Portions of dungeons are not copied into the world when the dungeons are above or below height bounds. That means the player is sometimes teleported into a dungeon that has been cut off, potentially dropping the player into the void immediately or exposing large amounts of redstone and items that were not intended for the player. At the very least, it just ruins the dungeon.
We need to add checks to either reset the height of the entrance to an appropriate value for the room that the player is entering, or we need to limit the rooms that can be generated to only those that would fit in our bounds. The first approach seems like a better idea. The second approach would be complicated. Even though it would have the consequence that dungeons wouldn't correspond exactly in terms of entrance and exit heights, this would only occur around the top and bottom of the map, which is logical - you simply CAN'T go higher or lower around those bounds.
Portions of dungeons are not copied into the world when the dungeons are above or below height bounds. That means the player is sometimes teleported into a dungeon that has been cut off, potentially dropping the player into the void immediately or exposing large amounts of redstone and items that were not intended for the player. At the very least, it just ruins the dungeon.
We need to add checks to either reset the height of the entrance to an appropriate value for the room that the player is entering, or we need to limit the rooms that can be generated to only those that would fit in our bounds. The first approach seems like a better idea. The second approach would be complicated. Even though it would have the consequence that dungeons wouldn't correspond exactly in terms of entrance and exit heights, this would only occur around the top and bottom of the map, which is logical - you simply CAN'T go higher or lower around those bounds.
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Portions of dungeons are not copied into the world when the dungeons are above or below height bounds. That means the player is sometimes teleported into a dungeon that has been cut off, potentially dropping the player into the void immediately or exposing large amounts of redstone and items that were not intended for the player. At the very least, it just ruins the dungeon.
We need to add checks to either reset the height of the entrance to an appropriate value for the room that the player is entering, or we need to limit the rooms that can be generated to only those that would fit in our bounds. The first approach seems like a better idea. The second approach would be complicated. Even though it would have the consequence that dungeons wouldn't correspond exactly in terms of entrance and exit heights, this would only occur around the top and bottom of the map, which is logical - you simply CAN'T go higher or lower around those bounds.