The world looks different depending on which way the player walked
If trees, caves and chests are rolled the moment an area appears, two players with the same world code can see two different worlds, and walking back can change what was there. This shows how to make each place roll the same way for everyone, whatever the order.
Why this works
Luck that is taken from a shared supply depends on who asked first. If every place derives its own number from its own address, the answer belongs to the place, so the order of visits can no longer change the world.
When not to use it
Skip it when the world is meant to change by play, like felled trees or looted chests. Then store those changes next to the place-based start and apply them on top, instead of rolling again.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 37 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "The world looks different depending on which way the player walked" (read_entry world-chunk-same-result-any-order) 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