Funny bug: Most residents have been generated with zero friendships. If I optimized placement in this situation, they'd end up segregated, which would further prevent them from gaining friendships.

When I initially suggested using a process like proq for room placement at the EA Retreat, meadows actually suggested that something like this would happen.

I guess having diminishing returns of utility on friend count would mostly fix this sort of issue when it happens irl though

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(The spirally thing at the top left spins in, or out, to show how your edits have changed the aggregate utility of the solution. The text layout is broken because I don't know what I'm doing/don't care enough yet. For some reason, Bevy engine does not seem to have proper down-scaling yet.)

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