A seed is one Limveld layout: a pattern id in the game's LotResult* params. It fixes the Nightlord, the Shifting Earth,
every POI, the night bosses and the two night circles. Eclipse ships a few hand-built seeds on top of vanilla patterns.
Three tools work on seeds. They are separate and do different jobs.
| Tool | Where | What it does |
|---|---|---|
| seedgen | S:/fromsoftware-rs/.tmp/seedgen-vanilla/seedgen/ |
Generates new patterns from the game's own rule tables, in vanilla mode or with the Eclipse layer. Output is JSON. Nothing from it has run in game. |
| castle-variants seed planner | S:/souls-script-kt/scripts/tools/castle-variants/ plus S:/eclipse-build/tools/dotnet/CastleVariants/ |
Builds the Eclipse seeds that ship: takes a vanilla pattern and a table of port placements and writes the regulation rows, maps and events. |
| Limveld Seed Viewer | S:/_modding/tools/seed-viewer/ |
The 3D map at seeds.cereus.games. Shows every seed, a recorded run, or the run history of a save. |
Pages
- Generate a Limveld seed: seedgen commands, the Eclipse settings file, checks and renders.
- Put a seed in the mod: how a planned seed becomes game files, and what is missing for generated seeds.
- Reference: files, flags, data files, the seeds that exist and Stan's seed rules.
Words
- Pattern: the game's name for a seed. Vanilla has 520 baked patterns. Launch patterns are below 1000, patterns from the update that came with The Forsaken Hollows are 1000 and up.
- Slot or attach point: a place on the map where a POI can go (
attachId). - Map and variation: a POI is a small map (for example
m34_00, written 3400 in the params) with up to 10 enemy sets. - Nightlord number: 0 Gladius, 1 Adel, 2 Gnoster, 3 Maris, 4 Libra, 5 Fulghor, 6 Caligo, 7 Heolstor, 8 Harmonia, 9 Straghess
(the Dreglord). This is the list in seedgen's
model.py. - Earth number: 0 none, 1 Mountaintop, 2 Crater, 3 Rotted Woods, 4 Great Hollow, 5 Noklateo.