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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.
What's up with "Skipping Structure with id Ziggurath" warning message?
Make Entrance and room_virtual orientation-aware. Also, upgrade the logic of room detection collision in isNearRoom().
The text was updated successfully, but these errors were encountered:
bt2901
changed the title
Debug structure generation & structure overhaul
Debug structure generation & structure fixes
Jul 22, 2017
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.
What's up with "Skipping Structure with id Ziggurath" warning message?
Make Entrance and room_virtual orientation-aware. Also, upgrade the logic of room detection collision in isNearRoom().
The text was updated successfully, but these errors were encountered: