Use Worldgen Random Source for Perlin Noise Function
Builderdog841 opened this issue · 1 comments
Builderdog841 commented
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.
Builderdog841 commented
That solution isn't gonna work