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You can turn on building on deep ocean in Difficulty.eco file:
"AllowDeepOceanBuilding": false,
Set it to true.
Unfortunately thats the nature of early access games. When a new update lands, there's a good chance it will nuke your progress, especially if they change a whole bunch, which in this instance they did.
End of the day, you're going to have to be not so attached to anything you work on/build. Like a sand sculpture washed away by the incoming tide. Its all temporary until final release of the game.
I actually find it very funny. You obviously have never played a game before, let alone a EA game. Updates, especially Major Updates usually break game saves. This is the nature of playing a EA game. Get over it.
I'm actually surprised that SLGs even allows old saves to be used, most developers anymore code their games so that saves only work with the major version they were created in. Major version changes are rarely fully compatible with the previous major version and cause errors that the Devs are powerless to fix (because of what was changed).
When playing an Alpha/Beta game (or early access if you prefer) you should always start a new game on a major update to limit the cause of any errors and make solutions easier to find.
As for the rooms, like Dennis said, turn on deep ocean building then try picking up a block in the floor, wall and ceiling and putting them back. This usually fixes the room not being a room for me (even over the ocean). Pick up all work tables and place them again, this usually fixes them not recognizing the room for me. As for power, well, you'll have to add more/better power generators or mod the game to get the power your require.
We will address issues that are not caused by the migration (there is some related to settlements off), but none that are caused by the migration itself, given it's just not possible.
This is across the entire genre