Recurrent Complex

Recurrent Complex

35M Downloads

Mod doesn't play nice with Dynamic Trees

Sluggasaurus opened this issue Β· 27 comments

commented

For some reason, Recurrent Complex breaks the tree generation in ONLY minecraft's RoofedForest biome.
https://media.discordapp.net/attachments/211957906138988546/486739094592946186/unknown.png?width=956&height=538
Normally, this should just be a forest of dynamic trees, it works with every other biome, but for some reason this is the only one that doesn't work.
Is there an option to disable biome generation with this mod? Is it even an option?

commented

Same problem, and in case anyone is wondering, yes, disabling Recurrent Complex fixes the issue.

I've seen some vanilla trees else where as well(unless I'm mistaken), but nowhere near as much as in the Roofed Forest Biome.

I've tried everything. Disabled every tree individually, disabled Nature generation, set it to Lightweight mode, set all the tree and sapling weights to 0, etc.

Has anyone managed to solve this?

For the time being I'm just going to disable the Roofed Forest biome with BiomeTweaker

commented

Also experiencing this, however as Sleepy mentioned I also had the problem elsewhere. Turning off nature generation did seem to fix the issue in biomes other than Roofed Forest, but roofed still remained a mess. RF is one of my fav biomes, especially with DT, so I really hope this gets fixed asap....

commented

Any updates on this issue? Or anyone find a work around? I'd really like to be able to use RC & DT together. I'm planning to take another whack at figuring it out, but I'm pretty new to mods, so I don't know if I'll be able to identifying anything.

commented

I'll be looking into this.
However, the way the events work unfortunately I can sometimes do little to restore the normal generation state if I do not generate at all. ReC does "emulation" of the biome's forests sometimes if there is no other way to restore it. This might be the cause of vanilla biomes generating rather than Dynamic Trees biomes.

commented

I'm having the same problem despite turning off nature spawning, turning off all associated structures manually in the #structure tweaks GUI, AND blacklisting the roofed forest biome in the config file.

commented

I have Dynamic Trees generating fine after deleting structures from the RC jar itself, such as the \assets\reccomplex\structures\active\structures\nature\ directory.

commented

Now I'm curious! Perhaps it was just my RC config and I overdid it removing items from the jar, or a bit of both is necessary, and/or it's a different mod conflict.

Let's compare configs:
reccomplex.cfg
dynamictrees.cfg

https://text-compare.com/ is a decent solution I just found online for highlighting differences between texts. Javascript is not required. See if anything stands out to you while comparing our RC configs or DT configs.

I just tested again for good measure and there are still no vanilla or RC trees in a new world (checked roofed forest specifically too) using the following versions:

MC 1.12.2
Forge 14.23.5.2836
IvToolkit 1.3.3
RecurrentComplex 1.4.8.2
DynamicTrees 0.9.5

commented

I gave that a shot and I'm still getting mostly vanilla trees in roofed forests, which seems to be the only biome that doesn't play nicely with RC when dynamic trees is also installed. Really would have liked for it to work too :(

commented

The only other thing I modified is the name of the jar... and that appears to be it. I downloaded a fresh copy of RC, prefixed the jar name with a plus sign, kept my existing configs, gen'd a new world... roofed forest was 'dynamic.' Apparently it had nothing to do with removing files.

Now, I feel insane believing in this solution even though it works every time I test it. Can you confirm?

Edit: Yes, the trick is getting Dynamic Trees to load after Recurrent Complex by manipulating their alphabetical order. Renaming either jar to that effect solves the problem.

commented

I actually recently deleted and reset to default all my configs to try and fix an OpenGL error that seemed to have something to do with a configuration conflict, but I hadn''t had any luck fixing roofed forest gen before that either.

dynamic trees & recurrent complex

MC 1.12.2
Forge 14.23.5.2823
IvToolkit 1.3.3
RecurrentComplex 1.4.8.2
DynamicTrees 0.9.4

I'll try updating DT and Forge, and re-test as well.

commented

The differences that stand out to me are:

My reccomplex.cfg decorationHacks is false.
My reccomplex.cfg decoration baseweights are 0.0 where trees are concerned, though it sounds like yours were too, previously.
My dynamictrees.cfg podzolGen is false. I'll be surprised if that's the culprit, but it does involve worldgen.

commented

Yep, I'd changed all the weights of nature related gen to 0, and had decoration hacks off. Maybe updating DT will do the trick?

commented

I want to say I didn't have a problem before the latest DT update but it can't hurt to try. I was also on Forge 2807 until recently so I doubt updating that will help either. Maybe it is podzolGen after all? I'm not sure what else to even consider.

If your roofed forests still aren't fully-DT after matching my versions and configs for testing, I'm up for digging into MC and Forge settings.

commented

Matched most of your configs, idk how it could even be podzol gen, since that doesnt happen in roofed forests at all. Also updated forge and dynamic trees, to no effect:
2019-04-25_23 30 14

I suppose if it's fine for you, there may be another mod at fault? I've got a few mods that affect world gen, but shouldnt really be affecting the features of individual biomes much, if at all: BoP, climatic biome placement, and geographicraft. I'll try booting up without those installed and see if anything changes.

Update: it wasn't those mods, roofed forests still look like this:
2019-04-25_23 55 27

commented

I've been testing RC and DT alone for this issue, and until now I'd continued using my edited RC jar without the nature (and other) structures. I just tested a fresh copy of RC and with it I'm able to reproduce the issue despite my config, so gutting the jar is at least part of the solution for sure.

Here's everything all the dirs* I removed from the jar. It's more than I thought, but I didn't need a lot of it because I use lightweightMode.

\assets\reccomplex\blockstates
\assets\reccomplex\models
\assets\reccomplex\structures\active\structures\nature
\assets\reccomplex\structures\active\structures\nether
\assets\reccomplex\structures\active\structures\village
\assets\reccomplex\textures

To be clear in case it matters, I didn't just empty those dirs, I deleted the dirs themselves.

*It looks like I also deleted a bunch of individual structures. Deleting dirs alone doesn't fix it. I'll update this again with a full list.

commented

I've removed all the same directories (and a few others, namely some of the mazes) so that \assets\reccomplex\ is all but empty, and it still happens.

2019-04-26_01 55 38

Are the directories the only thing you changed in the modified RC jar? I get the feeling that it's something more fundamental than the structures themselves, but rather something about RC's "emulation" of vanilla biomes as mentioned by Ivorforce previously:

I'll be looking into this.
However, the way the events work unfortunately I can sometimes do little to restore the normal generation state if I do not generate at all. ReC does "emulation" of the biome's forests sometimes if there is no other way to restore it. This might be the cause of vanilla biomes generating rather than Dynamic Trees biomes.

Otherwise, I'm pretty much at a loss and resigned to either removing it from regular use or preventing roofed forest generation in the first place, which is a shame since I quite like the biome overall.

commented

Brilliant! I've also tested and it definitely works. And I've learned another useful thing: I hadn't even realized there was a way to manipulate Forge's load order, which I had thought was a bit of a shortcoming as a mod-management program. Thank you so much!

commented

Omg fantastic! I will definitely be giving this a shot. Thank you for your awesome detective work.

commented

Compability with Dynamic Trees mod
just configure the .minecraft\config\reccomplex.cfg

B:generateNature=false

S:baseSaplingSpawnWeight=0

S:baseWeight_cactus=0

S:baseWeight_tree=0

S:saplingTriggerChance=0

then go to .minecraft\mods
rename RecurrentComplex-1.4.8.2.jar to something like +RecurrentComplex-1.4.8.2.jar
you could change "+" with "A" or "B" or "C" example: BRecurrentComplex-1.4.8.2.jar
as long RecurrentComplex on top from DynamicTrees
to compesate load order in mods folder

if you not renaming the jar there will be a problem with Roofed Forest biome trees
or any mods add that biome such as BiomeOPlenty & DynamicTrees & DynamicTreesBOP

commented

@botaxalim yeah... that’s literally what’s already been determined in the whole thread above you

commented

@Avery93 yeah i know, but i was having hard time, searching in google like 30 min, and the instruction unclear, so i overview and make it easier for other people who search google and end it up here. the steps i provide is very basic even newcomer minecraft modder can do it, well it was write by my and copy pasta on other similar problem topic on curse forge, my intention was helping other if solution works. :D

commented

I've experienced the same issue. At first I thought it was on Dynamic Trees' end but this is especially bizzare. I even turned Nature generation off in Recurrent Complex's config but Roofed Forests still don't generate Dynamic Trees at all. The weird thing is, the trees that do generate in the Roofed Forest aren't Recurrent Complex trees either, they're just bog-standard Vanilla trees.

commented

This could be closed now that DT v0.9.7 forces itself to load after RC regardless of alphabetical order.

commented

And this, ladies and gentlemen, is why we need load order sorting like Bethesda game modding utilities have. Glad to see someone finally found a workaround for this issue. Can't believe it was as simple as load sorting nameswap.

commented

Compability with Dynamic Trees mod
just configure the .minecraft\config\reccomplex.cfg

B:generateNature=false

S:baseSaplingSpawnWeight=0

S:baseWeight_cactus=0

S:baseWeight_tree=0

S:saplingTriggerChance=0

then go to .minecraft\mods
rename RecurrentComplex-1.4.8.2.jar to something like +RecurrentComplex-1.4.8.2.jar
you could change "+" with "A" or "B" or "C" example: BRecurrentComplex-1.4.8.2.jar
as long RecurrentComplex on top from DynamicTrees
to compesate load order in mods folder

if you not renaming the jar there will be a problem with Roofed Forest biome trees
or any mods add that biome such as BiomeOPlenty & DynamicTrees & DynamicTreesBOP

Thanks man I couldnt understand shit given above, probably fixed now.

commented

This could be closed now that DT v0.9.7 forces itself to load after RC regardless of alphabetical order. Yay!

I still had a ton of RC trees

commented

I still had a ton of RC trees

Drat. Thanks for the heads up.