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Separate level seed for nether and end. #350
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type: feature
Request for a new Feature.
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@Zbob750 this is smart idea |
@josephworks Do not bump issue tickets with comments which do not add anything useful to conversation. |
old ticket finally closed @mibby, Build 270+
Uses same strategy MC does (hash code of the string) This will not default be in your paper.yml since we would never default a seed override. You will need to add entir esection |
aikar
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Sep 20, 2018
* master: Make a copy for worldloadevent to avoid como's - fixes #1453 Optimize Server World Map Support Overriding World Seeds - Closes #350 Use BigDecimal to improve accracy of TPS results - long live 20 TPS! The disconnect on packet spam must be called sync (#1452) Ensure mobs don't spawn out of world border Implement furnace cook speed multiplier API. (#1437) [Auto] Updated Upstream (Bukkit/CraftBukkit) [Auto] Updated Upstream (CraftBukkit)
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Is it possible to have a separate level seed for nether and end respectively, detached from the main server.properties level seed? That way you could change the seed to regenerate an entirely new nether/end world when resetting them, but keep the same seed for the primary overworld for worldedit //regen support.
Being able to define each world's seed separately would help tremendously in avoiding players setting homes to all the end cities and boats.
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