Well sweitx the RNGs are fine but in Rpg systems you want as much as linear correlation as possible. For example if you have a Body-partsystem based on a 20 sided die for hits where 19 means the Neck and 20 the head it gets very unlikely to hit these parts if you dont have a good linear correlation. For stuff like ego-shooters etc. they are sufficient i asume.
I understand that for RPG purposes, having a RNG that can generate all possible value with relatively the same frequency is likely required. I'm arguing that the simple LCG (thanks, I noticed that I used the wrong abbreviation) may-be "good enough" if used carefully (such as using only the upper bit range of the random number). I'm aware the LCG has crappy number distribution in certain case.
The same goes for worldgen where you would get many "similar" worlds because your RNG is scrap. Another example would be the seeding of "genes" in the new version. I wonder if there are new options in the advanced worldgen dialog. I mean apart from the UG-stuff.
I agree. World-gen should use a strong RNG with good pseudo-random output as it shouldn't be constrained by execution time (unless, of course, said time approach some really high value such as an hour per "try").
Also i think you mean "Linear Congruential Generator" and not LGC.
Yep, thanks for pointing that out.