Spielerando

Generate the same level from a code, without changing it when you add loot

A level made from a seed number should look identical every time, so players can share it and you can reproduce bugs. But adding one more random item can quietly change the whole level. This entry gives each part of the game its own stream so they cannot disturb each other.

Why this works

Chance that is repeatable only stays repeatable if each purpose draws from its own supply. When parts share one, a change in how much one part uses silently shifts what every later part gets, and the same code gives a different world.

When not to use it

Skip it when every run is meant to be different and nobody will share or replay one, such as a casual game with random pickups. Plain chance is simpler there. Do not use these streams for anything secret, since the numbers are predictable.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 5 common mistakes and the fix
  • 27 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Generate the same level from a code, without changing it when you add loot" (read_entry action-seeded-level-separate-streams) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP