Perlin Noise Question.

Hi, so I am trying to generate a Minecraft-like terrain using Mathf.PerlinNoise. It works, however, whenever I restart the game I get the same terrain. How do I actually randomize the “image” of the perlin noise. Do you understand what I mean? Thank you! Also, if it helps, here is the code I use.

var chunkWidth: int = 16;
var chunkDepth: int = -5;
var cubeGameObject: GameObject;
var terrainHeight: int = 1;

function Start () 
{
	createChunk();
}

function Update () 
{

}

function createChunk()
{
	var currentX: int = 1;
	var currentZ: int = 1;
	
	for(var x = 0; x < chunkWidth; x++)
	{
		currentX = x;
		for(var z = 0; z < chunkWidth; z++)
		{
			currentZ = z;
			
			var generatedCube:GameObject;
			generatedCube = Instantiate(cubeGameObject, Vector3(currentX, Mathf.Round(Mathf.PerlinNoise(currentX * 0.1, currentZ * 0.1 ) * terrainHeight), currentZ), Quaternion.Euler(0,0,0));
			
			
			var blocksAdded: int = 1;
			for(var d = generatedCube.transform.position.y; d > chunkDepth; d--)
			{
				Instantiate(cubeGameObject, generatedCube.transform.position - Vector3(0,blocksAdded,0), Quaternion.Euler(0,0,0) );
				blocksAdded++;
			}
		}
	} 
	
	Debug.Log("A Chunk has been created!");
}

Add random offsets (calculated once in Start()) to the x and y:

Mathf.PerlinNoise(randX + currentX * 0.1, randY + currentZ * 0.1 )