Towns
/atlas town <houses> [culture] [seed] [--state worn] [--detail rich] [--preview]
A town is a square, main streets leaving it, side streets, plots, houses with yards, a church and an inn when there is room, and street furniture. It is grown on the ground as it finds it: streets take the easy way over a hill and plots sit where the slope lets them.
<houses> is a number from 1 to 200, or a word: small (10), medium (25), large (50).
| Option | Values | What it changes |
|---|---|---|
--culture |
medieval, nordic, japanese, alpine, mediterranean, desert, stone, ruins, or your own |
Blocks, roof shapes, facades, yards |
--seed |
a number or a word | The same seed on the same ground gives the same town |
--state |
intact, worn, ruined |
How aged the buildings are |
--detail |
humble, common, rich, or a range like 1-3 |
How rich the street pieces and yards are |
--preview |
switch | Shows the town in glass and builds nothing |
--x --z --world |
coordinates | Where the centre goes; required from the console |
When the ground cannot take every house you asked for, the town says how many it seated and why: how much of the ground was too steep, under water or already built on.
Preview first
/atlas town 30 --preview reads the ground, works the whole town out and hangs it in coloured
glass: streets at their real height, each house as a volume up to its ridge, the square in white and
the landmarks in yellow. Nothing in the world changes.
/atlas confirmbuilds exactly what was shown. It is quick, because the planning is already done./atlas cancelthrows it away.- Left alone, the glass fades after five minutes. A restart does not leave any behind.
Another house on one plot
/atlas reroll gives the plot you are standing on a different house. Stand on the house or in its
yard. Only that plot, its path to the street and its yard are rebuilt; every other building, door and
path stays as it was. Run it again for another one.
The church and the inn take turns too: the church comes back with a taller or lower nave, a taller tower or the tower in the other back corner, and the inn with other rooms and its door elsewhere under the porch. A plot the town left empty stays empty. Towns built before this command existed have no record, so they cannot be rerolled.
From the console: /atlas reroll --x <x> --z <z> --world <world>, with any block of the plot.
Hillsides
-
Streets climb at a grade a cart could take and cross a slope rather than go straight up it. Where no such street leads anywhere, a street of steps is allowed.
-
Every cut into the hill is dressed: a grass bank up to two blocks, a rough stone wall up to three, and a planted shelf with a second wall behind it if the hill keeps rising.
-
A house whose floor ends up three blocks or more above falling ground gets a cellar under it: a door on the low side, barred vents under the beams, barrels and a lantern inside, and a hatch with a ladder from the room above where the floor is clear.
-
A ground-floor window that would face the hillside is left as wall.
- A town does not build over another one, or over anything else already standing. Raise a second town next to the first and it goes around it.
Yards
Most houses get a yard when the plot has room: a fence with a gate, a vegetable plot, paths, and a few pieces such as a woodpile or a bench. The culture decides the fence, the crops and the path block. Door fronts and the cells under windows are kept clear.