As someone who is never quite satisfied with my current seed, I was so glad to have stumbled on this! In the few days spent amassing the 13k seed breakdowns that are in the google spreadsheet, you did what i could simply never have done on my own. And the numbers really speak to how random things can be. There is a seed with 32(!) locations with Famed items, but there are over 100 seeds with zero (!!!). There are over a hundred seeds with 4-5 empty settlements. And, within this thirteen thousand seed subset, there are no seeds with one of each settlement attachment. Thanks so much!
Wow, that's a great project you have here. But are you still working on this? Can you add lone wolf's (the most popular origin) stats and perks to your "scanner"? And could you also share a program you use to convert a log file into a spreadsheet?
I propose another fields: Settlements with weaponsmith and ore smelters. Settlements with armorsmith and blast furnace. Small settlements with trade attachments locations: Amber Collector, Dye Maker, Gem Mine, Lumber Camp, Peat Pit, Salt Mine, Surface Copper Vein, Trapper, Wool Spinner
Out of interest for the first two, is your desire to see increased named item chances? If so, I actually dug around in the code and discovered that, whilst ore smelters and blast furnaces increase the overall shop inventory, they don't increase the chance of named items appearing at all. It made me reevaluate what I look for in Citadels completely (I now want workshops, barracks, tundra/snow and not coastal).
For the third, would a single number be what you're thinking of. If so I can see three possibilities:
Total number of small settlements that have at least one of the trade attachments.
Total number of trade attachments located in small settlements.
Weighted sum of the trade attachments located in small settlements (you'd multiply the location by the value of its related resource, so gem mines would be worth a lot more than wool spinners say).
Might be worth mentioning that the game should appear to hang when launched. It took me 5 mins to realise this when I ran the mod. (Perhaps I'm slow, but it wasn't obvious to me)
10 comments
And the numbers really speak to how random things can be. There is a seed with 32(!) locations with Famed items, but there are over 100 seeds with zero (!!!). There are over a hundred seeds with 4-5 empty settlements. And, within this thirteen thousand seed subset, there are no seeds with one of each settlement attachment.
Thanks so much!
But are you still working on this?
Can you add lone wolf's (the most popular origin) stats and perks to your "scanner"?
And could you also share a program you use to convert a log file into a spreadsheet?
The last update seems to have modified named items in locations. Quite annoying...
Settlements with weaponsmith and ore smelters.
Settlements with armorsmith and blast furnace.
Small settlements with trade attachments locations:
Amber Collector, Dye Maker, Gem Mine, Lumber Camp, Peat Pit, Salt Mine, Surface Copper Vein, Trapper, Wool Spinner
For the third, would a single number be what you're thinking of. If so I can see three possibilities:
Of these, the last seems most useful. Thoughts?
Or did you have a different idea?
It took me 5 mins to realise this when I ran the mod. (Perhaps I'm slow, but it wasn't obvious to me)
Great service by the way. I really like the idea.