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 servers 1.4.8 * 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 better 1.4.6 + 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 better 1.4.5.1 * Match placer factors now work more reliably (requiredConformity was ignored and treated as 1) * Generic space and solid blocks didn't have item textures 1.4.5 * 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 menu 1.4.4 * 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 cleaner 1.4.3.3 * Fixes The game crashing when loading advancements 1.4.3.2 * Fixes a freeze / crash in 1.12 on world generation 1.4.3.1 * 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 IDs 1.4.3 * /#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) distance 1.4.2 * 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 value 1.4 * 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 paths 1.3.1.1 * 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 chunk 1.3.1 * 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 adjustments 1.3 + 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 script 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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