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Kawa Thank you. I'll work on these things tomorrow.
PillowShout Rather than just testing my shit, I actually started playing the game again and I noticed a couple of bugs:

The first and easiest to fix is inside of UILists. When UIList.Index is incremented, it wraps around properly when the index goes beyond bounds of the array, but it doesn't do this when it's decremented bellow 0 and throws an Out-of-bounds exception instead. This should be a pretty simple fix in Index's setter function.

The next one is a generation issue in the dungeons. Sometimes the chest at then end of the dungeon is generated inside of a wall and becomes inaccessible. I assume that this is because the tile that contains the chest isn't having it's collision value changed when it's placed, but I can't get more specific than that.

The last one is to do with warps and clutter generation in dungeons. This one might be a bit hard to track down as I've only had it happen a few times, but sometimes a warp's tile will be overwritten by clutter, or at least its appearance will be. The tile still behaves like a warp, it just no longer looks like a warp and in effect becomes hidden.

I wish I could be more help on the last two, but the generator code is still a bit hard for me to decipher. :S
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