I tried to explain on IRC that this wasn't possible, but I'll re-explain it here.Hyperion wrote: ↑Wed Dec 20, 2017 9:42 amThis is why I said that the generation algorithms should be saved at every version, so that way someone can go back later from any point and create a whole new branch to tweak things which one person thought had lots of potential, but lindsey overlooked, not to say lindsey isnt paying attention, just that different people have different tastes.
This isn't how coding procedural algorithms works. You're thinking of it as though it's a branching tree, and you could take different paths to have different results. In reality, each algorithm is a lot more like a painting. You decide what you have in mind, then you maybe sketch out what the general plan will be. After that, you begin painting - and soon after you start painting, you're unable to go back and change it, from, say, a painting of a house to a painting of a car. If you're painting a house and you want a car instead, you have to go back and start from (essentially) the beginning.
Lindsey's fighter algorithm will not work for space stations, cruisers, corvettes, battleships, carriers, etc. She'll have to make an entirely new algorithm for each "ship class" she wants to tackle. The only difference between the version is how much polish/variation they have. It's not so much about where the variation is. If constructed properly (and she is constructing them properly, mind you), it should still be possible to generate everything (non-buggy) she's generated before with that algorithm.
tl;dr: Procedural algorithms are done less "step by step" and more "all at once", making previous versions worth saving only as backups in case a bug creeps into the current version. Gifting them to players won't actually serve any purpose.