Board Thread:Suggestions forum/@comment-25129884-20160825161951/@comment-25129884-20160827160025

LOTRMod wrote: Commandogregor1234 wrote:

LOTRMod wrote: New version: http://www.filedropper.com/lotr-29_23

The grid scale has been increased to 24 chunks, which means there's now also room for a "random displacement" so that all the villages don't perfectly line up with the grid. Well, I'm glad it wasn't hard to fix. Does this fix the weird bugs in village generation? (I was told they were caused by lag and the village ended up missing a few chunks causing holes in the wall, missing buildings, planters with no grass, ECT ECT) I don't think those are caused by lag. In fact, unfortunately, I have no idea what causes them, despite trying several different methods to fix it.

(Except for the no grass bug. That's caused by the town road generation overwriting the grass in the gardens/treerows etc. Grass is identified as a replaceable block for town roads [along with dirt, sand, etc.] and so, depending on which is generated first, the road or the grass-structures [which depends on which direction you first approach the town from, among other things] then the cobblestone may or may not overwrite the grass.

I haven't yet thought of a reliable method to help the village distinguish between naturally generated grass and grass generated as part of structures.)

Alright. I appreciate all the work you've done here and worst case scenario we'll just hop into creative and fix it up in our own worlds XD