Is there any way to move structures between the active and inactive sub-directories in Recurrent Complex in-game via commands? If not, it could be a pretty cool feature, as this would allow structures with spawn command blocks to activate or deactivate the spawning of other structures. For example, say I had three structures, a farmhouse, a tower, and a castle, each with progressively better loot and tougher enemies. Normally, a player could encounter the castle right away and skip right over the other two. However, if the tower and the castle started out inactive, with the farmhouse having a spawn command block to activate the tower and the tower having a spawn command block to activate the castle, the player could encounter them in the proper order. On the other hand, if I were to have five very similar castles, each with a slightly different floor layout and different mob spawners and traps to mix up the player's experience a bit, then I could put structure command blocks in all of them to make it so that whichever one generates first makes both itself and the other four inactive, ensuring that only one castle generates. The potential applications are even greater when combined with mods like Progression, where eating an apple could complete an objective that would execute a command that would move an apple orchard structure from the inactive to active structure sub-directory.
Also, I'm not quite sure how maze components and structure generators work in terms of active vs. inactive structures. Will an active maze spawn in a component if said component is in the inactive structures sub-directory? Will a structure generator generate an inactive structure, or only an active one? Ideally, if you were to introduce commands that switch structures between active and inactive, mazes would only generate currently active components and structure spawners would only spawn listed structures that are currently active, and would fail to spawn anything if all of the listed structures have been made inactive - it's entirely possible that this is already how it works, but I'm new to Recurrent Complex and I'm not really sure how some of that stuff works.
On a somewhat unrelated note, is it possible to make it so that a room in a maze only spawns once per maze - like how the vanilla strongholds only spawn one end portal room? I'd like to make a type of maze that generates one and only one "special" room - a room with a structure spawner that randomly generates one of a list of possible rooms, only one of which should spawn per maze.