The Random Number Generator device randomly rolls a number in the range between two numbers you choose. The result can then be transmitted to other devices to activate them.
You also have an option to use a volume to trigger other devices placed within the volume.
Finding and Placing the Device
- From Create mode, press the Tab key to open the CREATIVE inventory screen.
- Click the Devices tab and scroll to select the device. You can also use the Search box or the Categories panel on the left to find your device.
- Click PLACE NOW to place immediately, or put the device in the QUICK BAR to place later.
- Press the Esc key to return to your island in Create mode. Use your phone to position the device, then click to place it. Press the Esc key to detach the device from your phone tool.
- Point at the device with your phone. If the Customize popup doesn’t open immediately, move closer until it does, then press E to open the Customize panel.
Customizing a Device Name
If you're using multiple copies of a device on an island, it can be helpful to rename them with context-specific names. For example, if you have multiple Random Number Generator devices for different purposes, you might name them with short descriptions.
- Open the CUSTOMIZE panel and click the Settings (gear) icon on the bottom left of the panel.
- Click RENAME, and type the new device name. You can use up to 60 characters.
- Click SAVE.
Once you’ve saved, the new name will appear at the top of the CUSTOMIZE panel. It will also show up when you point at the device with your phone while in Create mode.
Device Options
The device options determine the value limits for the number rolled, the winning value, and other details of the device's appearance and behavior.
In its default state, this device rolls a number from 1 to 6 when the player steps onto it. Its default outcome does nothing, since no signals are transmitted unless options are set.
Default values are in bold.
Basic Options
Option | Value | Description |
---|---|---|
Value Limit 1 | 1, Pick a number | Defines the minimum number the device can roll. |
Value Limit 2 | 6, Pick a number | Defines the maximum number the device can roll. |
Winning Value | 4, Pick a number | If the device rolls a number equal to or higher than this value, it's a win. |
Length | Normal, 4, Pick a number | This sets the length of the sequencer volume in tiles. |
Width | Normal, Pick a number | This sets the width of the sequencer volume in tiles. |
Height | Normal, Pick a number | This sets the height of the sequencer volume in tiles. |
All Options (Additional)
Option | Value | Description |
---|---|---|
Result Multiplier | 1, Pick a number | Multiplies the roll's result by the selected value. This is mainly used for awarding a Score. |
Roll Time | Instant, 3 seconds, Pick an amount of seconds | How long the device takes after it starts calculating to determine a result. |
Pick Each Number Once | No, Yes (Reset on Game Start), Yes (Reset on Round Start) | If this is set to Yes, once a number is chosen by the device it will not choose that number again until there are no more numbers to pick from. You can set this to reset on either Game Start or Round Start. |
Reset Delay | Never Reset, Instant, Pick an amount of time | The amount of time it takes for the device to be ready after it is activated. If you select Never Reset, the device will be disabled after it has been activated once. |
Award Score | Never, Always, On Win, On Loss | Defines when score is awarded. |
Score Type | Add, Subtract, Set | Defines how score is awarded. |
Score Value | Roll Amount, Pick a number | Defines the amount of score awarded. |
Zone | None, Forward, Left, Right, Backwards | Determines if there is a zone associated with the device, and if there is which direction the zone lies. |
Visible During Game | Yes, No | Determines whether or not the device is visible during the game. |
Play Audio | Yes, No | Determines whether or not the device plays a sound. |
Activating Team | Any, Pick a number | Determines which team can activate this device. |
Enabled During Phase | None, All, Pre-Game, Gameplay | Determines which phases in which the device will be enabled. Pre-Game includes all phases prior to the game starting. |
Activate on Game Phase | None, Waiting for Players, Game Countdown, Game Start | Activates the device during the selected game phase. |
Channels
When one device needs to “talk” to another device, it does so by transmitting a signal on a specific channel. The receiving device needs to be set up to receive the signal on the same channel.
A channel is identified by a number, and channel numbers are customized for a device under the option that uses the channel. Most devices will also pass the identity of the player who triggered the device with the signal.
This can be enabled, disabled, activated, or canceled by receiving a signal on a channel. It can transmit on a channel when a winning or losing score is rolled, or when a maximum or minimum score is rolled.
Receivers
Receivers listen for a channel and perform an action when they hear any device (including themselves) send a signal on that channel.
Option | Value | Description |
---|---|---|
Enable When Receiving From | No Channel, Pick a channel | Enables the device when a signal is received from the selected channel. |
Disable When Receiving From | No Channel, Pick a channel | Disables the device when a signal is received from the selected channel. |
Activate When Receiving From | No Channel, Pick a channel | Activates the device when a signal is received from the selected channel. |
Cancel When Receiving From | No Channel, Pick a channel | Cancels rolling when a signal is received from the selected channel. |
Transmitters
Transmitters send a signal on the selected channel when triggered.
Option | Value | Description |
---|---|---|
On Win Transmit On | No Channel, Pick a channel | Transmits a signal on the selected channel when a winning score is rolled. |
On Lose Transmit On | No Channel, Pick a channel | Transmits a signal on the selected channel when a losing score is rolled. |
When Rolled Max Transmit On | No Channel, Pick a channel | Transmits a signal on the selected channel when a maximum score is rolled. |
When Rolled Min Transmit On | No Channel, Pick a channel | Transmits a signal on the selected channel when a minimum score is rolled. |
Design Examples
Here are some examples of how you can use the Random Number Generator.
Mythic Randomization
One of the basic functions of the Random Number Generator device is to determine a number, which can then influence player behavior. This example will show random chance in action with a one-in-three chance to receive a Mythic weapon.
You will need the following devices.
- 1x Random Number Generator
- 1x Conditional Button
- 2x HUD Messages
- 1x Item Spawner
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Construct a simple structure and place the Conditional Button device within it. Register your preferred collectible consumable to the conditional button by dragging and dropping it off in Play mode. For this example, use a Sleek Mechanical Part, then customize the button to the following settings. If you prefer it to be free for testing purposes, you can use a regular Button device instead of the conditional button.
Option | Value | Description |
---|---|---|
When Activated Transmit On | Channel 1 | When activated, transmits a signal to the Random Number Generator to make a roll. |
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Place an Item Spawner adjacent to the button. Choose a Mythic weapon and register it by dragging it off the Play menu bar, then customize the item spawner to the following settings.
Option | Value | Description |
---|---|---|
Time Before First Spawn | Never | The item will never automatically spawn. |
Time Between Spawns | Never | The item spawner will never automatically refresh after the initial spawn. |
Spawn Item When Receiving From | Channel 3 | The only way to spawn the registered weapon is a signal from Channel 3, done on a successful roll of the Random Number Generator. |
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Just outside the structure, place a Random Number Generator device close enough for the rolling sound effects to be heard clearly through the wall. Customize it to the following settings.
Option | Value | Description |
---|---|---|
Value Limit 2 | 3 | The high point of the dice roll. In this case, with the default of 1 for the low end, the Random Number Generator will roll a 1d3. |
Winning Value | 3 | The target number that needs to be rolled equal to or higher by the Random Number Generator. Determines the sound effect made, and also channel transmission logic. In this case, it's only satisfied on a 3, giving a 33% chance of success. |
Roll Time | 2 Seconds | The duration required to make a roll. Influences the duration of the sound effects. |
Visible During Game | No | The Random Number Generator device is not visible during gameplay. |
Activate When Receiving From | Channel 1 | When the Conditional Button is activated, that will cause the Random Number Generator device to activate in turn. This will roll the dice with the parameters listed above. |
On Win Transmit On | Channel 3 | If the Winning Value of 3 is reached, transmits on Channel 3 to spawn the Mythic weapon and notify success via HUD message. |
On Lose Transmit On | Channel 2 | If the Winning Value of 3 is not reached, transmits on Channel 2 to notify failure via HUD message. |
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Place a HUD Message device anywhere on the map. Customize it to the following settings.
Option | Value | Description |
---|---|---|
Message | Sorry! Try Again! | The HUD message played when the roll fails to provide a Mythic weapon. |
Time From Round Start | Off | The HUD message does not automatically display after a preset delay from the start of the game. |
Display Time | 2 Seconds | Duration the HUD message remains visible once activated. |
Message Priority | Critical | Will override any other HUD messages when triggered. |
Play Sound | Message | The sound effect played when the HUD message is initially displayed. |
Show When Receiving From | Channel 2 | Displays the message on a failure to roll high enough for the Mythic weapon. |
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Copy the HUD Message device and modify only the following settings.
Option | Value | Description |
---|---|---|
Message | Success! Enjoy your Mythic! | The HUD message played when the roll successfully provides a Mythic weapon. |
Show When Receiving From | Channel 3 | Displays the message when successfully rolling high enough for the Mythic weapon. |
You now have the basic functionality for randomly awarding items via collectible consumables.
You can place Item Spawner devices to offer consumables that can be used to randomize for Mythics as an alternative form of progression in your island. Other vending machines can still operate using gold gained through eliminations and normal play. You can also set each roll to give a weapon of variable type or quality, or set the conditional button to also use gold for a more streamlined experience.
Random Loadout
This example demonstrates the functionality of the Random Number Generator device as a sequencer to activate other devices. Each number rolled can have a separate outcome, instead of being binary between only two results.
You will need the following devices.
- 1x Random Number Generator
- 1x Button
- 3x Triggers
- 3x Item Granters
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Build a structure to house the button. Place the button inside the structure and customize the following settings.
Option | Value | Description |
---|---|---|
When Interacted With Transmit On | Channel 1 | When activated, transmits to the Random Number Generator device to roll one of the loadouts. |
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Outside the structure, place a Random Number Generator device. Customize it to the following settings.
Option | Value | Description |
---|---|---|
Value Limit 2 | 3 | The high point of the dice roll. In this case, with the default of 1 for the low end, the Random Number Generator will roll a 1d3. |
Roll Time | Instant | The duration required to make a roll. This removes the delay and instantly generates the result. |
Zone | Variable | The direction the sequencer volume will go. Can be left, forward, or right. Pick whichever works best in the location. |
Length | 3 | The length in tiles of the sequencer volume above. Each segment will activate all valid devices within its volume, depending on the dice roll. There will be as many equal-sized areas as the Value 2 field. |
Visible During Game | No | The Random Number Generator and its sequencer volume is not visible during gameplay. |
Play Audio | No | The normal sound effects for rolling the Random Number Generator are disabled. |
Activate When Receiving From | Channel 1 | After the button is hit, activates the device to roll a 1d3. |
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You should now have 3 equal-sized tiles extending from the Random Number Generator. Within the first one, place a Trigger device. Customize it to the following settings.
Option | Value | Description |
---|---|---|
Trigger Sound | Disabled | The sound effect for the Trigger activating is disabled. |
When Triggered Transmit On | Channel 2 | When the Trigger is activated by the Random Number Generator, transmits a signal to the Item Granter to set a loadout. |
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Copy the Trigger device, and place it in the next empty segment of the Random Number Generator device sequencer volume. Increment the When Triggered Transmit On to Channel 3.
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Make a third copy of the Trigger device, and place it in the remaining empty segment of the Random Number Generator device sequencer volume. Set the When Triggered Transmit On to Channel 4. Now, if the Random Number Generator is activated, each of these three triggers will transmit a different signal, depending on the outcome.
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Next to the Random Number Generator device first volume, place an Item Granter device. Don't register any weapons or consumables to it yet. Customize it to the following settings.
Option | Value | Description |
---|---|---|
Grant | All Items | Grants the entire inventory of weapons and consumables when activated. |
Equip Granted Item | First Item | Automatically equips the first item within the loadout. |
Grant Item When Receiving From | Channel 2 | When the Trigger device in the first sequencer volume of the Random Number Generator device is activated by the sequencer, grants the loadout from this item granter. |
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Copy the Item Granter and place it a tile away, by the second volume segment. Set the Grant Item When Receiving From to Channel 3 to sync up with the Trigger device in the second Random Number Generator sequencer volume.
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Copy the Item Granter one last time and place it by the final sequencer volume. Set the Grant Item When Receiving From to Channel 4, matching the third and final Trigger device within the Random Number Generator device's sequencer volume.
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Lastly, select a series of weapons and consumables for each of the three separate Item Granters, equipping them to your character. Standing in front of or next to an Item Granter, enter Play mode, and drag the desired equipment off. When released, they will drop and register with the Item Granter device. Multiple weapons and consumables can be registered at the same time.
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Fill an entire loadout, including any secondary weapons and grenades you want, then repeat two times with different weapons for the second and third Item Granter. One of them will be randomly given when the button is hit.
You now have the basic functionality to randomly equip a loadout to a player.
You can increase the size of the Value Limit 2 and the number of both triggers and item granters to expand the number of loadouts you can grant. Any signal transmitted with a player as an instigator, such as from a Player Spawn Pad device, can be used to roll the Random Number Generator device and grant the weapons and consumables to a player.
Score Randomization
One functionality built into the Random Number Generator device is the ability to modify the score of the instigating player. This example will allow the user to randomize their hard-earned score in an attempt to gain a net increase.
You will need the following devices.
- 3x Random Number Generator
- 1x Button
- 2x HUD Message
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Create a structure to house a Button device. Customize it with the following settings.
Option | Value | Description |
---|---|---|
Interact Time | 2 Seconds | The duration spent interacting with the button before it is activated. |
Interaction Text | Randomizing... | The HUD message displayed while interacting with the button. |
When Interacted With Transmit On | Channel 1 | When activated, transmits a signal to the main Random Number Generator to determine whether score will be increased or decreased. |
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Outside in an area of your choosing, place a Random Number Generator and customize it to the following settings.
Option | Value | Description |
---|---|---|
Value Limit 2 | 2 | The high point of the dice roll. In this case with the default of 1 for the low end, the Random Number Generator will roll a 1d2. |
Winning Value | 2 | This number or higher must be rolled for a Win result, which transmits on a channel. This is one of the two results possible, giving a 50% chance of a Win per roll. |
Roll Time | Instant | The duration required to make a roll. This removes the delay and instantly generates the result. |
Visible During Game | No | The Random Number Generator device is not visible during gameplay. |
Play Audio | No | The normal sound effects for rolling the Random Number Generator device are disabled. |
Activate When Receiving From | Channel 1 | When the button is pressed, activates the Random Number Generator and determines a result on 1d2. |
On Win Transmit On | Channel 2 | On a result of 2, the output is considered a win, and transmits to another Random Number Generator to randomly increase the score. |
On Lose Transmit On | Channel 3 | On a result of 1, the output is considered a loss, and transmits to another Random Number Generator to randomly decrease the score. |
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Place a second Random Number Generator device adjacent to the first one. Customize it to the following settings.
Option | Value | Description |
---|---|---|
Value Limit 2 | 4 | The high point of the dice roll. In this case with the default of 1 for the low end, the Random Number Generator will roll a 1d4. |
Roll Time | Instant | The duration required to make a roll. This removes the delay and instantly generates the result. |
Award Score | Always | The Random Number Generator device will modify the score of the instigating player by the rolled amount. By default, it will be increased. |
Visible During Game | No | The Random Number Generator device is not visible during gameplay. |
Play Audio | No | The normal sound effects for rolling the Random Number Generator device are disabled. |
Activate When Receiving From | Channel 2 | On a win, will roll a 1d4 and add the output to the score, as by default scores are increased. |
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After copying the second Random Number Generator, place a third Random Number Generator beside the other two. Change only the following settings.
Option Value Description Score Type Subtract Instead of adding to the score, the 1d4 will subtract from it instead. Activate When Receiving From Channel 3 When the first Random Number Generator rolls a loss, it sends a signal to this device to randomly reduce the randomized score. -
Place a HUD Message device beside the Random Number Generators and customize it to the following settings.
Option | Value | Description |
---|---|---|
Message | Success! Score Increased! | The HUD message displayed when the first Random Number Generator rolls a win. |
Message Recipient | Triggering Player | Only the instigating player will view this HUD message for hitting the button. |
Time From Round Start | Off | The HUD message does not automatically display after a preset delay from the start of the game. |
Display Time | 3 Seconds | Duration the HUD message remains visible once activated. |
Message Priority | Critical | Will override any other HUD messages when triggered. |
Placement | Top Center | The location of the HUD Message on the instigating player's HUD. |
Show When Receiving From | Channel 2 | When the first Random Number Generator device rolls a win, it sends a signal to this device to display the winner message. |
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Copy the first HUD Message device and place a second one adjacent. Adjust only the following settings.
Option | Value | Description |
---|---|---|
Message | Failure... Score Decreased! | The HUD message displayed when the first Random Number Generator rolls a loss. |
Show When Receiving From | Channel 3 | When the first Random Number Generator rolls a loss, it sends a signal to this device to display the loss message. |
You now have the basic functionality for a score gambling device.
Buttons or even conditional buttons requiring consumables or gold could be set throughout the level with a long delay, allowing opportunistic people to randomize their score. This could also be integrated into something like a Gun Game, giving the chance to progress a few guns, or even lose valuable progression, especially if players are stuck on a particular weapon.