Changing a Seed

Discussion in 'General Discussion' started by []ReeO[], Mar 3, 2020.

  1. []ReeO[]

    []ReeO[] Lieutenant

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    If i was to change Seed would that alter my game now? and start-a-new? (multiplayer Server)
    And how do i know what numbers to type in for a Seed. My server does not offer the ''Random Generator'' for seed like single player does.
     
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  2. ravien_ff

    ravien_ff Rear Admiral

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    You can use almost any number for a seed. There might be a max character length though. Just put in a random number.

    Starting a new game with a new seed will give you a different solar system layout.
     
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  3. Germanicus

    Germanicus Rear Admiral

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    Any Number but 0 (Zero) as that one is reserved for Creative Mode.
     
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  4. The Big Brzezinski

    The Big Brzezinski Captain

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    180420 lets you start on planet Hades. Anyone else have any good ones?
     
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  5. zaphodikus

    zaphodikus Captain

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    Anyone care to explain how the seeds work, the "game" seed changes the universe, and playfield seeds control the playfield POI stamps? How do I see what my game seed currently is for SP games (MP games can look in gameconfig.yaml)?
     
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  6. imlarry425

    imlarry425 Captain

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    The "stats" command gives the global and playfield seeds along with some other stuff- when filing a terrain-type bug these numbers help the devs to recreate a matching environment to look at what's there without you sending them save files.

    As far as how they work, generally speaking Empyrion developers don't go into "under the hood" details about how their game implements a specific feature, but as a rule, procedurally generated games rely on pseudo-random number generators to initialize data structures. These math functions use a seed to define a starting point that, when called, updates the seed for the following call- this recursion makes the sequence of "random" numbers deterministic/predictable ... if you use seed 12345 tomorrow it will generate the same sequence of numbers as it does today.

    In that way, the seed could be used to answer basic questions about the initial solar system and coordinates of other systems. When you reference a playfield you'll have those numbers to combine with the global seed to create a predictable playfield-specific seed. All this is done so that you can regenerate any playfield based on the original seed quickly. You don't need to spec out every rock to know that the one located at position x,y,z in the solar system at coordinates a,b,c is quartz.
     
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  7. zaphodikus

    zaphodikus Captain

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    Mainly wanting to know the mechanics to reproduce someone else's game. I know it's not like minecraft seeds which are bound to the generator versions, not expecting much rocket science. Not assuming seeds will work across versions anyway if the YAML files changes, POI stamps will not be the same, what has peoples experience of using seeds been.

    I know it's an old thread, but it only answered one half of the puzzle, the stats command looks to hold the other half I hope.
     
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