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  66. <h1>Moving the spawn point in Minetyst</h1>
  67. <p>Day 00168: Saturday, 2015 August 22</p>
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  69. <p>
  70. I pestered Cricket Support again today, but the representative I spoke with still had no information on why my order was canceled.
  71. The only thing she could tell me was that the website has &quot;limitations&quot;.
  72. I&apos;ve decided that I&apos;m going to pester Cricket support every day that I have time.
  73. They are going to figure out why they canceled my order or they are going to get tired of hearing from me.
  74. </p>
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  76. I started building a dynamic spawn point module for Minetyst that mimics the default spawn code in the engine, but allow me to move the epicenter of the random spawning locations.
  77. I thought it would be easy at first, but it seems the spawn code in the engine doesn&apos;t strictly rely on the state the map is in.
  78. Rather, it finds the ground level as it had been at map generation time.
  79. The only way I will be able to properly mimic the functionality of the default spawning mechanism is to decipher and port the C++ code to run it in Lua.
  80. The C++ code isn&apos;t obfuscated or anything, but I don&apos;t understand how most of the engine works, and I don&apos;t know how perlin noise works at all.
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  83. My <a href="/a/canary.txt">canary</a> still sings the tune of freedom and transparency.
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