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Truth about geysers!


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To be accurate, I guess random number seed = world seed + position.x + position.y

Two geysers should have same parameters if they are same types and have same seed.

Btw, usually, the positions and types of the geysers are determined by the world seed.

 

1.png.0e20b8c79a2c914e90835bde8d75cbaf.png

23 minutes ago, R9MX4 said:
 Each geyser has 5 random parameters: Eruption Rate, Eruption & Break Cycle, Eruption Percent, Active & Dormancy Cycle, Active Percent. They're independent and uniform distribution.
 They are determined by the World Seed and the Positions of the geysers.

 

To be accurate, I guess random number seed = world seed + position.x + position.y.

Btw, usually, the position of the geysers are determined by the world seed.

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private GeyserConfigurator.GeyserInstanceConfiguration CreateRandomInstance(HashedString typeId, float min, float max)
    {
        int num = SaveLoader.Instance.worldDetailSave.globalWorldSeed;
        num = num + (int)base.transform.position.x + (int)base.transform.position.y;
        System.Random randomSource = new System.Random(num);
        return new GeyserConfigurator.GeyserInstanceConfiguration
        {
            typeId = typeId,
            rateRoll = this.Roll(randomSource, min, max),
            iterationLengthRoll = this.Roll(randomSource, 0f, 1f),
            iterationPercentRoll = this.Roll(randomSource, min, max),
            yearLengthRoll = this.Roll(randomSource, 0f, 1f),
            yearPercentRoll = this.Roll(randomSource, min, max)
        };
    }

 

Not really, here is what I found out more, geyser output: ABC... moving them same mount to the right and bottom. 4x4 grid output is like this:

ABC

DAB

EDA

or bigger one

4567

3456

2345

1234

Moving geysers by same amount of blocks to the right and down or left and up will result in EXACT SAME OUTPUT!

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