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Posted

I noticed that the Maps folder creates a GUID for every single random map I have generated, even if I have deleted a game file. I would like to know what game seed those maps were created from.

In short, I want to generate a Integer from a GUID instead of the other way around.

As a side note for others here is what I found out.

It appears you can delete all those files from your Maps folder and when you restart an existing game file it will recreate that file (if memory serves me correctly) AND you will maintain your location and your map markers. This makes sense because inside the file (via Notepad) you will see it Creates a table in the game database which I am not familiar with.

The magic sauce I have never been able to understand about Game seeds is how others are able to use the same number and get the same base world map seemingly even without being online. On this I just assume maybe I should test that more explicitly with a friend. If it does only share when online that would make sense and be far less magic sauce. I would love an answer to that as well but I am primarily interested in my first question.

 

 

 

 

 

 

 

 

Posted

The map seed creates the same map every time for anyone. I use them all the time to help people on discord find stuff on their game. 

 

I cant tell you exactly how it works, but it isn't magic. The map generation uses that seed number in the calculations to generate everything so the same seed is the same map.

Posted
16 hours ago, Zane Mordien said:

The map seed creates the same map every time for anyone. I use them all the time to help people on discord find stuff on their game. 

 

I cant tell you exactly how it works, but it isn't magic. The map generation uses that seed number in the calculations to generate everything so the same seed is the same map.

What I am asking specifically on that point is

'even if both players are offline?

anyway, me and my buddy are going to test this. I am going to create a map seed while offline, text him the key and he is going to do the same thing offline.

 

Posted
1 hour ago, CastIronFabric said:

What I am asking specifically on that point is

'even if both players are offline?

anyway, me and my buddy are going to test this. I am going to create a map seed while offline, text him the key and he is going to do the same thing offline.

 

You’re plugging in the same number (world seed) into the same equations/calculations (which were downloaded with the rest of the code for the game), whatever those equations may be and however it may be coded to use that number. You’re always going to get the same output, no matter what computer/calculator you use or it’s connection to the internet. Except where it’s random, like ore generation, which is not seed dependent. That’s overly simplified, but that’s pretty much it unless you want to ask someone who knows how the code actually works and uses those numbers.

  • Like 1
Posted
On 3/18/2025 at 10:06 AM, gilt-kutabe said:

You’re plugging in the same number (world seed) into the same equations/calculations (which were downloaded with the rest of the code for the game), whatever those equations may be and however it may be coded to use that number. You’re always going to get the same output, no matter what computer/calculator you use or it’s connection to the internet. Except where it’s random, like ore generation, which is not seed dependent. That’s overly simplified, but that’s pretty much it unless you want to ask someone who knows how the code actually works and uses those numbers.

so some how the hash code for a fairly small number is generating the exact location and multiple attributes of each block of which there is well over a million, every single time that number is put into the equation regardless of if that generation is shared or not.

Somehow I doubt that is how it actually work.

I suspect these generations are either shared online passively or all created before hand and although it seems like its infinite number of possibilities its actually not.

Having said that, my understanding of Hash Generation of Ints does in fact create a mega ton of bit combinations so perhaps that is how it works.

Regardless, the first question is most important to me personally which is, can I create an Int from a GUID. There is plenty of resources on the internet on how to create a GUID from an Int, but not the other way around that I have been able to find which is what I want to do actually.

Posted (edited)

That's the beauty of Perlin noise generation. You essentially only have to generate the boundaries of an arbitrary-sized "chunk", then interpolate all the intermediate points within those boundaries.

You can verify it for yourself. Find a piece of ore or stand of crops, collect it, then regenerate the chunk.

/wgen regen 1

It will put it back exactly as it was, and you can collect it again.

Now this seed is not completely deterministic. Necessary, but not sufficient. Many, maybe even all the settings are included in the hash. But things like SysTime or CompID appear to not be. Also, things like which trader is generated, or what stock he has, is not seed based.

Edited by Thorfinn
  • 4 months later...
Posted

A question was asked here at the beginning, and it still hasn't been answered—and I'm interested in the answer—can I find out the map seed from the GUIDE file in the Maps folder? And if so, how?

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