--- name: blazium-procedural pack: growth --- # blazium-procedural Seeded generation. Engine baseline: **Blazium 0.8.x (Godot 4.8.x fork, branch `blazium_4.8`)**. Use APIs that exist on `blazium_4.8`. ## Why Unseeded rolls hide bugs and block shared challenges. Genres need a generator they can call, not a one-off `randf()` in a scene script. ## What `RandomNumberGenerator`, `FastNoiseLite`, room-and-corridor layouts, weighted loot. **Non-goals:** tile painting API, economy tuning, genre scene trees. ## How 1. Pin one seed on a Resource. 2. Generate once. 3. Paint with `TileMapLayer`. 4. Autowork the same seed twice. ## Reasoning Distinct from `blazium-tilemap` (authored cells) and `blazium-balance` (designed weights). ## Sources - Blazium: `RandomNumberGenerator`, `FastNoiseLite` ## Limits Do not invent a noise module. Pin Blazium 0.8.x (Godot 4.8.x fork, branch `blazium_4.8`). ## Related skills - `blazium-tilemap` — cells - `blazium-balance` — tables