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But they choose the „mostly one big cave“ design for this gamemode.
- [COMMUNITY REQUEST] Added more variety to cave generation across all mission types
Didnt play PE in Experimental so I dont know if its already implemented or not.
Thats pretty nice!
Ultimately, what the RNG does is eliminates what you get with most games where once you've played a map a few times you know where every door, passage, rock, hill, item is going to be. Even if you pick the same mission twice within the 30 minutes it exists, you'll get a different map seed and cavern layout even if the biome, warnings, modifiers and some of the other elements are the same.
But yeah it can happen that you really play the same cave twice. (Happened my on a morkite run)
That's interesting. I don't have any recollection of getting the same seed twice. PEs a are good example though. Hitting a server speed running them in a double XP interval we've done up to 3 of the same mission in 30 minutes and while similar, they did have somewhat different layouts.
I'm kind of nerd of this kind of stuff on the back end of the game, I would love to get more detail on the logic and process behind how the RNG works in this game.
Would probably have to be a no reward type of system though. Otherwise, you could save the real resource heavy ones and spam them.