diff --git a/.gitignore b/.gitignore
index cf11b31..38b9d54 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,13 +1,3 @@
-/target
-/lib
-/classes
-/checkouts
-pom.xml
-*.jar
-*.class
-/.lein-*
-/.env
-*.log
# Links to other places:
resources/public/docs/mw-*/uberdoc.html
diff --git a/README.md b/README.md
index 2e99c39..681b778 100644
--- a/README.md
+++ b/README.md
@@ -1,18 +1,6 @@
-## Part of the overall MicroWorld system
-
-*mw-ui* is not a stand-alone project. To use it you also need at least
-[mw-parser](https://github.com/simon-brooke/mw-parser) and
-[mw-engine](https://github.com/simon-brooke/mw-engine). There will be other
-modules in due course.
-
-You can see MicroWorld in action [here](http://www.journeyman.cc/microworld/) -
-but please don't be mean to my poor little server. If you want to run big maps
-or complex rule-sets, please run it on your own machines.
-
## What this is about
-
+
MicroWorld is a rule driven cellular automaton. What does that mean? Well, it's
a two dimensional world made up of squares called **cells**. The world develops
in steps, and at each step, each cell is modified by applying the rules.
diff --git a/project.clj b/project.clj
index e280238..7138fac 100644
--- a/project.clj
+++ b/project.clj
@@ -1,4 +1,4 @@
-(defproject mw-ui "0.1.5-SNAPSHOT"
+(defproject mw-ui "0.1.3"
:description "Web-based user interface for MicroWorld"
:url "http://www.journeyman.cc/microworld"
:manifest {
@@ -9,8 +9,8 @@
"Implementation-Version" "unset"
}
:dependencies [[org.clojure/clojure "1.6.0"]
- [mw-engine "0.1.5-SNAPSHOT"]
- [mw-parser "0.1.5-SNAPSHOT"]
+ [mw-engine "0.1.3"]
+ [mw-parser "0.1.3"]
[lib-noir "0.8.4"]
[ring-server "0.3.1"]
[selmer "0.6.8"]
diff --git a/resources/public/img/heightmaps/test.heightmap.xcf b/resources/public/img/heightmaps/test.heightmap.xcf
deleted file mode 100644
index 0bfb048..0000000
Binary files a/resources/public/img/heightmaps/test.heightmap.xcf and /dev/null differ
diff --git a/resources/public/img/tiles/navigable.png b/resources/public/img/tiles/navigable.png
deleted file mode 120000
index 39fca49..0000000
--- a/resources/public/img/tiles/navigable.png
+++ /dev/null
@@ -1 +0,0 @@
-error.png
\ No newline at end of file
diff --git a/resources/public/img/tiles/river.png b/resources/public/img/tiles/river.png
deleted file mode 120000
index f4e3be0..0000000
--- a/resources/public/img/tiles/river.png
+++ /dev/null
@@ -1 +0,0 @@
-water.png
\ No newline at end of file
diff --git a/resources/public/img/tiles/sea.png b/resources/public/img/tiles/sea.png
deleted file mode 120000
index f4e3be0..0000000
--- a/resources/public/img/tiles/sea.png
+++ /dev/null
@@ -1 +0,0 @@
-water.png
\ No newline at end of file
diff --git a/resources/public/rulesets/with-drainage.txt b/resources/public/rulesets/with-drainage.txt
deleted file mode 100644
index ea2db55..0000000
--- a/resources/public/rulesets/with-drainage.txt
+++ /dev/null
@@ -1,150 +0,0 @@
-# Human settlement
-
-;; This rule set adds ideas aboutv rainfall and river drainage to the human settlement ruleset.
-;; This depends on transforming the world with the drainage functions before starting running
-;; the rule set, and that isn't done by default because it is computationally expensive.
-
-;; hack to speed up processing on the 'great britain and ireland' map
-if state is sea then state should be sea
-
-;; nomads make their first significant camp near sea because of fish and
-;; shellfish (kitchen-midden people)
-if state is in grassland or heath and more than 3 neighbours are sea and generation is more than 20 then state should be camp
-
-;; sooner or later nomads learn to keep flocks
-if state is in grassland or heath and some neighbours are camp then 1 chance in 2 state should be pasture
-
-;; and more herds support more people
-if state is in grassland or heath and more than 2 neighbours are pasture then 1 chance in 3 state should be camp
-if state is pasture and more than 3 neighbours are pasture and fewer than 1 neighbours are camp and fewer than 1 neighbours within 2 are house then state should be camp
-
-;; the idea of agriculture spreads
-if state is in grassland or heath and some neighbours within 2 are house then state should be pasture
-
-;; nomads don't move on while the have crops growing. That would be silly!
-if state is camp and some neighbours are ploughland then state should be camp
-
-;; Impoverished pasture can't be grazed permanently
-if state is pasture and fertility is less than 2 then 1 chance in 3 state should be heath
-
-;; nomads move on
-if state is camp then 1 chance in 5 state should be waste
-
-;; pasture that's too far from a house or camp will be abandoned
-if state is pasture and fewer than 1 neighbours within 3 are house and fewer than 1 neighbours within 2 are camp then state should be heath
-
-;; markets spring up near settlements
-if state is in grassland or pasture and more than 1 neighbours are house then 1 chance in 10 state should be market
-
-;; good fertile pasture close to settlement will be ploughed for crops
-if state is pasture and fertility is more than 10 and altitude is less than 100 and some neighbours are camp or some neighbours are house then state should be ploughland
-
-if state is ploughland then state should be crop
-
-;; after the crop is harvested, the land is allowed to lie fallow. But cropping
-;; depletes fertility.
-if state is crop then state should be grassland and fertility should be fertility - 1
-
-;; if there's reliable food available, nomads build permanent settlements
-if state is in camp or abandoned and some neighbours are crop then state should be house
-if state is abandoned and some neighbours are pasture then state should be house
-;; people camp near to markets
-if state is in waste or grassland and some neighbours are market then state should be camp
-
-;; a market in a settlement survives
-if state is market and some neighbours are inn then state should be market
-;; a market at a river mouth survives
-if state is market and some neighbours are navigable and some neighbours are sea then state should be market
-;; otherwise markets are transitory
-if state is market then state should be grassland
-
-;; a house near a market in a settlement will become an inn
-if state is house and some neighbours are market and more than 1 neighbours are house then 1 chance in 5 state should be inn
-;; but it will need some local custom to survive
-if state is inn and fewer than 3 neighbours are house then state should be house
-
-;; if there aren't enough resources houses should be abandoned
-;; resources from fishing
-if state is house and more than 2 neighbours are sea then state should be house
-;; from farming
-if state is house and some neighbours are pasture then state should be house
-if state is house and some neighbours are ploughland then state should be house
-if state is house and some neighbours are crop then state should be house
-;; from the market
-if state is house and some neighbours are market then state should be house
-if state is house then 1 chance in 2 state should be abandoned
-if state is abandoned then 1 chance in 5 state should be waste
-
-
-## Vegetation rules
-;; rules which populate the world with plants
-
-;; Occasionally, passing birds plant tree seeds into grassland
-
-if state is grassland then 1 chance in 10 state should be heath
-
-;; heath below the treeline grows gradually into forest
-
-if state is heath and altitude is less than 120 then state should be scrub
-if state is scrub then 1 chance in 5 state should be forest
-
-;; Forest on fertile land grows to climax
-
-if state is forest and fertility is more than 5 and altitude is less than 70 then state should be climax
-
-;; Climax forest occasionally catches fire (e.g. lightning strikes)
-
-if state is climax then 1 chance in 500 state should be fire
-
-;; Forest neighbouring fires is likely to catch fire. So are buildings.
-if state is in forest or climax or camp or house or inn and some neighbours are fire then 1 chance in 3 state should be fire
-
-;; Climax forest near to settlement may be cleared for timber
-if state is climax and more than 3 neighbours within 2 are house then state should be scrub
-
-;; After fire we get waste
-
-if state is fire then state should be waste
-
-;; waste near settlement that is fertile becomes ploughland
-if state is waste and fertility is more than 10 and some neighbours are house or some neighbours are camp then state should be ploughland
-
-;; And after waste we get pioneer species; if there's a woodland seed
-;; source, it's going to be heath, otherwise grassland.
-
-if state is waste and some neighbours are scrub then state should be heath
-if state is waste and some neighbours are forest then state should be heath
-if state is waste and some neighbours are climax then state should be heath
-if state is waste then state should be grassland
-
-
-## Rivers connected to the sea are navigable
-if state is river and some neighbours are sea then state should be navigable
-if state is river and some neighbours are navigable then state should be navigable
-
-## Where navigable water meets the sea, ports are probable
-if state is in grassland or heath or scrub and some neighbours are sea and some neighbours are navigable and some neighbours are house then state should be market
-
-## Potential blockers
-
-;; Forest increases soil fertility.
-if state is in forest or climax then fertility should be fertility + 1
-
-## Initialisation rules
-
-;; Rules which deal with state 'new' will waste less time if they're near the
-;; end of the file
-
-;; below the high-tide line we have sea.
-
-if state is new and altitude is less than 10 then state should be sea
-
-;; above the high-tide line, there's a threshold of water pressure above which we have rivers
-;; the actual threshold will need tuning, 30 is a guess.
-if state is new and flow is more than 30 then state should be river
-
-;; above the snowline we have snow.
-if state is new and altitude is more than 200 then state should be snow
-
-;; otherwise, we have grassland.
-if state is new then state should be grassland
diff --git a/resources/templates/base.html b/resources/templates/base.html
index 35c830b..7e85c99 100644
--- a/resources/templates/base.html
+++ b/resources/templates/base.html
@@ -1,5 +1,5 @@
-
+