User:Spdskatr
<!-- {{Impressive |title=Visionary}} -->Be humble, little one. |
Inside the code
Participate! Files can be found in your steam library → common → RimWorld → Mods → Core → Defs
Mass ThingDefs:
- Buildings
- Finished: ALL
- Items
- Finished: ALL
- Misc
- Finished: Headgear category on hiatus - some items have no individual page.
- Plants
- Finished: ALL(Plants don't have mass) (What?)
- Races
- Finished: ALL
Behind the code
RNG
Technically, the template does not generate truly random numbers, just numbers random enough so that you won't be able to tell that it is ordered. It works by exploiting the special property of square numbers, such that the last digit can be easily predicted, but the middle digits are statistically random for high values. Therefore, my RNG works by chopping off the last digit of a continuously changing square number (created by the magic word {{REVISIONTIMESTAMP}}), and then mashing the numbers around so the different seeds are unlike, until finally using modulo(mod
) to truncate the number within the limits specified.
This does mean that if you type limit=10000... you may find yourself disappointed at the randomness of your generated number. I will include a warning for any number greater than 1 000 000, as randomness may break down after that level.
Example
Starting number: 621
Step 1. Square it: 385 641
Step 2. Chop it up: 38 564
Step 3. Multiply it by plasteel and add xerigium: 20 439 704
Step 4. Repeat step 3: 1 083 305 043
Step 5. Number from 1 to 100: 43
Discussion
Coming soon... Here are a few dot points.
- Limits of MediaWiki language
- Strings and length
- Arrays
- Digital roots
- Advantages of MediaWiki language
- Simplicity
- Similarity to HTML
- Own limitations
- PHP coding & super admin privileges