Avoiding Cascading Chunk Generation
Recurrent Complex generates big structures. This can cause an issue called cascading chunk generation, where new chunks are loaded while others are being populated. This can create lag spikes. The issue is made worse the more structure generation mods you have.
Recurrent Complex does everything in its power to mitigate the issue. Structures generate per-chunk, much like vanilla structures, so they will never cause new chunks to be loaded.
Still, a few quality features can still cause cascading chunk generation. If you choose to address both issues, the number of cascading chunk generation caused by Recurrent Complex should drop.
- The Placer would like to know the complete terrain information when selecting a place to spawn the structure. For large structures, this means a lot of loaded chunks.
- You can avoid this by either:
- Enabling the config option
avoidPlacerChunkGeneration, which will worsen the quality of placers. - Using only placers that do not check the surrounding world, such as by avoiding the 'average surface' ray. This means the structure will ignore the terrain and just pick a spot.
- The default structure Transformer includes an
Ensuretransformer. This transformer will check the structure for any 'oddities' before actually generating, cancelling if it deems the area unfit.- You can avoid this by editing the default transformer (
structure.rcmt), via the transformers GUI, deleting thisEnsuretransformer, and then re-saving as a present namedstructure.
- You can avoid this by editing the default transformer (
You can also avoid the issue entirely by only including structures in your mod pack that are smaller than 16x16 blocks in width and length (height is unimportant). The logs tell you which structures caused cascades.
You can also mitigate the issue by decreasing the number of structures generated (set structureSpawnChanceModifier in the config to a lower value). This is recommended in any case if you have multiple structure mods in your mod pack.