Indeed you can - by using psuedo-random numbers to generate those features, as I described in my earlier post. That way you can ensure the features and descriptions remain the same without any resource overhead.
Unfortunately no, you couldn't. What you describe is indeed a workable solution (and bares similarities to one which I've actually implemented in the past) but as I said earlier, there are simply not sufficient resources to do this for the huge worlds being discussed (although you could use it for a tiny section of the world). The room-based implementation I mentioned previously was barely over a billion rooms in size, and even then it had the potential to run into serious resource problems.
The 32 bit integers (for coordinates) are stored by each thing within the mud for it's x/y/z coordinate location, relative to whatever it's inside of. Bare in mind that these are not "room" coordinates - because there are no rooms (although arguably you could say the world was a room).
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