diff --git a/Info/land.6.txt b/Info/land.6.txt new file mode 100644 index 000000000..398664578 --- /dev/null +++ b/Info/land.6.txt @@ -0,0 +1,90 @@ +LAND(6) +======= +:doctype: manpage + +NAME +---- +land - world map generator + + +SYNOPSIS +-------- +*land* ['OPTIONS'] + + +DESCRIPTION +----------- + +*-l* 'land':: + There is a minimum value (11) which is enforced at run time. Not sure if + there is an actual max value that makes sense. Basically, based on the + size of the map (overall spaces), this randomly makes land number of + spaces randomly lower or higher. The default is 300000. Note that this is + run also based on passes (-n). Note that each additional pass of land + (-l), the the altitude amount will likely be less. So if you do something + like -l 20 and -n 4000, it will make make steep cliffs and the like. + Conversely, something like -l 200000000 -n 10 will still have a lot of + variation, but in general should be smoother (more rolling hills than + cliffs). + +*-n* 'passes':: + Make lakes and ocean trenches. General note - it works better to have more + passes, but each pass doing less work - this results in more consistent + lakes and ocean trenching. Note that passes and land (-l) play with each + other. The default (npasses = 40, land=300000) means 12 million spaces + will be modified. However, 1500x1500 is 2.25 million, so it means that on + average, each spaces will have its altitude modified 6 times - sometimes + positive, sometimes negative. But the thing to keep in mind here is that + the total number of spaces modified is -l * -n. Note that the comment + above is directly from the source, but applies to wpasses (-p) + +*-p* 'wpasses':: + Works the same way as *-n* and *-l*, but instead of increasing altitude, + it decreases it. + +*-s* 'seed':: + Seed for the random number generator. It does not directly affect the + output of the maps in any predictable way. The main purpose of the seed is + that if you use the same seed, you will get the same map (assuming size + and other parameters remain the same). + +*-w* 'water':: + Works the same way as *-n* and *-l*, but instead of increasing altitude, + it decreases it. On a simple bases, if land total (-l * -n) is a lot + bigger than water total (-p * -w), you should get more land, and a lot + more mountain peaks and so forth. If the opposite is true, the land should + be flatter and you will have more water. + +*-x* 'width':: + Number of 50 tile wide maps on x axis (1500 would be 30 maps that are 50 + pixels wide; 150 would be 3 maps 50 pixels wide). + +*-y* 'height':: + Number of 50 tile tall maps on y axis (1500 would be 30 maps that are 50 + pixels tall; 150 would be 3 maps 50 pixels tall). + + +EXIT STATUS +----------- +Always returns zero, unless invalid command-line arguments are given. + + +EXAMPLES +-------- +`lander -m . -m -x 1500 -y 1500 -s 1007623715 -p 300 -n 170 -w 10000 -l 50000` + + +HISTORY +------- +Kevin Zheng cobbled together this `man` page, which is based off an email sent +by Mark Wedel answering a question from Rick Tanner. Please do not yell at +the author for copying large portions of the said email in verbatim. + + +BUGS +---- +Note that the land program is very simple and not realistic. For example, if +the finished altitude of a space is <0, then it is water, otherwise land. And +the type of land is based on the altitude of the space. Which means you won't +get high mountain lakes (quite common on earth), high prairies (low altitude +in land.c is grassland), etc.