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31 In the Qt frontend, the seed is a UUID. |
31 In the Qt frontend, the seed is a UUID. |
32 The UUID is a 32 bytes array composed of ASCII characters; groups of letters should be separated by “-”. There are standard function calls to automatically generate this string depending on the tools used. |
32 The UUID is a 32 bytes array composed of ASCII characters; groups of letters should be separated by “-”. There are standard function calls to automatically generate this string depending on the tools used. |
33 |
33 |
34 This is however just due to convenience. UUIDs are not a particularly good source of entropy and any 1-249 character string can be used. For example “人算不如天算” is a valid seed. |
34 This is however just due to convenience. UUIDs are not a particularly good source of entropy and any 1-249 character string can be used. For example “人算不如天算” is a valid seed. |
35 |
35 |
36 If the string is of the form `AAAAAAAAA|BBBBB` (2 pipe separated strings) then only `AAAAAAAAA` will be used for terrain generation while `AAAAAAAAA|BBBBB` will be used for everything else. This allows players to use keep a terrain they generated but change the rest of the seed to ensure new positions etc. |
36 If the string is of the form `AAAAAAAAA|BBBBB` (2 pipe separated strings) then only `AAAAAAAAA` will be used for terrain generation while `AAAAAAAAA|BBBBB` will be used for everything else. This allows players keep using a terrain they generated but change the rest of the seed to ensure new positions etc. |
37 |
37 |
38 Example: `eseed {AERTB-62FASDSAD-NNIASDSADASD-12P}` |
38 Example: `eseed {AERTB-62FASDSAD-NNIASDSADASD-12P}` |
39 |
39 |
40 ==== Template filter ==== |
40 ==== Template filter ==== |
41 `N` selects the type of map that is going to be generated. This command is ignored when `MapGen` is not 0, but it must be set anyways. |
41 `N` selects the type of map that is going to be generated. This command is ignored when `MapGen` is not 0, but it must be set anyways. |