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25 || Map Type || || {{{e$mapgen N}}} || |
25 || Map Type || || {{{e$mapgen N}}} || |
26 || Maze Value || || {{{e$maze_size N}}} || |
26 || Maze Value || || {{{e$maze_size N}}} || |
27 || || 128x32 byte array || {{{0YSD3 ... FSAD0}}} || |
27 || || 128x32 byte array || {{{0YSD3 ... FSAD0}}} || |
28 |
28 |
29 === Message format === |
29 === Message format === |
30 ==== UUID ==== |
30 ==== Seed ==== |
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31 In the QT frontend, the seed is a UUID. |
31 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. |
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33 This is however just due to convenience. UUIDs are not a particularly good source of entropy and any string can be used. 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. |
32 |
34 |
33 Example: _eseed {AERTB-62FASDSAD-NNIASDSADASD-12P}_ |
35 Example: _eseed {AERTB-62FASDSAD-NNIASDSADASD-12P}_ |
34 |
36 |
35 ==== Template filter ==== |
37 ==== Template filter ==== |
36 _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. |
38 _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. |