Dungeons with "RandomRotation" have different seeds on different playthroughs
Dungeons with random rotation (Such as burial chamber) will have different dungeon layouts EVEN ON THE SAME WORLD SEED.
That is to say, the dungeon layout is *always* random, and that randomness is not connected to the world seed like it should be. Other dungeons (Such as mountain caves) do not have this problem.
To reproduce the issue simply
1. Create world with seed 'test'
2. teleport to 318 635
3. teleport to 203 -501
4. Use BepEnEx or similar to note dungeon logs (example attached)
5. Create NEW world with seed 'test'
(VISIT IN OPPOSITE ORDER
6. teleport to 203 -501
7. teleport to 318 635
8. See that unity logs show dungeon seeds are DIFFERENT in second world than first
This happens because:
1. Location rotation is not properly tied to the seed
2. Some dungeon generator components are offset from the center of the location
3. Dungeon seeds are determined by the component's exact position
Contact me on discord for more info (wd40bomber7)
Comments: 10
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23 Aug, '23
MaCarBre AdminHi wd40bomber,
This is not a bug. Dungeon getting randomized is an intended game design.
What do you mean by "Some dungeon generator components are offset from the center of the location"? -
24 Aug, '23
wd40bomber7I think I'm not explaining it well. The game is designed so the same world is generated with the same seed. If I enter seed "test" and I find a mountain, another player using the same seed in a new world will find an identical mountain. Similarly the bosses will be in the same spots, the villages, the dungeons, etc.
2
This concept applies to almost all things including most dungeons. If I visit a mountain cave dungeon at a specific location with a specific seed, that same mountain cave will be in the same spot in every world created with that seed. It'll even contain exactly the same layout/rewards/etc. It'll be exactly identical as long as the seed is the same.
This specifically isn't true for a couple kinds of dungeons due to a bug in the code. Specifically Burial chamber dungeons (and a couple others) are randomized *even* if the seed is the same, as long as you visit them in a different order.
I'm familiar with this as I made https://valheim-map.world -
31 Aug, '23
wd40bomber7Hello, can you please let me know what I can further clarify? This is absolutely a game bug and I'd like if the status could be updated to reflect as much at least. Worlds generated from the same seed should be identically generated. This is a core tenant of valheim that is implemented carefully across all features including terrain, vegetation, locations, and yes even dungeons. Only a few dungeons that are affected by this bug are not identical (when the world seed is identical).
I can explain how dungeon rotation causes this bug, but I first want acknowledgement that this *is* a bug before I get into the details of why it happens. -
01 Dec, '23
kbI think this is more a bug than not. The core of the issue is not the randomness but the lack of reproducibility.
I suppose this happens because dungeons are generated in the order visited, meaning the state of the RNG upon generating the dungeon depends additionally on the order in which a player visits them, so the layout can differ even if the map seed is the same.
There are benefits to reproducibility, for example when it comes to bug reports: If one can rely on a map seed providing the same map each time down to details like layouts, then map seeds provided in bug reports can be relied on regarding bug reproducers. If a rare but important bug is encountered in a dungeon with seed X, but seed X for the bug-fixer yields a completely different dungeon since the bug-fixer only visited one and the reporting player visited many dungeons before that one, the bug cannot be reproduced again and may be very difficult to reproduce. -
05 Dec, '23
MaCarBre Admin@wd40bomber7
I apologies for the late reply. I compiled an official report for the devs back in August, with empathies that it might be the cause of additional unfair advantages during Trial of Thy competition.
At first, I personally thought that dungeon rotation and randomized layouts was a intended design (for variety purpose).
However, due to it happening only for earlier locations, and not newest ones, and me not being aware of the latter, it has been noted as a bug.
Devs were already aware of the issue, and they purposely didn't want to touch earlier locations when fixing the problem for new ones.
The bug has a low priority at the moment, due to dungeon orientation and layout not being important for first playthrough. RNG elements for speed running are ok.
is issue was known for a long time, so iand isn't considered as a high priority bug.
They were aware of it before, and even for the Trial of Tyr competition.
and it's currently flagged with a lower priority for fixing. -
07 Dec, '23
wd40bomber7Thank you so much for marking it as a bug. No worries about it being a low priority bug, that's totally understandable! I'm sure they'll get to it when they have time.
1
I did talk to a dev at some point and pass it along, but figured i'd file the bug here since this is the "official" tracker.
I would be happy to go into detail on exactly why it affects the old dungeons and not new dungeons if that's helpful though the 1k character limit is really too short for a real explanation. Otherwise I'm happy to leave this be until the devs have time (whenver that might be). Thank you again! -
24 Feb
Joseph MergedI was in a Dvergr outpost(?), a cylindrically shaped building, with one room on the ground floor, and one in the basement. There are wooden stairs leading to the basement. A Seeker or two came in to the ground floor room, started coming down the stairs into the basement, and the Dvergr mages(?) blasted them, but also the stairs. I thought I was stuck. Reloaded and then there was the missing 2nd "block" to jump up to the ground floor. There are three in total when loaded in correctly, that compose crude "stairs" or places you can hop onto, to escape the basement. See diagram attached. Sometimes it spawns, and sometimes it doesn't. When it doesn't you are trapped of course, but so far reloading the game fixes it thankfully.
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11 Mar
MaCarBre Admin"Dvergr outpost doesn't always spawn black marble pillar, trapping player in basement." (suggested by <Hidden> on 2024-02-24), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Mar
Bad_Boy_UpThere is a HUGE bug right now ... where on 5 dif maps there is no rooms and no chest in tombs and no chest in troll caves. I also found frost caves with no rooms, no Cultist, no fenris hair..... makes it so hard to progress in the game ... I have 6100+ hours in game .... love this game but right now it is hardly worth playing... You put 100 hours in on a new map just to find ALL THIS MISSSIING it is so frustrating to say the least
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27 Mar
MaCarBre Admin@Bad_Boy_Up
That is a separate new issue related to the latest public beta version of the game.
I don't recommend playing on public beta version of the game if you are not involved with valheim-public-test Discord channel on the official Valheim server.