SecureSeed-Reborn

SecureSeed-Reborn

209 Downloads

Not touching the terrain or biomes?

Earthcomputer opened this issue · 3 comments

commented

Hi there, first of all thank you for porting my mod to new versions, I was hoping someone would find the time to give it some love.

I notice in the readme you state that you are not touching terrain and biomes? But the whole point of this mod was to eliminate any way to reverse engineer the world seed. I think a better solution is to make everything, including terrain and biomes, secure by default, and if you want, add some config options to disable SecureSeed for certain things such as terrain, biomes, structures etc.

commented

Hi there, first of all thank you for porting my mod to new versions, I was hoping someone would find the time to give it some love.

I notice in the readme you state that you are not touching terrain and biomes? But the whole point of this mod was to eliminate any way to reverse engineer the world seed. I think a better solution is to make everything, including terrain and biomes, secure by default, and if you want, add some config options to disable SecureSeed for certain things such as terrain, biomes, structures etc.

Thank you so much for your kind words and for creating the original mod! It’s truly my pleasure to work on something that has already brought so much value to the community.

Actually the mod should be called as "Feature Secure Seed" for now, only generated features are protected.

My initial approach was to avoid touching terrain and biomes was based on trying to preserve compatibility and minimize observable terrain changes for servers need vanilla properties/features, the protection should be strong enough. Even if cheaters get the world seed, it is pointless for them as they cant predict structure coordinates by using the seed.

I plan to add a configuration file, allowing users to enable or disable SecureSeed for terrain, biomes, structures, and other aspects. This should provide the flexibility needed for different setups while staying true to the mod’s core goal.

commented

My initial approach was to avoid touching terrain and biomes was based on trying to preserve compatibility and minimize observable terrain changes for servers need vanilla properties/features

Ah that is a good point, I didn't think about that. I wonder if, when you initially create the configuration file for a world, you could make the defaults different compared to whether it's installed on an existing world or a new world?

commented

My initial approach was to avoid touching terrain and biomes was based on trying to preserve compatibility and minimize observable terrain changes for servers need vanilla properties/features

Ah that is a good point, I didn't think about that. I wonder if, when you initially create the configuration file for a world, you could make the defaults different compared to whether it's installed on an existing world or a new world?

Yes? By reading the codecs in WorldOptions, if entered vanilla orElse() method, then it will be determined as a new world. May not be the best approach i think.