I've never done anything of the kind, but if it's stuff you have a lot of (trees?), then maybe place randomly, then check if anything is in the way, and delete those things to clear the path? You'd need a pathing algorithm that can determine which trees need to be deleted (all of the ones I know, which is to say one or two, only check for a path an abandon with no data returned if one cannot be found) and you could maybe have a lower threshold that could be used to re-generate more stuff if your first generation is so bad a huge amount gets deleted. Or even let it go and have it be a quirk of the generation - every now and then you'd get unusually sparsely populated maps, which might add to the flavour more than anything.
I'm not actually sure such a path algorithm exists in the first place, though.
I'm not actually sure such a path algorithm exists in the first place, though.
>mfw I have no face
