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(26 edits) (+1)

HOR6620H should let you one-shot the whole journal. (I had another seed that I just-missed on, and lost it on clipboard.) p.s. I don't mind spam of similar seeds

here's 1 run. got sloppy with village optimizing in the end. good replay, it's a tricky sequence. oh that's a mine and quarry behind both |\ mountains on right side. hint for advanced mechanics: the churches on the top left came last

eta: EXSONGY5 also. messier, more reliant on chance
eta: IK9QJW1S easy mode
AEA0R6KT fishtopia
JATI5PPG the beautiful land of the dead
RYXNQU77 a Mess
1EHR1MWP "by the skin of my teeth"
SXTEQB9S the mountains of lies

eta: not quite sorted -

QFXKHPZ5 CEW4L9RA VFFPUB1K
A4GIVQYP ...ZW431SBH ...N66K5OI5 ...DW5W0H34 8Z6ZF2VQ

prime example of what *should* work: Q0OLQ26W 3x I got mines to regenerate with double mountains. every single time it produced all quarries, no lighthouses. the map, by contrast, appears to be a bust because it typically won't produce quarries.

this one's fascinating: OGK8UGNY should work, yet this or that falls short by one. call it 'mine later'

likewise this should work, but again. one way or another, one short. we'll say this is 'ignore the fish'. 6PTLCL36

another arbitrary output bust. sadface. MHOKR5AW

busts (as far as I know) -

YNR6J85L
UK3RNL3K like this should not be a bust and yet it is x.x
PK0ARN6Q no inn
17B6THFI no quarries
8QZ11RT0 dollar short
P06FZ6KY should work but quarries and dungeons are random
X2MI3HWY just nope
1545NU1C quarry busts (so far)

and finally, definitely gets, at least once

0IA8L4DG one fish
9QM6ZQTK a molehill
5XO0XN0Z death comes in 3's
DX7IK83C lack of house/boats
IOAAGI1G mt. just-right
KMXI3GX3 last inn
RJ8QKMPR that one church
BU1O0NYD unfinished business
TLKTT1N7 withered on the vine
A4Z9EZS6 this should work?
YVBBJH5S hotel california
ZYHJKGSM try, try, try again
E57AT98V (the last turnip) of lost mountain

YNZQYQUS surplus

1AFV8V4E 5 mine run
ND0JP7HQ one wave easy
F3VCQ0LV beginner easy
7ZKS8W3G intermediate mode plus high score 
NUDDFY4G minimalism
4N4SQH02 death, not fish

If anyone else is interested in pursuing, at minimum:

  • 🐾 tracks
  • 🐟 open fish
  • ⛰️⛰️ at least one pair of open mountains, more likely 2 pair

plus about 3 other conditions 🏞️ 🥕 🌳 that are building-savers. mostly, open tiles around resources

re: my quest to one-shot the journal. LFU9XOV2 is a seed which should work. Beautifully, even, it's got a high ceiling for population. But the quarries no matter what I do always yield the exact same outcome. Since I need both outcomes, that nixes the whole thing in the bud. (Let me know if you managed both.)

If those yields are set into the seed, and not conditional to placement, a venture like mine is all chance and no strategy. I've had the same problem with the Wood camps. Is there a pre-generated list of outcomes? I.e. I can replay forever and set the first building on any eligible tile, and it will always give me a windmill, or always give me a seed (mountain).

That's not a lot of fun if you want to do a challenge run like this. You could randomize for ages and then have to pre-test the board like I am, instead of glancing at it and dm'ing your friend for a race. Y'know?

Ah that is frustrating! Let me explain how the seeding works in case it helps your quest.

The seed you enter seeds the game’s internal random number generator. This means every time the game picks a random number over the entire course of the game, it is pulled from that initial seeding.

This makes the maps generate the same way each time. But, this also means that the same sequence of moves will also return the exact same results each time.

Some of the buildings, like camps, have a small random pool of options to pull from. If you place a camp at the same point in your sequence of moves it will always return the same value. If the camp is the first object you place that makes a random choice in your run it will always return the same thing. If you play a mine first (which also makes a random choice) and THEN play a camp you might get a different outcome.

Adding the placement location to the random choice in addition to the seed is an interesting thought though! I’ll have to see if there’s some way to work that in…

I’ve been thinking about doing another update soon where I remove a lot of this randomness though (after the initial generation). Might make it a new mode!