For sure; but, it really makes almost no difference, here, so you can indeed rest soundly. The range of integers being used in the randoms in the resource/wormhole seeding is approximately 0-120,000, which is enormous. The ranges where we were having some trouble were when it was about 0-360. However, even our findings there were somewhat erroneous, as it was really a different bug (the same seed being used repeatedly, incorrectly, because of a negative numbers thing), which is what led to the collision issue. Fixing that brought it back in line with the versions of the game as of a few weeks back or so.
The other thing that we found with the random number generator itself turned out to be exceedingly slight, although with very small ranges (double or single digits), it was probably slightly less likely to pick the upper-most element in the range compared to stuff in the rest of the range. That in itself, again, doesn't affect much once you get into triple or quadruple digits, and definitely not in the six-digit range.
So our original post about the RNG issues was actually a bit premature, it turned out to be a far more localized issue than we thought. We still managed to get a bit more performance/randomness-with-small-sets out of the core RNG in general, and so we did keep those changes for the majority of cases, but for the resources/wormholes it definitely isn't duct tape to keep the old.
I know you were already happy, but I am actually at a computer at the moment (versus on my phone) and figured I'd plop down a few more details.