While I was in there I also fixed a potential bug (which I had not experienced but the code allowed it) where a room could be overridden in terms of the directional pointer, so a player might go north into a room, and then when they go south they end up in a third room, rather than the first. That would open up great possibilities for labyrinths, but that might cause headaches for both the player and myself. It's kind of a cruel joke that I want to discourage, actually. I want the player to feel lost in a maze, but not lost in the game, if that makes sense.
Sometimes you call a bug a feature, but when it's easily fixable with a one-line do-while loop, there's no point. One always has to be careful about accidents, and deciding whether they are happy or not.
It's kind of odd: setting up the world gen to allow for 365 rooms makes me feel like I can breathe. Before, when I was just testing with two rooms, I kind of felt like I'd never get anything done. Even though fixing up and starting world-gen was only a few lines of code, I guess the 'physical' space allows me to starting thinking of the objects and room types rather than feel cramped. Psychology!