# Configuration file balancing { # Enabling this will cancel any structure generation if another structure is present at the cooridnate already. [default: true] B:avoidOverlappingGeneration=true # If enabled, placers (including decoration placement scoring/rays) will avoid triggering new chunks to be generated. This can decrease placement quality, but helps prevent chained chunk generation issues. [default: false] B:avoidPlacerChunkGeneration=false # Recommended for simple biome deny rules. Blocklist wins over whitelist. Examples: minecraft:ocean, ocean, type=WATER. This is combined with universalBiomeMatcher if that advanced expression is set. [default: ] S:biomeBlocklist < > # Recommended for simple biome allow rules. Empty means all biomes are allowed unless blocked. Examples: minecraft:plains, plains, type=FOREST. This is combined with universalBiomeMatcher if that advanced expression is set. [default: ] S:biomeWhitelist < > # Chance to use the customArtifactTag when an artifact generation tag fires. [range: 0.0 ~ 1.0, default: 0.0] S:customArtifactChance=0.0 # Custom Loot Table to override when an artifact generation tag fires. [default: ] S:customArtifactTag= # Chance to use the customArtifactTag when a book generation tag fires. [range: 0.0 ~ 1.0, default: 0.0] S:customBookChance=0.0 # Custom Loot Table to override when a book generation tag fires. [default: ] S:customBookTag= # Enable hacks for a few decoration types. Disabling this may fix problems but will deactivate ReC overriding those types of structures. [default: true] B:decorationHacks=true # Recommended for simple dimension deny rules. Blocklist wins over whitelist. Examples: -1, type=HELL, ENDER. This is combined with universalDimensionMatcher if that advanced expression is set. [default: ] S:dimensionBlocklist < > # Recommended for simple dimension allow rules. Empty means all dimensions are allowed unless blocked. Examples: 0, id=-1, type=EARTH. This is combined with universalDimensionMatcher if that advanced expression is set. [default: ] S:dimensionWhitelist < > # Resource Expression that will restrict logging of structures that fail to generate. [default: ] S:failingStructureLogExpression= # Whether the nature (e.g. trees, mushrooms) added by the mod should be actively generating. [default: true] B:generateNature=true # Global toggles that can be used in expressions. You can also add your own. Ex: 'treeLeavesDecay: true'. [default: [treeLeavesDecay: true]] S:globalToggles < treeLeavesDecay: true > # If disabled, Recurrent Complex will generate structures in worlds without the structure generation option. [default: true] B:honorStructureGenerationOption=true # Resource Expression that will be applied to each loading loot table, determining if it should be set to 'active'. [default: ] S:inventoryGeneratorGenerationMatcher= # Resource Expression that will be applied to each loading loot table, determining if it should be loaded. [default: ] S:inventoryGeneratorLoadMatcher= # Maximum number of reverses per room the maze generator can do. A higher number results in a better generation success rate, but may freeze the server temporarily. [range: -1.0 ~ 100.0, default: 3.0] S:mazePlacementReversesPerRoom=3.0 # Maze generation timeout, in milliseconds. After the time is over, the maze generation will just give up. [range: -1 ~ 600000, default: 20000] I:mazeTimeout=20000 # Within this block radius, default structures won't spawn (in the main dimension). [range: 0.0 ~ 500.0, default: 30.0] S:minDistToSpawnForGeneration=30.0 # Maximum allowed height spread for average ray placement. Set to 0 to disable height spread tolerance. [range: 0 ~ 64, default: 4] I:rayAverageMaxHeightSpread=4 # List of spawn chance tweaks to structures: IceThorn:0.5 [default: ] S:spawnTweaks < SpruceTree1:0.055931285 UndergroundCultChamber:0.020917213 StatueTemple:0.0 StoneBoulder:0.10078998 WoodWallRemains:0.0 VillageHouseRich1:0.45061865 StoneMazeSmall:0.0 GenericTreeHuge:0.008046974 MysticalTree:0.018740326 UnnaturalCrater:0.025877403 NetherThorn:0.016748575 WoodThorn:0.14765877 PyramidMazeScriptureTurn:0.0 PirateChest:0.0 Basswood:0.018740326 StoneMazeFountain:0.0 IceThorn:0.02868765 ForestBeacon:0.0 StoneMazePathBig:0.0 MesoMazeSpiderTurn:0.0 NetherThorn5:0.018740326 NetherThorn4:0.018740326 NetherThorn3:0.016748575 NetherThorn2:0.023291852 NetherThorn1:0.016748575 DesertBeacon:0.0 DinosaurSkeleton:0.002907522 BabylonTower:0.0 PyramidMazePath:0.0 StoneLeafMound:0.0 ClayWaterMound:0.020917213 ShrineSmallAir:0.47775674 SpiderPit:0.093040705 PyramidMazeStorage:0.0 ForestMazeCrossing:0.0 SmallClockworkSite:0.0 VillageForgeLarge:0.3765165 MysticalTree2:0.013272756 LodgepolePine:0.016748575 MesoMazeCorridorCollapse:0.0 SmallWoodenCottage:0.3541113 SmallFortRuinsJapanese:0.0 ForestMaze3Way:0.0 StoneMazePagoda:0.0 AbandonedWoodTower:0.0 PyramidMazePagoda:0.0 SmallPyramid:0.0 BrickHenge:0.0 IceThorn3:0.025877403 IceThorn2:0.03504011 ClayWaterMound1:0.025877403 FallenPalmTree:0.0046143364 PyramidMazeCorridorCollapse:0.0 ElvenPond:8.0866885E-4 TemplePyramid1:0.0 BrownMushroom1:0.018740326 SmallAbandonedMine:0.0 QuakingAspen:0.025877403 IceThorn4:0.020917213 SnakeTemple:0.0 BrownMushroom:0.018740326 PeacefulCrypt:0.0 PyramidMazeZombieTable:0.0 RedMushroom1:0.023291852 StoneIceBoulder3:0.17068876 StoneIceBoulder2:0.11783689 StoneIceBoulder1:0.11783689 IceThorn1:0.031736903 JungleTreeHuge1:0.013272756 AlascaCedar:0.014929898 GenericTreeSmall:0.016748575 CuboneSkull:0.02868765 StoneMazeLitRoom:0.0 JungleTreeHuge:0.014929898 PyramidMazeSpiderTurn:0.0 GenericTree:0.014929898 SmallAbandonedOutpost:0.0 VillageSavannaKitchen:0.40004167 DeadTreeLarge1:0.005334024 SavannaTree:0.023291852 DesertWatchtower:0.0 GiganticTree1:0.01176614 StoneMaze:0.0 VillageSavannaTannery:0.5061869 VillageSavannaStonemason:0.42472818 ForestMazeClearing:0.0 MesoMazePagoda:0.0 OakTree:0.014929898 VillageHouseRich:0.5061869 TemplePyramid:0.0 VillageSavannaGlassworks:0.5671064 DeadTreeLarge3:0.0070424406 DeadTreeLarge2:0.0070424406 MysticalTree1:0.013272756 ShrineSmallWater:0.42472818 BirchTree1:0.020917213 MonolythUnholy:0.0 JokerTower:0.0 VeldtBath:0.0 DesertFort:0.0 FirTree:0.020917213 PyramidMazePillar:0.0 StoneMazeSpiderRoom:0.0 VillageSavannaLibrary:0.5061869 StoneMazeShootingRange:0.0 DesertHut:0.0 GenericTree6:0.010399551 VillageTriplets:0.5061869 GenericTree4:0.010399551 GenericTree3:0.01176614 GenericTree2:0.01176614 GenericTree1:0.016748575 SmallWoodenCottage2:0.45061865 SmallWoodenCottage1:0.3765165 ForestMaze:0.0 BigClockworkSite:0.0 PyramidMazeClosedDoorway:0.0 MesoMazeStairCorridor:0.0 MesoMazeStairTurn:0.0 StonePlantMound:0.010399551 WoodenClockTower:0.11783689 VillageGuardTower:0.42472818 MesoMazePath:0.0 VillageInn:0.31250003 VillageWoodMill:0.47775674 PyramidMazeStairCorridor:0.0 CorruptedEnderTree:0.12718451 Mopane:0.016748575 VillageSavannaChandlery:0.40004167 TribalJungleHead:0.046631925 Fiberpalm:0.013272756 WhiteWillowLarge:0.40004167 ShrineSmallEarth:0.5359544 ChurchGraveyardRuins:0.0 BirchTreeBig1:0.014929898 StoneMazeEndChest:0.0 MesoMazeStorage:0.0 SavannaTree1:0.018740326 OldWatchtower:0.0 LonePillars:0.025877403 SmallOutpost:0.0 ShrineSmallFire:0.5061869 OakTreeBig:0.013272756 VillageChurch:0.3541113 SpruceTree3:0.078971595 SpruceTree2:0.061106723 MeteorSite:0.016748575 StoneMazeBig:0.0 WitchPillars:0.0 StonePlantMound4:0.020917213 StonePlantMound3:0.016748575 StonePlantMound2:0.016748575 StonePlantMound1:0.014929898 PyramidMazeStairTurn:0.0 MonolythHoly:0.0 GenericTree5:0.010399551 SmallFortRuins:0.0 BirchTreeBig:0.018740326 HillAltarHouse:0.0 VillageMarketplace:0.40004167 SpruceTree:0.078971595 ForestMazeEnd:0.0 UndergroundCrypt:0.038612805 MesoMazeZombieTable:0.0 MesoMazeGrowth:0.0 BirchTree:0.020917213 BlazeSpawnerCrystal:0.008046974 PirateHideout:0.0 ForestMazeCorridor:0.0 ForestMazeSlimes:0.0 FirTreeBig:0.025877403 DinosaurSkull:0.008046974 StoneMazeHuge:0.0 RedMushroom:0.023291852 DeadTreeLarge:0.010399551 GiganticTree:0.010399551 WoodThornBig:0.14765877 UndergroundTreeoid:0.020917213 WellShrine:0.40004167 StoneIceBoulder:0.11783689 StoneMazeStudy:0.0 StonePlantBoulder:0.0070424406 StoneMazePath:0.0 SpruceTreeBig:0.06665838 OakTreeHuge:0.013272756 BigPyramid:0.0 ForestMazeTurn:0.0 > # Resource Expression that will be applied to each loading structure, determining if it should be set to 'active'. [default: ] S:structureGenerationMatcher= # Resource Expression that will be applied to each loading structure, determining if it should be loaded. [default: ] S:structureLoadMatcher= # How often do structures spawn? [range: 0.0 ~ 10.0, default: 1.0] S:structureSpawnChance=1.0 # Advanced biome expression checked for every structure. Most users should use biomeWhitelist and biomeBlocklist instead. Use this only for complex expression logic. This is combined with the simple biome lists. [default: ] S:universalBiomeMatcher= # Advanced dimension expression checked for every structure. Most users should use dimensionWhitelist and dimensionBlocklist instead. Use this only for complex expression logic. This is combined with the simple dimension lists. [default: ] S:universalDimensionMatcher= # Transformer preset names that are gonna be applied to every single generating structure. Use this if you need to enforce specific rules (e.g. "don't ever spawn wood blocks" (with a replace transformer). [default: ] S:universalTransformerPresets < > } controls { # The key to be held when you want to make a secondary selection with block selectors [default: ctrl] S:blockSelectorModifierKeys=ctrl } decoration { # The base weight of RC sapling generation types. The vanilla tree weight is 1 - if you want to fully replace vanilla trees, crank this up to something big. [range: 0.0 ~ 100000.0, default: 0.2] S:baseSaplingSpawnWeight=0.2 # The base weight of RC village generation types. Vanilla average is about 10 - if you want to fully replace vanilla structures in villages, crank this up to something big. [range: 0 ~ 100000, default: 10] I:baseVillageSpawnWeight=10 # The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2] S:baseWeight_big_mushroom=0.2 # The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2] S:baseWeight_cactus=0.2 # The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2] S:baseWeight_desert_well=0.2 # The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2] S:baseWeight_fossil=0.2 # The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2] S:baseWeight_mineshaft=0.2 # The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2] S:baseWeight_nether_bridge=0.2 # The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2] S:baseWeight_ocean_monument=0.2 # The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2] S:baseWeight_scattered_feature=0.2 # The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2] S:baseWeight_stronghold=0.2 # The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2] S:baseWeight_tree=0.2 # The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2] S:baseWeight_village=0.2 # The chance to trigger any special sapling spawns at all. If you want to disable the big trees, set this to 0. [range: 0.0 ~ 1.0, default: 1.0] S:saplingTriggerChance=1.0 } general { # The required permission level for /#as to function. Set to 2 for command blocks and OPs, 4 for only server, or -1 to disable. Note that this could be a security problem on low levels. [range: -1 ~ 10, default: 4] I:asCommandPermissionLevel=4 # List of Command Expressions determining if a command can be executed. Example: #export:#3 | $Ivorforce [default: ] S:commandMatchers < > # The String that will be prefixed to every command, e.g. '#' -> '/#gen', '#paste' etc. [default: #] S:commandPrefix=# # Enabling this will make the mod register as little as possible, which enables it to be used server-side only. Note that this prevents you from editing or importing structures. [default: false] B:lightweightMode=false # Memorize decoration spawns like trees or mushrooms (for /#whatisthis). Since decoration is so common, it is recommended to use this only for debugging / balancing purposes. [default: false] B:memorizeDecoration=false # Memorize sapling spawns (for /#whatisthis). Since saplings are so common, it is recommended to use this only for debugging / balancing purposes. [default: false] B:memorizeSaplings=false # Disabling this will prevent spawn command blocks from notifying the server admins, as normal commands would. [default: false] B:notifyAdminOnBlockCommands=false # Once per world, post the status of ReC to the admins. [default: true] B:postWorldStatus=true # Whether player caches like the clipboard and previewed operations will be saved and loaded. [default: true] B:savePlayerCache=true } visual { # Only show the edges of negative space blocks? (Improves performance in big builds) [default: true] B:hideRedundantNegativeSpace=true }