add a 'ramp' generator to visualize the used gradient
add midpoint displacement algorithm
add a scale parameter to 'fractal'
consider sea level in playability
add a description for 'scale'
add 'scale' in the examples
remove useless includes
initialize best_pos (in case there is no accessible land)
add 'hills' generator and documentation
add a 'sea_level' parameter in output ('colored') and in 'playability' finalizer
improve refcard for output
remove 'sea-level' modifier
change anchor (no uppercase)
change the (wrong) example
add 'flatten' modifier
add 'sea_level' in 'playability' description if refcard
add indentation in 'playability'
add 'smooth' modifier
add iterations in the 'smooth' modifier
add the 'gaussize' modifier