What problem does it solve? Tuning or debugging procedural terrain in classic-wgl requires understanding a multi-stage generator where parameters like slope thresholds, crater density, and relaxation budgets interact in non-obvious ways, and mistakes silently break pathability or rendering. ## Core Features & Use Cases - Lunar surface generation: Covers the full generate_lunar pipeline — mare mask, regolith fBm, wrinkle ridges, age-ordered crater field, slope relaxation, landing zones, and corridor carving. - Noise and tileset tooling: Documents the fractal noise combinators (tiling_fbm_2d, domain warp) and the procedurally painted 8x8 tileset that must tile seamlessly. - Tuning and debugging workflow: Provides the dbg_lunar example, headless golden-frame rendering, regression tests, and a health-check table of expected stats for a 400x400 map. - Use Case: When a generated map has no impassable terrain or absurd cliffs, use this Skill to diagnose the relationship between max_slope, nav_max_slope, and build_max_slope and fix the upstream discontinuity. ## Quick Start Ask the AI to tune the lunar terrain parameters or debug pathability on a generated map, for example by running the dbg_lunar example with a seed and map size to inspect the stats.