https://libraryofbabel.info/bookmark.cg ... ,rojbiv315Nazgutek wrote:I'm going to interpret what you posted as "On a map which does not have a feature like the Panamian Isthmus, it's just a matter of picking the right starting location seed to see the Panamian Isthmus".hitzu wrote:Imagine the number Pi. It is infinite and irrational number and it contains somewhere along itself any rational finite number you want. You just have to know the shift along this number that can be called "a seed". So, there's nothing wrong with the current map generator, it's just how things work. Next time just make sure you use very different seeds in order to get different places in the generated world.Nazgutek wrote:Definitely a bug.
Changing the seed should be changing the procedural generation of biomes, water, ores, even if the map settings are the same.
If I provide a different seed, I expect to get a different map, not just a different starting position on the same map.
As an extreme example:
If the default map settings for Factorio result in a map that has no narrow landmass feature like the Panamian Isthmus, then no game of Factorio on the default map settings can occur on a narrow landmass feature like the Panamian Isthmus.
Given a true PRNG procedural generator, it should be possible to find many seeds that generate a narrow landmass feature like the Panamian Isthmus.
I would reply further, but I'm worried you won't read it properly and just pull me down further into some kind of logical-fallacy-clusterstorm.
Look at the middle of the text. This is exactly your Panamian Isthmus on this wall of randomness.
Explanation https://youtu.be/GDrBIKOR01c?t=1022