The-Aether-Team/The-Aether-II

Use Worldgen Random Source for Perlin Noise Function

Builderdog841 opened this issue · 1 comments

Currently the Perlin Noise Density Function always uses a constant seed resulting some biomes and terrain features to generate in the same places in every world.

A regular Random Source wouldn't fix this since it would reroll these placements on every World Creation, even on the same World Seed.

A Worldgen Random Source could potentionally fix this.

Also maybe assign me to this issue.

That solution isn't gonna work