Sticking with only sensible (or menacing) designs wouldn't provide enough variety :)
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If you have a specific picture in mind about required districts number, their location, shape, size etc, it would probably be easier just to hide annotations and label districts manually in a graphics editor. "District editor" will be implemented eventually, but I doubt it will happen anytime soon. It will require some significant amount of work on UI.
Hi! I'll be ready to release the source code when I'm done with project. In this sense, I'm definitely closer than I used to be, but I'm not there yet :) What part of the code are you interested in? The one about rooms/tunnels/doors?
Yes, GeoJSON coordinates are longitude and latitude in degrees and that's how I treat them in MFCG. But it doesn't really matter unless you are placing loaded data on the actual Earth sphere, so in the future I'm going to switch to much more readable values in meters.
Road width is not a coordinate, it's obviously a length value. Its unit is a length of a degree at the equator which is around 111 km. The width of major roads in MFCG is 8 meters.
Sorry, I don't publish source code of my unfinished projects. TownGeneratorOS is there because at that moment I thought I was done with the generator.
It's about pressure of update requests, pull requests and a general burden of supporting an open source project.
Sorry, can't help you here. Normally I test svg files in Chrome (and actually it's been a long time since I changed anything in svg export), but I've just installed the only available to me version of Illustrator (2020) to see how it work - no issues with exported maps.
"England", "Italy", "Germany" etc are just names, these style are only distantly related to real regional architecture styles. For example for me "England" looks as much English as French (probably minus the rain). In the future there will be a style editor.
It's more complicated. The size of the square depends on the dimensions of the dungeon and it is chosen to maximize the resolution of the exported map. Since it's a popular request I think eventually I'll allow to specify the exact size of a cell.
Well, it's a village generator, so I don't think it will work with larger settlements. Currently I'm planning to add port/dock areas and town squares (which can be treated as markets), but not walls.
What OS are you using? This problem was reported on Linux, but I don't have Linux to test and I failed to reproduce it with any other OS/browser combinations. I'm planning to update the game UI, so hopefully the issue will be resolved by itself.
btw, your generator is well made. Is there a write-up for the algorithms used?
As far as I remember, there were a couple of my comments on Reddit about how it works, I'll check it. There is also the source code of some early version of the generator on GitHub.
Also, the rivers usually have 1-2 bridges. There should be more along a long river, I think.
Rivers in MFCG are pretty large, usually around 50-100 meters wide. In Middle Ages it was expensive to build a bridge over a river this wide (and probably still is nowadays). I would argue that 1-2 bridges is a reasonable number (augmented by ferries), although it could vary depending on many factors (size of the city, its prosperity level and strategic position, available materials etc). But actually I don't define the number of bridges explicitly, they are just points of intersection of large roads and the river. In some cases a single "secondary bridge" is added when it looks like there are not enough "primary" ones.