Board Thread:Suggestions forum/@comment-25129884-20160825161951/@comment-25101089-20160827144723

Obsidianman wrote: Well you can't really compare Dalish, Tauredain, or Harad's villages to this because the mechanism is completely different. Dale/Tauredain use individual buildings and Harad has a village spawner that randomly assigns the basic Harad building to them in a 65x65 area (which is amusing since you can protect an entire Harad village with a single gold block). I've come across areas in Harad with dozens of villages clustered together and there's no lag at all. They are also very simple in construction, don't generate custom walls, and automatically flatten the area due to a pad under them (similar to how the Dorwinion captain's tents spawn).

It's really not possible to compare any of the others with this. However, we really should figure out why Gondor's towns cause this problem because in the future if the same mechanics were used elsewhere it would really make for impressive NPCs builds - provided the lag is solved.

The mapping program I use is Mapwriter. This is all absolutely right, except that Tauredain villages do actually use the same system as Gondor (it was first added for them back in Beta 25, in a simpler form) and I think the importance of the walls is probably being overstated. The walls are just structures like any other, and in fact quite simpler than most. Each side of the town is made of several individual "wall" structures which are only a few blocks wide.

Commandogregor1234 wrote: The clusters must be fixed. They can be "fixed" quite easily by increasing the size of the grid on which villages generate, which is a parameter I built into the system from the start. Currently it is 12 chunks in size (for Gondor villages). I'm going to increase that for the next test version, which is what a lot of people have suggested.

I set it to 12 initially because that was the lowest it could be without villages overlapping, and in testing I found it difficult to find villages even on this high spawn rate.