Recurrent Complex is a building generating module with many powerful functions.Compared with Ruins, it has a relatively complete .GUI, which can replace the original structure (currently only village) generation. When creating a template, it will not lose the NBT of a special physical block.It is dropped due to the sequence, but the disadvantage is that it is easy to cause the server's lag, and the latest version is only 1.12.2.
The following content refers to the official wiki:
To generate a structure, first build a structure.
Officials do not recommend adding a structure with any length of more than 32.
Use the squares added by the module to select the tool, right -click to select the first point, CTRL (if not changed the configuration file)+right -click to select the second point.
Determine the selection of the structure/#Export to open the configuration GUI, please confirm the structure multiple times, because it is difficult to modify it later.
You can click the hidden GUI in the lower right corner at any time, and then enter/#Reopen to re -open the unreserved structure GUI.
Content in GUI:
Structural ID: Name of Structure
Save location: Where do you want to save the structure, there are four options:
Inactive: It will be stored in the
Active: It will be stored in the
World/Inactive: It will be stored in the
World/Active: It will be stored in the
Rotating and mirroring: Whether the structure will be rotated and mirroring is cautiously enabled for the structure with a special entity block. Some modules may not support the incorrect rotation.
Block: If it is enabled, the position of this structure will not generate other structures.
Generation: Where is the rules generated under what conditions.
Transformer: For changes in structure generation, such as random replacement of the squares in the structure.
Metadata: It can be described by the author's name, website link, and description of the structure.
Variable: [Unknown temporarily]
Dependent: Used to detect a module that conforms to structure generation.
The most important one is to generate rules.
Click+can add generating rules, which can be used to increase the probability of generating the structure (the maximum generating density of the default rules structure can only be 25 blocks/pieces).
The module provides the following rules:
Original decoration: instead of the original version such as trees and cactus.
Seedlings: Directly generate trees instead of replacement.
Structure: Replace the original structure like the village.
Structural list: Used for structural blocks.
Nature: It is randomly generated without relying on the original objects and structures generated by the original.
Maze accessories: generated as part of the maze.
Static: Generate at the specified location.
Select natural rules here.
Generate ID: Just fill in it at will. You can use the "??" directly to generate an ID randomly.
Category: Rareness of the structure, with the following categories:
Common: The structure is generated once every 100 blocks.
Frequent: The structure is generated once every 25 blocks.
Rare: The structure is generated every 1666 blocks.
Ultra Rare: The structure is generated once every 6,666 blocks.
Adventure: The structure is generated once every 330 blocks.
The disadvantage is that it can only be generated according to these specific values.
Weight: Pressing the D on the right can be modified. The larger the value is more likely to generate more than other conditions of the same condition.
Placement: The height (Y value) of the building is used to realize the structure buried underground or floating in the air.
Biological group: which biological groups can be generated in which biological groups can be generated.
Dimensions: What dimensions can structure be generated.
Restrictions: How many structures are generated for each dimension.
Open the placeder.
Base line: It is used to determine the reference layer of the structure. For example, 0 is the bottom layer of the structure as a reference, and the structure that is directly generated will be in the ground.
Resource: [Unknown temporarily]
Preset: Presets provided by some modules:
Surface: Normally generate on the surface of the non -liquid surface or the leaves.
Clear: No rules (not generated).
FIRST Network Surface: Generated on the ground 0 ~ 125.
Floor: It is generated on the non -leaves on the surface. Unlike Surface, it is not prohibited from being generated on the surface of the liquid.
Half Buried: Half -buried, 10%under non -leaves, air, can be replaced with squares (such
Liquid Surface: Generate on the fluid surface.
Nether Surface: Same as FIRSTNNETHER SURFACE, but the condition is above hell rock.If the preset does not meet the requirements, you can click the O on the right to modify the current default rules.Take clear as an example:
Click the long strip+number+number (not the short+number in the upper right corner) of "No Element" to add the condition:
Restrictions: The Y value and location of the structure of the structure are limited.
Meeting: Only the conditions are met.
"Limited" interface:
Similarly, click on long strip+to add conditions:
Dynamic location: Quickly select three special values: base rock layers (y = 0), Haiping line (y = 63), and vertex (y = 255).
Dynamic movement: How high the structure will move, choose the two directions.
Search device (A): You can write the expression of the position where the position of the detection is a fluid, leaves, etc., and you can refer to several other preset writing.
Search device (B): Ibid, but the proportion of moving up/down.
(Note that the above two items are in the same name in the game, it is not clear whether it is a translation issue)
Move: Move the specified distance up or down.
The rules here are calculated in order from top to bottom. For example, the first limit of First Nether Surface is written:
This indicates that from the base rock layer (y = 0), move up 125 grid> Move down the structure height> until the middle part of the base rock layer.
The "compliance" interface is simpler, and directly use the expression to detect whether the position of the position where the position is located is eligible.
Return back to the previous level and open the biological group:
By writing various expressions to determine the conditions of biological groups, such as biological group types.
Dimension:
Provide overworld, nether, end, and Planet Surface options. Note that the preset definition here is too vague and cause the structure that should be generated in the main world.The ceiling, so it is recommended to fill in the dimension ID directly.
Back to the main interface, select the transformer:
Here can be used to replace the structure of the structure to make the structure look dangerous.For example, the "destruction" rule of SmallwoodenCottage comes with the module comes with:
Effect:
After the setting is completed, click the saved below, and the structure will be preserved to the location of the previous selection.Then go to any position and enter the structure name of the/#Gen Enter/#Confirm to generate. At this point, the structure has been added.Enter/#RELOAD can directly load the generating rules to see if the structure is generated as imagined. 如果想修改结构的生成规则,可以输入/#edit <之前设置的结构名>来再次打开GUI;如果想直接更改结构内的某些方块,你可以直接删除结构重新建一个新的,或者使用/#import For example, if you want to replace the structure saved by NewStructionChange to replace the newStruction, open the two with compression software: The worlddata.nbt save the structure body, and the structure.json above is saved to generate the rules, replacing the worlddata.nbt. Although it is a file in NBT format, the structure saved by the structure of the structure cannot be replaced.