I was having some issues with the MAST randomizer code. I set up tree randomization for the Modular Terrain Pack of FSP, and noticed that it never picked the first tree out of the set. For each tree I had set up the MAST Prefab Settings script with the following settings:
- Use Randomizer: True
- Allow Replacement: True
- Replacement ID = 1
- Replacement Weight = 1
- Allow Sequential Repeat = True
I checked the MAST Randomizer.cs script, and managed to fix it by changing two lines in the CalculateReplacement() function of the Randomizer.cs script. Specifically, I replaced line 128 with "float randomReplaceSeed = Random.Range(1, replaceWeightList.Sum() + 1);", and line 138 with "if (randomReplaceSeed <= replaceWeightRunningTotal)". The problem, I think, is that Random.Range() returns a value exclusive the maximum.
I am not sure if others are having this issue or not, but since I did, I wanted to report it as a possible bug.