Quick answer: After smoothing, flood-fill each open region, keep the largest, and either fill the smaller pockets with wall or punch a tunnel to connect them.

Cellular-automata caves look great but routinely leave little caverns the player can never get to. A connectivity pass after generation makes the cave whole.

How to fix it

1. Flood-fill all open regions

After the smoothing iterations, run a flood fill from every unvisited floor cell to label each connected open region and record its size.

2. Keep the largest, cull or link the rest

Convert the cells of every region except the largest into wall, or carve a short tunnel between each pocket and the main region if you want to preserve the extra space.

3. Carve the connecting tunnel widely

When linking a pocket, dig a corridor at least two cells wide between the closest pair of cells of the two regions so the join does not produce a one-cell pinch the player can get stuck on.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

A crash you can name from its stack trace is a crash you can usually fix in minutes.