read a map's seed within a mod
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- Long Handed Inserter
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read a map's seed within a mod
Is there a way for a mod to read a map's seed for use as a variable that can make each map have slightly-different playing mechanics or rules based on a cleverly written algorithm that changes cost based upon "random seed"? while still keeping the game values persistant once the game is closed and reloaded because it's based on the map seed and not just a random value.
- eradicator
- Smart Inserter
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Re: read a map's seed within a mod
The map seed is available via LuaSurface.map_gen_settings.seed, but you can not base prototype values on this. So any rule you want to change dependant on map seed must be some sort of script. I.e. you can't make recipes cost 1,2,3,4 iron plates based on the map seed. At least not without pre-generating all possible permutations during startup.
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Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.