Overview#
Recurrent Complex (ReC) is a powerful world-generation mod that replaces and augments the standard Minecraft terrain generation. Unlike mods that simply add a few static buildings, ReC provides a complete toolkit for creating randomized, modular structures. It features over 200 built-in structures—ranging from small ruins and windmills to massive underground fortresses and procedural mazes—and allows users to easily add their own without writing code.
Key features include:
- Procedural Generation: Structures can adapt to the terrain, replacing blocks with local biome-specific materials.
- Advanced Randomization: Use 'Transformers' to ruin buildings, add vines, or swap blocks dynamically.
- Modular Mazes: Create infinite dungeons using a grid-based maze system.
- In-game Editor: A robust GUI for managing structure properties, spawn rates, and logic.
- Lightweight Mode: Can be run server-side only, allowing clients to join without the mod installed while still seeing the generated structures.
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.
Items & Tools#
The mod adds several specialized tools for structure manipulation and selection.
| Item | Description | Usage |
|---|---|---|
| Block Selector | The primary selection tool. | Right-click a block for point A, Ctrl+Right-click for point B. |
| Floating Block Selector | Selects positions in the air. | Selects the block space directly in front of the player's face. |
| Maze Generator | A tool to visualize and generate mazes. | Used in conjunction with Maze Blocks to define dungeon layouts. |
| Structure Block | A utility item for placing structures. | Right-click to open a GUI to select and spawn a saved structure. |
Blocks#
Recurrent Complex uses technical blocks to handle logic and terrain blending during generation. These blocks are typically replaced or removed once the structure spawns.
Technical Blocks
- Generic Solid: A placeholder that, when spawned, turns into the 'solid' block of the biome (e.g., Dirt in Plains, Sand in Deserts).
- Generic Space: Represents 'empty' space that should not overwrite existing blocks. Useful for making structures look like they are embedded in terrain.
- Generic Air: Forces the area to be air, overwriting any existing terrain blocks.
- Solid Natural Floor: Automatically extends downward until it hits solid ground, preventing structures from floating on uneven terrain.
- Structure Generator: A block that triggers the spawning of a structure when it receives a redstone signal or is loaded.
- Spawn Script Block: Executes a script (like spawning a mob or running a command) when the structure is generated.
Maze Blocks
- Maze Block: The core of procedural dungeons. It looks for other structures with the same Maze ID and connects them based on defined rules.
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.
Commands Reference#
All Recurrent Complex commands begin with the /# prefix (or /reccomplex).
| Command | Description |
|---|---|
/#export [id] |
Opens the GUI to save the current selection as a structure. |
/#import [id] |
Spawns a structure at your location for editing. |
/#gen [id] |
Spawns a structure using its natural generation logic (randomized). |
/#edit [id] |
Opens the configuration GUI for an existing structure. |
/#whatisthis |
Identifies the structure you are currently standing inside. |
/#reload |
Reloads all structure files from the disk (essential after manual file edits). |
/#selection crop |
Shrinks the selection box to perfectly fit the blocks inside. |
/#fill [block] |
Fills the current selection with the specified block. |
/#retro [dim] |
Retro-generates structures in chunks that were explored before the mod was added. |
/#setbiome [id] |
Changes the biome of the selected area. |
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.
Configuration#
The mod's behavior can be heavily customized via the recurrentcomplex.cfg file or the in-game Mod Options menu.
- lightweightMode: If true, disables all creative tools and GUIs. Set to false for building.
- spawnTweaks: Allows global overrides for structure spawn rates without editing individual files.
- universalTransformer: A global transformer applied to every structure that spawns (e.g., to remove a specific block from all modded dungeons).
- structureGenerationMatcher: A global filter to prevent certain structures from ever spawning.