Base Editing - Automatic door placement is broken
Door placement on placing a new room is fixed. There are only certain points where an initial doorway can be place. You can change it afterwards, add the one you want and delete the one you don't, but the whole thing assumes you place rooms before you decorate them.
Placing new rooms isn't the issue.
The issue is when trying to move existing rooms. It can happen that when moving a room, if the middle walls are occupied with wall decorations or other items that lean against the wall and the corner walls are completely free, the game still tries to force a doorway in the occupied walls instead of choosing for a free one. This is especially annoying with smaller rooms - The one wall which might be (elaborately) decorated is the only wall the editor is trying to force a doorway on and it's ignoring the other 2 free walls on that side.
Obviously it's not an option to delete rooms which may have 2000 items in them just to move them to another spot.
The room placement code doesn't account for whether the room already exists or not. When you move a room, it's the same thing as placing a room; the only doorways that will automatically generate are the ones that are "fixed."
What I'm saying is, the developers assumed you would place all rooms and never move them, or move them only in the beginning, before decorating or modifying them. The code reflects that.
Whenever i try to move a room, the editor tries to force a door into a place it really can't go even though there might be 3 or 4 squares where a connection is possible. It's so weird to see the game try to do it's best to ignore any actual possibilities for connections...
This makes moving rooms in somewhat crowded bases nearly impossible. If we don't see any fixes to the base editor for another 8 years, can we at least have a little fix to the door placement so the editor tries to connect empty walls instead of built up ones when moving or adding rooms?