Continuation of Recurrent Complex by Ivorius
Recurrent Complex is one of Minecraft's most advanced and complete structure-generation mods.
- ~200 bundled structures including ruins, castles, trees, villages, dungeons, mazes, etc.
- Dynamic variation including loot generation, randomized ruination, and scripted multi-piece systems
- Natural terrain blending, and integration with vanilla systems such as trees, villages, saplings
- Complete customization: create, import schematics, and share your own structures
- Extensive in-game GUI for configuring every aspect of the mod and your structures
Official Structure Repository: https://complex.ivorius.de/
Volts Repository Discord: https://discord.gg/jY7RHksKzd
1.20.1 Forge/Fabric / 1.21.1 NeoForge/Fabric / 26.1.2+ NeoForge/Fabric (v.0.7.3.x):
- Includes all original bundled structures.
- Supports old RC .rcst structure files, with modern block conversion and safe missing-mod fallback.
- Adds /rc gui for browsing, previewing, exporting, editing and repairing structures in game.
- Includes structure authoring tools: selection items, schematic import/export, generation presets, transformer presets/details, biome/dimension rules, script marker editing, missing-block repair and loot table editing.
- Create schematics are importable and functionality is supported for worldgen.
- Built for modpacks: compatibility audits, missing-block reports, clear diagnostics, safe missing-content handling, configurable worldgen frequency/spacing, and vanilla /locate support for RC natural structures.
WIKI/GUIDE: https://github.com/Akiak7/RecurrentComplexVolts
1.12.2 Forge (v.2.0.1.2) (requires IvToolkit):
This version is intended as a drop-in replacement for the original Recurrent Complex 1.12.2 mod.
- Fixed command compatibility with Java 24+
- Fixed severe lag caused by structures referencing blocks from uninstalled mods
- Greatly improved performance through various changes and optimizations
- Improved structure placement logic, especially on rough terrain and water (configurable)*
- Fixed bug where structures would sometimes spawn one block lower, particularly on water
- Fixed bug where structures occasionally spawn in the sky
- Fixed custom chest tile entity data being lost when using replace transformers
- Raised the editor/save size limit for large structures and loot tables
- Added simple biome/dimension whitelist and blocklist options in config
- Added simple biome/dimension ID/type controls in the structure generation GUI
- Added /#structures locate
for finding predicted RC structure locations - Fixed some other bugs (see changelogs for full details)
*rayAverageMaxHeightSpread is the new config option, which improves/filters placement on rough terrain. This will also reduce structure frequency slightly. Decrease value to strengthen effect, set to 0 to disable completely (reverting to original RC behavior).
WIKI/GUIDE: https://github.com/NoMoreUsernames999/Recurrent-Complex-Wiki/wiki
Note: if you have RLTweaks installed, make sure to disable the patches for Recurrent Complex, as they conflict with this mod's code and are unnecessary.
Please consider supporting the developer at https://ko-fi.com/akiak
How to Install Recurrent Complex Volts (Mod)
Recurrent Complex Volts by .akiak is verified for Fabric, Forge, Neoforge across Minecraft versions 1.12, 1.12.1, 1.12.2, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4 (latest release: 2.0.1.4, file size: 4.7 MB). Follow the steps below to install it safely from ModCraft.tv:
- Click the Download button above and select your Minecraft version (1.12, 1.12.1, 1.12.2, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4) and platform (Fabric, Forge, Neoforge).
- Make sure you have the compatible loader or environment installed for Fabric, Forge, Neoforge.
- Move the downloaded Recurrent Complex Volts file into your Minecraft
.minecraft/modsfolder and launch the game.
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- Fixed legacy spawners losing their mob type and appearing as pig spawners when
PyramidMazeSpiderTurn.- Preserves intended mob types, weighted spawn entries, spawn settings and custom
- Older structure caches rebuild automatically on loading; no config changes or
The fix applies to future imports and generation. Already placed spawners are not
automatically repaired. Maze queue settings and defaults are unchanged.
- 2.0.1.3**
- Added an optional maze layout queue to reduce world-generation pauses by preparing fresh maze layouts in the background.
- Includes configurable cache size, background generation timeout and optional startup warmup, plus logging to monitor performance.
- Disabled by default. Enable
mazeLayoutQueueinreccomplex.cfgto try it.
When enabled, layouts may vary with exploration order and background timing. Empty queues can still cause generation pauses.
- 2.0.1.2**
- Fixed multi-part structures generating inconsistent sections across chunks, including the reported MegaBattleTower issue.
- Fixed a cause of excessive village lamp posts.
- Reduced Natural Air processing overhead.
- Fixed Cobweb Growth not working when Erosion and Vine Growth were both disabled.
- Prevented some floating wall signs when Ruins removes their supporting blocks.
- Fixed coordinate checks for rotated, mirrored and translated structures when
avoidPlacerChunkGenerationis enabled. - Improved Ruins tooltips and configuration explanations.
- Added optional generation diagnostics, disabled by default.
Existing configuration defaults are unchanged.
- RLTweaker:** We recommend disabling its Recurrent Complex integration. If keeping it enabled, use **Generate Structures Partially: ON** and **Clean Structure Data: OFF**. Restart after changing these settings.
- Added a global dimension blacklist, editable through the config, commands and **Balance → Dim**.
- Added **Ignore dim blacklist** for editable/custom structures. Bundled originals obey the blacklist; structures already accepted for generation finish normally.
- Added natural generation and locating for custom End structures, with surface placement that rejects empty void and support for deliberately floating structures. No bundled End structures are added.
- Shortened the Balance buttons to **Sapling**, **Vil** and **Dim**, keeping them on one row, and shortened the override label to **Ignore dim blacklist**.
- Updated user guides, including outer-island-only End generation and the existing loot-marker workflow.
Update the mod on both client and server: this version uses protocol **24**, which is incompatible with the published 0.7.2.0 release.
The loot-marker fix and terrain-planning performance improvements were already included in 0.7.2.0 and remain included here.
- Added a global dimension blacklist, editable through the config, commands and **Balance → Dim**.
- Added **Ignore dim blacklist** for editable/custom structures. Bundled originals obey the blacklist; structures already accepted for generation finish normally.
- Added natural generation and locating for custom End structures, with surface placement that rejects empty void and support for deliberately floating structures. No bundled End structures are added.
- Shortened the Balance buttons to **Sapling**, **Vil** and **Dim**, keeping them on one row, and shortened the override label to **Ignore dim blacklist**.
- Updated user guides, including outer-island-only End generation and the existing loot-marker workflow.
Update the mod on both client and server: this version uses protocol **24**, which is incompatible with the published 0.7.2.0 release.
The loot-marker fix and terrain-planning performance improvements were already included in 0.7.2.0 and remain included here.
- Added a global dimension blacklist, editable through the config, commands and **Balance → Dim**.
- Added **Ignore dim blacklist** for editable/custom structures. Bundled originals obey the blacklist; structures already accepted for generation finish normally.
- Added natural generation and locating for custom End structures, with surface placement that rejects empty void and support for deliberately floating structures. No bundled End structures are added.
- Shortened the Balance buttons to **Sapling**, **Vil** and **Dim**, keeping them on one row, and shortened the override label to **Ignore dim blacklist**.
- Updated user guides, including outer-island-only End generation and the existing loot-marker workflow.
Update the mod on both client and server: this version uses protocol **24**, which is incompatible with the published 0.7.2.0 release.
The loot-marker fix and terrain-planning performance improvements were already included in 0.7.2.0 and remain included here.
- Added a global dimension blacklist, editable through the config, commands and **Balance → Dim**.
- Added **Ignore dim blacklist** for editable/custom structures. Bundled originals obey the blacklist; structures already accepted for generation finish normally.
- Added natural generation and locating for custom End structures, with surface placement that rejects empty void and support for deliberately floating structures. No bundled End structures are added.
- Shortened the Balance buttons to **Sapling**, **Vil** and **Dim**, keeping them on one row, and shortened the override label to **Ignore dim blacklist**.
- Updated user guides, including outer-island-only End generation and the existing loot-marker workflow.
Update the mod on both client and server: this version uses protocol **24**, which is incompatible with the published 0.7.2.0 release.
The loot-marker fix and terrain-planning performance improvements were already included in 0.7.2.0 and remain included here.
- Added a global dimension blacklist, editable through the config, commands and **Balance → Dim**.
- Added **Ignore dim blacklist** for editable/custom structures. Bundled originals obey the blacklist; structures already accepted for generation finish normally.
- Added natural generation and locating for custom End structures, with surface placement that rejects empty void and support for deliberately floating structures. No bundled End structures are added.
- Shortened the Balance buttons to **Sapling**, **Vil** and **Dim**, keeping them on one row, and shortened the override label to **Ignore dim blacklist**.
- Updated user guides, including outer-island-only End generation and the existing loot-marker workflow.
Update the mod on both client and server: this version uses protocol **24**, which is incompatible with the published 0.7.2.0 release.
The loot-marker fix and terrain-planning performance improvements were already included in 0.7.2.0 and remain included here.
- Added a global dimension blacklist, editable through the config, commands and **Balance → Dim**.
- Added **Ignore dim blacklist** for editable/custom structures. Bundled originals obey the blacklist; structures already accepted for generation finish normally.
- Added natural generation and locating for custom End structures, with surface placement that rejects empty void and support for deliberately floating structures. No bundled End structures are added.
- Shortened the Balance buttons to **Sapling**, **Vil** and **Dim**, keeping them on one row, and shortened the override label to **Ignore dim blacklist**.
- Updated user guides, including outer-island-only End generation and the existing loot-marker workflow.
Update the mod on both client and server: this version uses protocol **24**, which is incompatible with the published 0.7.2.0 release.
The loot-marker fix and terrain-planning performance improvements were already included in 0.7.2.0 and remain included here.
- 0.7.2.0**
- Fixed loot-generation tags remaining in placed containers instead of generating loot. Existing saved structures work without re-exporting, and ordinary inventory contents are preserved.
- Greatly improved performance** by reducing repeated terrain sampling and placement checks.
- Avoided expensive terrain calculations for generation attempts that cannot select a structure.
- Reduced repeated terrain-noise calculations during generation and structure searches.
Structure frequency and placement rules remain unchanged. These improvements apply across all supported Forge, NeoForge and Fabric versions.
- 0.7.2.0**
- Fixed loot-generation tags remaining in placed containers instead of generating loot. Existing saved structures work without re-exporting, and ordinary inventory contents are preserved.
- Greatly improved performance** by reducing repeated terrain sampling and placement checks.
- Avoided expensive terrain calculations for generation attempts that cannot select a structure.
- Reduced repeated terrain-noise calculations during generation and structure searches.
Structure frequency and placement rules remain unchanged. These improvements apply across all supported Forge, NeoForge and Fabric versions.
- 0.7.2.0**
- Fixed loot-generation tags remaining in placed containers instead of generating loot. Existing saved structures work without re-exporting, and ordinary inventory contents are preserved.
- Greatly improved performance** by reducing repeated terrain sampling and placement checks.
- Avoided expensive terrain calculations for generation attempts that cannot select a structure.
- Reduced repeated terrain-noise calculations during generation and structure searches.
Structure frequency and placement rules remain unchanged. These improvements apply across all supported Forge, NeoForge and Fabric versions.
- 0.7.2.0**
- Fixed loot-generation tags remaining in placed containers instead of generating loot. Existing saved structures work without re-exporting, and ordinary inventory contents are preserved.
- Greatly improved performance** by reducing repeated terrain sampling and placement checks.
- Avoided expensive terrain calculations for generation attempts that cannot select a structure.
- Reduced repeated terrain-noise calculations during generation and structure searches.
Structure frequency and placement rules remain unchanged. These improvements apply across all supported Forge, NeoForge and Fabric versions.
- 0.7.2.0**
- Fixed loot-generation tags remaining in placed containers instead of generating loot. Existing saved structures work without re-exporting, and ordinary inventory contents are preserved.
- Greatly improved performance** by reducing repeated terrain sampling and placement checks.
- Avoided expensive terrain calculations for generation attempts that cannot select a structure.
- Reduced repeated terrain-noise calculations during generation and structure searches.
Structure frequency and placement rules remain unchanged. These improvements apply across all supported Forge, NeoForge and Fabric versions.