Recurrent Complex Mod — Guide
Getting Started
To begin building with Recurrent Complex, you must first disable 'Lightweight Mode' in the mod configuration if you wish to use the creative tools. Once enabled, you can use the selection wands to define areas for export.
Basic Workflow
- Build: Construct your structure in the world using any blocks (including modded ones).
- Select: Use the Block Selector to mark the corners of your build.
- Export: Run the command
/#export [name]to open the Structure GUI. - Configure: Set the generation rules (biomes, dimensions, rarity).
- Save: The structure is saved as a
.rcstfile in your world or mod folder.
Mechanics: Transformers
Transformers are logic modules applied to a structure during the spawning process. They allow a single structure file to look different every time it appears.
| Transformer | Effect |
|---|---|
| Natural Air | Cleans up floating blocks and ensures the structure isn't buried in a way that blocks entrances. |
| Natural Floor | Replaces the base of the structure with biome-appropriate soil. |
| Negative Space | Deletes specific blocks from the structure, allowing the original terrain to show through. |
| Ruins | Randomly replaces blocks with 'ruined' versions (e.g., Cobblestone to Mossy Cobblestone) and removes blocks to create holes. |
| Replace | Swaps one block type for another based on a percentage chance. |
| Pillar | Generates support pillars (up or down) until they hit a solid surface. |
| Village | Adapts the structure to fit into vanilla village generation paths and styles. |
Expressions & Logic
Recurrent Complex uses a powerful expression system to determine where and when structures should spawn. These are boolean strings used in the Structure GUI.
Common Expression Types
- Biome Expressions:
biome:minecraft:plains,type:SANDY,!biome:minecraft:ocean(spawns in plains or sandy areas, but not oceans). - Dimension Expressions:
0(Overworld),-1(Nether),1(End). - Dependency Expressions:
mod:ironchest(only spawns if the Iron Chests mod is installed). - Logic Operators: Use
&(And),|(Or), and!(Not) to combine conditions.
Example: type:FOREST & !biome:minecraft:birch_forest targets all forest biomes except Birch Forests.
Mazes & Towns
The Maze system allows for the creation of massive, randomized layouts by connecting smaller "components."
Creating a Maze
- Components: Build individual rooms, corridors, and intersections. Export each with a shared Maze ID.
- Exits: Use the Maze GUI to define where the paths exit each component (e.g., North, South, Up, Down).
- Generator: Place a Maze Generator block or a structure with a Maze Generation script. Set the Maze ID and the dimensions of the grid.
- Reachability: Define rules to ensure the maze has a start and an end, or that all rooms are reachable.
Towns function similarly to mazes but use larger components (neighborhoods) and specific "Street" transformers to align buildings with roads.
Loot & Inventory Generation
ReC does not use standard vanilla loot tables by default. Instead, it uses Inventory Generation Tags.
- Inventory Generators: These are separate files that define a list of items and their weights.
- Application: When exporting a structure, any chest inside can be assigned an Inventory Generator ID.
- Randomization: You can set the minimum and maximum number of items to spawn in each container.
- Mod Compatibility: Inventory generators can include items from any installed mod.