Quick answer: Carve corridors on a grid that records room cells, and either stop the corridor when it enters a room or route it with pathfinding that treats room interiors as already-connected.

A corridor that slices through the middle of a room turns two rooms into one ugly blob. The fix is to make corridor carving aware of what is already placed.

How to stop it

1. Mark room cells before carving

Write each room's floor cells into the grid with a distinct tag before any corridor is carved, so the carver can read what it is about to overwrite.

2. Terminate the corridor on room entry

When a carved corridor steps into a tagged room cell, stop carving immediately. The rooms are now connected and you avoid punching a tunnel out the far wall.

3. Prefer connecting nearest rooms

Build a graph of rooms and connect each room only to its nearest unconnected neighbors (e.g. via a minimum spanning tree), so corridors are short and rarely have a reason to cross a third room.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.