added new version of road generation with dynamic road numbers based on number of buildings
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@@ -31,10 +31,10 @@ A remake in go of a program that generates maps of rpg like towns. Inspied by Ro
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| **Min River Width** | The minimum width of a generated river, as a percentage of the smaller of the map's width or height. | `1%` to `100%` |
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| **Max River Width** | The maximum width of a generated river, as a percentage of the smaller of the map's width or height. | `1%` to `100%` |
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| **River Curvyness** | How curvy the rivers are. At 100%, rivers will meander significantly. At 0%, they will be perfectly straight lines. | `0%` (straight) to `100%` (very curvy) |
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| **Num Roads** | The number of roads to generate. | `0` to `1000` |
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| **Min Road Width** | The minimum width of a generated road in pixels. | `1` to `100` |
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| **Max Road Width** | The maximum width of a generated road in pixels. | `1` to `100` |
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| **Road Exits** | The number of roads that start at the edge of the map and extend inwards. | `0` to `100` |
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| **Minimum Road Angle** | The minimum angle allowed between two roads at a junction. Higher values reduce tightly packed, nearly parallel branches. | `0°` to `180°` |
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| **Road Curvyness** | How curvy the roads are. At 100%, roads will have many twists and turns. At 0%, they will be perfectly straight. | `0%` (straight) to `100%` (very curvy) |
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| **Road Distribution** | Controls the distribution of roads. At 100%, roads will be spread out across the entire map. At 0%, they will be clustered in the center. | `0%` (centered) to `100%` (spread out) |
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| **Num Buildings** | The number of buildings to generate. | `0` to `1000` |
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