rc lootcommands. - Added support for assigning vanilla/datapack loot table IDs to container markers.
- Added an
Auth -> Toolspage for quickly getting the Selector, Floating Selector, and Inspector. - Added a config/GUI/command toggle for disabling bundled structures in default RC worldgen.
- Added Create/vanilla
.nbtschematic import support in the Schems workflow. .schem,.schematic, and.nbtschematics can now be previewed and converted to RC structures.- Improved Create schematic compatibility, including better handling for Create blocks such as waterwheels.
- Schematic conversion now defaults the new RC structure ID to the schematic name.
- Added
structures/inactivesupport for keeping structures installed but ignored. - Fixed several GUI layout and paging issues.
- Added an
Complete port of RCV 1.20.1 Forge v0.4.2.0 to 1.21.1 NeoForge.
added highlight to struct/schem selection in GUI
-
reccomplex config folder and structure/schematic folders are now automatically created on launch
-
structures can now sit in active/ folder instead of active/structures (which also works)
-
- Rewrote linked README to be GUI-first rather than command first.
- Expanded the in-game GUI with better structure editing tools.
- Added detailed transformer editing for supported RC transformers: - terrain blending; - natural-air cleanup; - preserve-air behavior; - ruins/decay settings.
- Improved script marker authoring: - add, update, remove, and list weighted command entries; - create simple child-structure spawners; - create structure-list spawners using existing RC weighted structure lists; - edit spawner shift, facing, rotation, mirror, and trigger settings.
- Improved
/rc guiusability: - cleaner Script editor pages; - better Xform editor pages; - clearer tooltips; - truncated text now shows the full value on hover. - Improved docs/help for transformer editing and script marker workflows.
Added
- Added admin command:
/#structures locate <structure-id> - Finds the nearest predicted Recurrent Complex natural/static structure spawn.
Usage
/#structures locate <structure-id> [--radius <chunks>] [--dimension <id>] [--from <x> <z>] [--unchecked]Examples
/#structures locate RuinedTemple /#structures locate RuinedTemple --radius 256 /#structures locate RuinedTemple -r 128 --from 0 0 /#structures locate RuinedTemple --dimension 0 --uncheckedOptions
--radius/-r: search radius in chunks. Default:128.--dimension/-d: dimension ID. Default: your current dimension.--from <x> <z>: search from these coordinates. Default: your position.--unchecked: skip chunks ReC has already checked/generated.
- Added admin command:
-
Added missing-block repair tools for old
.rcststructures.- Missing blocks can now be replaced globally or fixed inside one editable structure.
- New GUI workflow:
/rc gui -> Gen -> Fix. - New commands:
/rc missing ....
-
Improved compatibility for imported legacy structures and schematics.
- More old vanilla blocks now convert correctly to modern 1.20.1 blocks.
- Old schematics now use the same legacy block conversion path as RC structure files.
-
Improved stability for large old structure packs.
- Deferred placement is safer around rail/redstone-like blocks.
- Reduced repeated log spam from missing content and malformed legacy inventory data.
-
- Raised the editor/save size limit for large structures and loot tables.
- Added simple biome/dimension whitelist and blocklist options in config.
- Added simple biome/dimension ID/type controls in the structure generation GUI.
- Advanced biome/dimension expressions are still supported.
- Improved GUI tooltips and readability.
- Added support for standard biome/dimension syntax in config and GUI, alongside existing expressions.
- Added vanilla locate support for RC natural structures via
/locate structure reccomplex:natural_structure. - Added predictive
/rc locatesupport for finding specific RC structures. - Added natural structure spacing / anti-clumping controls.
- Fixed overly strict natural structure surface placement checks.
- Added
/rc whatisthisand/rc hereto identify recorded RC structures at the player’s location. - Added unbound-by-default RC keybinds for browser, confirm, cancel, and undo actions.
- Renamed public config sections from legacy wording to cleaner worldgen/saplings/decorations/villages names, with migration for old keys.
v2.0.0.3 changelog:
- Fixed replacement blocks losing custom tile entity data. Custom NBT added to blocks like chests in the Replace transformer now saves and reloads correctly, instead of resetting after saving. Old/broken saved formats are still read for compatibility.
v2.0.0.1 changelog:
- Fixed a stack overflow crash caused by recursive worldgen decoration in certain modded biome generation setups.
- Added a guard to stop Recurrent Complex decoration from re-entering itself during nested decorate events.
- Prevented structure placement checks from triggering extra chunk loading/population when chunk-generation avoidance is enabled.
- Reduced the chance of cascading worldgen, lag spikes, and related generation instability in large modpacks. Note: with avoidPlacerChunkGeneration enabled, some placements near chunk borders may now be skipped rather than forcing unsafe chunk probes.
v2.0.0.0 changelog:
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.
https://github.com/Akiak7/RecurrentComplexVolts1.20.1
Recurrent Complex Volts is a staged Minecraft 1.20.1 Forge port of the legacy Recurrent Complex mod. The current port focuses on preserving the old Recurrent Complex structure ecosystem: bundled
.rcstfiles, user structure files, missing-mod tolerance, manual placement, worldgen compatibility, and the first pieces of the creator workflow.Target:
- Minecraft: 1.20.1
- Forge: 47.4.10
- Java: 17
- Mod id: reccomplex
Implemented and actively tested:
- legacy
.rcstloading from bundled resources andconfig/reccomplex; - missing block fallback to
minecraft:air; - safe skipping/degrading of missing items, entities, and unsafe NBT;
- manual commands such as
/rc list,/rc check, and/rc place; - runtime compatibility audit commands with
/rc audit; - natural Overworld and Nether worldgen through the deferred compatibility bridge;
- legacy village, decoration/tree, sapling, maze, and script-generation subsets;
- command-side authoring with
/rc select,/rc export, and selection edit commands; - schematic interchange commands for listing, previewing, converting, and exporting
Sponge
.schemplus legacy.schematicfiles; - first-pass authoring tool items: Block Selector, Floating Block Selector, and Inspector;
- client-side selection outline, floating selector preview, and operation preview/confirm/cancel for structure placement and clipboard paste;
- a first modern
/rc guibrowser for browsing structures/schematics, launching preview-first operations, making editable config copies, applying generation/expression/transformer/metadata presets, and running selection, clipboard, export, marker, and script-marker workflows from the Author tab.
Still in progress:
- the full old GUI/editor workflow beyond the current browser, preview launcher, generation panel, and Author tab;
- exact 1.12.2 transformer table, placer/dependency expression language, and variable-domain parity;
- true modern jigsaw-pool integration for village pieces;
- exact old planned/complemented chunk records for every generation type;
- old GUI-driven schematic conversion screens and rich schematic ghost previews;
- complete modded block/entity/item remapping beyond safe missing-content fallback.

