Mod

Recurrent Complex
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Recurrent Complex

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2 ratings (100%) · 5.0★
0.5★ 5★
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2 reviews (100%) · 5.0★
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Aesthetics rating distribution
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2 reviews (100%) · 5.0★
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Performance rating distribution
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1 review (50%) · 4.0★
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1 review (50%) · 5.0★
0.5★ 5★

Adds a ton more structure generation, dungeons, and randomized loot - Fully customizable

Medieval
Fantasy
Adventure/Exploration
Dungeons & Strongholds
Misc Structures
World Gen Improvements
Server Utility
Development: Abandoned
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Forge
Minecraft

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5.0
Outra

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Posted: November 25, 2025 at 12:56:07 AM UTC
1,000 hrs
Total hours played at time of review
MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

What is it ?

A mod adding new structures to the world in each dimensions, even working in modded ones;
This mod also serves as a tool for modpack makers , allowing you to create, export and download structures to add to the game (you can even disable the mod's default structures in the configs altogether if you only wish to use custom ones).

What does it offer ?

New structures to the game which includes small ruins as well as bigger dungeons, custom trees and rocks, new village houses and so on; most of them using custom loot made for them.
The structures look cool and don't impact the performances in any notable way (or at least not in any way I could notice).

The best part of this mod is its structure making system , and while it is true that other structure mods such as Ruins also allow you to add your own structures to the game too, this one goes a step further and allows for a lot of possible types of structures generation such as :
Natural : the basic selection allowing randomized generation on every x chunks
Vanilla Decoration : the generation for making custom naturally-generating trees or rock-type structures, or more generally a structure generation which seems to mimic the way certain structure generates in vanilla minecraft
In structures : if you want to add structures to villages or overwrite vanilla village structures with your own this is the way to go
Sapling : should generate when a specific sapling grows into a tree (I never quite understood how it works, but honestly I never really wanted to use it)
Static : will only generate in specific coordinates in given dimensions; you can then make the structure repeatedly appear from that point after a certain amount of blocks, which is close to the way stronghold generation works in the game.
Structure Lists : A structure within a list of possible structures; a script block is required to generate them, which means you'll have to generate a structure containing a script block which itself will generate a random structure among said list.
Maze component : A room in a bigger Maze complex (think corridors in mineshafts and nether fortresses); it will only naturally generate if the global maze is generated, such as with a script block.

For each of these ways for structure generation you can limit your structures to specific biome ids/biome tags, dimension names/dimension ids, blocks to spawn on, use special natural floors blocks in the building for it to auto generate a floor based on the biome it generates in and adapt it to the terrain a bit better, or negative spaces to make sure some air blocks are not counted as part of the structure (which helps in making it feel less square and is more or less a requirement if you want your structure to appear at the bottom of the ocean floor without generating air blocks in the water); there's also the barrier that I've been using more and more to contain entities and prevent them from escaping the structure before I export it (the solid barriers added by the mod disappear when the structure generates naturally).

There is next to no limit to how big structures can get, and one can even use the script block in order to add smaller structures within bigger structures (I don't really like making mazes so this is usually what I experiment with when wanting to add variety in structure generation); the script block basically exploits the Structure List feature in order to generate a random structure within the chosen list once the bigger structure containing the script block(s) generates.

The way to add custom loot to structures being from within the game makes things easier , to the point I've managed to understand how this works before I understood how to customise correctly existing loot tables in Loottweaker (not a bad mod; it's just to show how intuitive it felt to me); there also an artifact generation tag to add to your larger loot tables (which generates randomly-named and possibly-enchanted items) as well as a book generation tag (which features randomly generated books, sometimes even readable) .

In conclusion

This mod is most 1.12 modpackmaker's dream , as it allows you to effectively add your own custom structures with customized loot to the world.

The main flaw this mod has is how time-consuming it is for anyone to learn how it works most of the time; Yeah sure there is a very detailed wiki but I vividly remember taking a long time to end up where I am now in understanding how recurrent complex works, and it having little to no video tutorials detailing the structure making and exporting aspect does not help in making things easier; that said, all I just said is not nearly enough to dethrone this mod as the best way to add custom structure within your modpack , without resorting to making your own mod(s) that is. Also, Sparkyspace made some good tutorials on this mod, you should check them out if you're interested; There is also a continuation made of the original wiki here https://github.com/NoMoreUsernames999/Recurrent-Complex-Wiki which is more up to date than the one on fandom that I used, and while some things may not be covered in the new one, it is still one that is easier to understand.

I would like to update this review in order to add the information that as of 13/04/2026 there is also three forks/continuations of recurrent complex on Curseforge with Recurrent Complex Unofficial by miradae which offers a 1.7.10 version of recurrent complex with a few bugfixes and corrections, and there is also very recently another fork which appeared called Recurrent Complex Volts by Akiak which forks the 1.12 version and fixes issues, his discord can be used as the new Community Structure Repository to upload and download structures made by the large community of 1.12.2 players and modpack-makers (for now there isn't much, feel free to add your own); There is also Recurrent Revived by EmeryTheModder which is a 1.20.1 improved port of recurrent complex, and Reccurent Complex Volts also recently updated to 1.20+ versions.

  • Screenshot 1: The Modpack Maker's Structure Dream
  • Screenshot 2: The Modpack Maker's Structure Dream
  • Screenshot 3: The Modpack Maker's Structure Dream
0
0
Last edited: June 2, 2026 at 1:33:50 PM UTC
5.0
Outra

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: November 25, 2025 at 12:56:07 AM UTC
1,000 hrs
Total hours played at time of review
MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

What is it ?

A mod adding new structures to the world in each dimensions, even working in modded ones;
This mod also serves as a tool for modpack makers , allowing you to create, export and download structures to add to the game (you can even disable the mod's default structures in the configs altogether if you only wish to use custom ones).

What does it offer ?

New structures to the game which includes small ruins as well as bigger dungeons, custom trees and rocks, new village houses and so on; most of them using custom loot made for them.
The structures look cool and don't impact the performances in any notable way (or at least not in any way I could notice).

The best part of this mod is its structure making system , and while it is true that other structure mods such as Ruins also allow you to add your own structures to the game too, this one goes a step further and allows for a lot of possible types of structures generation such as :
Natural : the basic selection allowing randomized generation on every x chunks
Vanilla Decoration : the generation for making custom naturally-generating trees or rock-type structures, or more generally a structure generation which seems to mimic the way certain structure generates in vanilla minecraft
In structures : if you want to add structures to villages or overwrite vanilla village structures with your own this is the way to go
Sapling : should generate when a specific sapling grows into a tree (I never quite understood how it works, but honestly I never really wanted to use it)
Static : will only generate in specific coordinates in given dimensions; you can then make the structure repeatedly appear from that point after a certain amount of blocks, which is close to the way stronghold generation works in the game.
Structure Lists : A structure within a list of possible structures; a script block is required to generate them, which means you'll have to generate a structure containing a script block which itself will generate a random structure among said list.
Maze component : A room in a bigger Maze complex (think corridors in mineshafts and nether fortresses); it will only naturally generate if the global maze is generated, such as with a script block.

For each of these ways for structure generation you can limit your structures to specific biome ids/biome tags, dimension names/dimension ids, blocks to spawn on, use special natural floors blocks in the building for it to auto generate a floor based on the biome it generates in and adapt it to the terrain a bit better, or negative spaces to make sure some air blocks are not counted as part of the structure (which helps in making it feel less square and is more or less a requirement if you want your structure to appear at the bottom of the ocean floor without generating air blocks in the water); there's also the barrier that I've been using more and more to contain entities and prevent them from escaping the structure before I export it (the solid barriers added by the mod disappear when the structure generates naturally).

There is next to no limit to how big structures can get, and one can even use the script block in order to add smaller structures within bigger structures (I don't really like making mazes so this is usually what I experiment with when wanting to add variety in structure generation); the script block basically exploits the Structure List feature in order to generate a random structure within the chosen list once the bigger structure containing the script block(s) generates.

The way to add custom loot to structures being from within the game makes things easier , to the point I've managed to understand how this works before I understood how to customise correctly existing loot tables in Loottweaker (not a bad mod; it's just to show how intuitive it felt to me); there also an artifact generation tag to add to your larger loot tables (which generates randomly-named and possibly-enchanted items) as well as a book generation tag (which features randomly generated books, sometimes even readable) .

In conclusion

This mod is most 1.12 modpackmaker's dream , as it allows you to effectively add your own custom structures with customized loot to the world.

The main flaw this mod has is how time-consuming it is for anyone to learn how it works most of the time; Yeah sure there is a very detailed wiki but I vividly remember taking a long time to end up where I am now in understanding how recurrent complex works, and it having little to no video tutorials detailing the structure making and exporting aspect does not help in making things easier; that said, all I just said is not nearly enough to dethrone this mod as the best way to add custom structure within your modpack , without resorting to making your own mod(s) that is. Also, Sparkyspace made some good tutorials on this mod, you should check them out if you're interested; There is also a continuation made of the original wiki here https://github.com/NoMoreUsernames999/Recurrent-Complex-Wiki which is more up to date than the one on fandom that I used, and while some things may not be covered in the new one, it is still one that is easier to understand.

I would like to update this review in order to add the information that as of 13/04/2026 there is also three forks/continuations of recurrent complex on Curseforge with Recurrent Complex Unofficial by miradae which offers a 1.7.10 version of recurrent complex with a few bugfixes and corrections, and there is also very recently another fork which appeared called Recurrent Complex Volts by Akiak which forks the 1.12 version and fixes issues, his discord can be used as the new Community Structure Repository to upload and download structures made by the large community of 1.12.2 players and modpack-makers (for now there isn't much, feel free to add your own); There is also Recurrent Revived by EmeryTheModder which is a 1.20.1 improved port of recurrent complex, and Reccurent Complex Volts also recently updated to 1.20+ versions.

  • Screenshot 1: The Modpack Maker's Structure Dream
  • Screenshot 2: The Modpack Maker's Structure Dream
  • Screenshot 3: The Modpack Maker's Structure Dream
0
0
Last edited: June 2, 2026 at 1:33:50 PM UTC
5.0
Outra

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: November 25, 2025 at 12:56:07 AM UTC
1,000 hrs
Total hours played at time of review
MC 1.12
The version(s) the reviewer played
0
0
5.0
Tempest051

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: April 14, 2024 at 2:06:11 AM UTC
MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

Yes, I will die on this hill. Sure, the default structures are nothing to gawk at, but as a dev utility for adding your own structures, what this mod is capable of is insane. Jigsaw blocks don't even come close. RC's greatest feature is the structure script block. Randomize portions of a structure on generation? Check. Create dynamic mazes? Check. Create dynamic towns with theoretically infinite unique layouts? Check. Compatibility with nearly every modded block and entity? You bet. It does lag the world a little with larger structures, but pregenerating can fix that, and most people aren't creating structures with 200k blocks.

0
0
5.0
Tempest051

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: April 14, 2024 at 2:06:11 AM UTC
MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

Yes, I will die on this hill. Sure, the default structures are nothing to gawk at, but as a dev utility for adding your own structures, what this mod is capable of is insane. Jigsaw blocks don't even come close. RC's greatest feature is the structure script block. Randomize portions of a structure on generation? Check. Create dynamic mazes? Check. Create dynamic towns with theoretically infinite unique layouts? Check. Compatibility with nearly every modded block and entity? You bet. It does lag the world a little with larger structures, but pregenerating can fix that, and most people aren't creating structures with 200k blocks.

0
0
5.0
Tempest051

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: April 14, 2024 at 2:06:11 AM UTC
MC 1.12
The version(s) the reviewer played
0
0

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Mod
Latest Version
RecurrentComplex-1.4.8.6.jar
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Description

Official Repository: complex.ivorius.de →

Mod Discussion: Minecraft Forums →#ivorius on Discord →

More Information: Recurrent Complex Wiki

 

This mod is not being updated, and is looking for a modder to adopt it! Please reach out if you are interested (PM, Discord, GitHub).

Feature Overview

 Complete Feature Overview: Recurrent Complex Wiki

Note:

  • Granted Attribution (Link to this mod, and mention of my name), you may use this mod in mod packs.
  • This mod requires IvToolkit to function. 

Cinematic Trailer / Showcase

Video Overview

 

 

Contributing

Are you tired of your builds going to waste? Do you want to see them generate in Recurrent Complex? Awesome, I want that, too!

Once you've completed a build (Tips), you can upload it to the official repository. There, other players can find and download it, and I might even have a look and enquire you to include it in the base mod itself. 

What other people have said:

 - "it shits all over other structure mods" - David AKA 'Vadis365'

Screenshots

Gallery

  • Reachability in Mazes
    Reachability in Mazes
  • Village Houses
    Village Houses
  • Temple Pyramid
    Temple Pyramid
  • Maze from outside
    Maze from outside
  • Gigantic Tree
    Gigantic Tree
  • Maze from inside
    Maze from inside
  • Clock Tower
    Clock Tower
  • House in a Forest
    House in a Forest
  • Randomized Books
    Randomized Books
  • Structure Information
    Structure Information
  • Inventory Generation
    Inventory Generation
  • Underground
    Underground
  • Air
    Air
  • Underwater
    Underwater
  • Forest
    Forest
  • Screenshot 1: The Modpack Maker's Structure Dream
    Screenshot 1: The Modpack Maker's Structure Dream
  • Screenshot 2: The Modpack Maker's Structure Dream
    Screenshot 2: The Modpack Maker's Structure Dream
  • Screenshot 3: The Modpack Maker's Structure Dream
    Screenshot 3: The Modpack Maker's Structure Dream

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