All versions
2.0.0.3
Release
Recurrent Complex Volts v2.0.0.3last month 14
Compatibility
Minecraft: Java Edition
1.12.x
Platform
Forge
Supported environments
Server-side
Client and server
Changes
v2.0.0.3 changelog:
- Fixed replacement blocks losing custom tile entity data. Custom NBT added to blocks like chests in the Replace transformer now saves and reloads correctly, instead of resetting after saving. Old/broken saved formats are still read for compatibility.
v2.0.0.1 changelog:
- Fixed a stack overflow crash caused by recursive worldgen decoration in certain modded biome generation setups.
- Added a guard to stop Recurrent Complex decoration from re-entering itself during nested decorate events.
- Prevented structure placement checks from triggering extra chunk loading/population when chunk-generation avoidance is enabled.
- Reduced the chance of cascading worldgen, lag spikes, and related generation instability in large modpacks. Note: with avoidPlacerChunkGeneration enabled, some placements near chunk borders may now be skipped rather than forcing unsafe chunk probes.
v2.0.0.0 changelog:
Fixes:
- Fixed generationInfoID lookup and persistence across NBT and structure operation paths, so generation metadata is now preserved correctly.
- Corrected Entry.equals behavior in world structure generation data, preventing invalid comparisons and related cache/key issues.
- Improved handling of unknown or missing world data, especially loot and item-related content, including proper cache invalidation when content becomes available again.
- Improved invalid entity ID handling with a safer fallback path.
- Fixed stale universal transformer preset state after config reloads.
- Fixed chat command functionality on Java 24+
Performance and Stability:
- Improved thread safety in structure generation by making caches concurrent, adding per-chunk locking, and tightening cache construction safeguards.
- Improved chunk-lock lifecycle handling to make generation more reliable under concurrency.
- Reduced repeated warnings and lookup cost by caching missing presets and missing entities.
- Reduced worldgen log spam and improved diagnostics for missing-content errors.
- Reduced overhead in structure hook processing, reflective lookups, checked-chunk tracking, and chunk packing logic.
- Improved patterned generation and loot-related runtime behavior.
Worldgen and Placement:
- Improved selective placer filtering for more stable surface candidate selection on uneven terrain.
- Fixed ray-based placement failures so invalid placements are no longer reused.
- Improved ray averaging precision to reduce placement instability from tiny floating-point differences.
- Added a config option for vertical spread tolerance in ray hits, making uneven-terrain placement more predictable (rayAverageMaxHeightSpread).
- Tightened uneven-ray validation and improved related feedback.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:J8SYWt2i:UK1dTNXH"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:J8SYWt2i:UK1dTNXH"
}

