1000x1000 tile world generated deterministically from a seed using layered Perlin noise. Terrain derived from elevation: mountains, forests, grasslands, sand, water, with rivers traced downhill from peaks. ANSI-colored viewport centered on player. Command system with registry/dispatch, 8-direction movement (n/s/e/w + diagonals), look/l, quit/q. Players see arrival/departure messages. Set connect_maxwait=0.5 on telnetlib3 to avoid the 4s CHARSET negotiation timeout — MUD clients reject CHARSET immediately via MTTS.
14 lines
211 B
TOML
14 lines
211 B
TOML
[world]
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name = "Earth"
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seed = 42
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width = 1000
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height = 1000
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[terrain.colors]
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grass = "green"
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mountain = "gray"
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water = "blue"
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forest = "dark_green"
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sand = "yellow"
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player = "bright_white"
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entity = "bright_red"
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