Very niche issue but, when working with level generation, if you place a room using PlaceRoom (specifically using the LevelGeneratorEntry overload), that room will the run MC_PRE_LEVEL_PLACE_ROOM on the spot. This is great for detecting if the room is that type, as you can store a local variable telling the game that the next room will be your placed room. If you then do that, MC_PRE_LEVEL_PLACE_ROOM returns a corresponding LevelGeneratorRoom, which seems to crash the game immediately when using the method Neighbors(). I have no idea why this would be the case other than the fact the room was placed after LevelGenerator made rooms (which must be the case if you wish to make spawning patterns conditional, as you cannot access Room or RoomDescriptor information with the LevelGenerator methods.), and although this problem can be circumvented, it would be incredibly convenient if PlaceRoom returned neighbors out of the box.
Very niche issue but, when working with level generation, if you place a room using
PlaceRoom
(specifically using theLevelGeneratorEntry
overload), that room will the runMC_PRE_LEVEL_PLACE_ROOM
on the spot. This is great for detecting if the room is that type, as you can store a local variable telling the game that the next room will be your placed room. If you then do that,MC_PRE_LEVEL_PLACE_ROOM
returns a correspondingLevelGeneratorRoom
, which seems to crash the game immediately when using the methodNeighbors()
. I have no idea why this would be the case other than the fact the room was placed afterLevelGenerator
made rooms (which must be the case if you wish to make spawning patterns conditional, as you cannot accessRoom
orRoomDescriptor
information with theLevelGenerator
methods.), and although this problem can be circumvented, it would be incredibly convenient ifPlaceRoom
returned neighbors out of the box.