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Debug structure generation & structure fixes #5

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bt2901 opened this issue Jul 22, 2017 · 0 comments
Open

Debug structure generation & structure fixes #5

bt2901 opened this issue Jul 22, 2017 · 0 comments

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@bt2901
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bt2901 commented Jul 22, 2017

  1. It seems like rooms are generating in wrong order and/or don't finish generating.

Sometimes ComponentCoridorTrap doesn't extend outside long enough, sometimes three tripwire hooks are generated instead of two (WTF? How is it even possible?).

Many of RoomGardens are a weird mix of different room types. Maybe I generate the rooms more than once? Also I've seen a 4 x 2 x 4 block of warded glass once, which is very strange. Some of VoidProductionRooms miss Void Condenser.

Some rooms which should have no floor (I fill it with air) aren't generating correctly.

  1. What's up with "Skipping Structure with id Ziggurath" warning message?

  2. Make Entrance and room_virtual orientation-aware. Also, upgrade the logic of room detection collision in isNearRoom().

@bt2901 bt2901 changed the title Debug structure generation & structure overhaul Debug structure generation & structure fixes Jul 22, 2017
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