Sometimes ancient cities can generate underwater in aquifers, not sure if this is intended but it makes listening out for sculk sensors very hard and near impossible to avoid triggering them because swimming makes a sound,
Also in the first picture the terrain is replacing a part of the main center piece of the city.
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We're tracking this issue in MC-249784, so this ticket is being resolved and linked as a duplicate.
That ticket has already been resolved as working as intended, which means this is not considered a bug and won't be fixed. Please do not leave a comment on the linked ticket.
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Resolution: Works As Intended
In both of those cases provided the center structure is not take over by aquifers and properly immersed in deep dark. At this point we have decided not to restrict structures more than it needs to be to keep the center structure dry. The following examples are within parameters we have set for the ancient cities. At this point, the placement of these ancient cities is working as we have intended.
There still IS a possibility for center frames to be submerged, but it should be extremely rare at this point.
Seems like it's unintentional