Board Thread:Suggestions forum/@comment-25129884-20160825161951/@comment-27516710-20160826021047

What I'm beginning to piece together here is a perfect storm of events that are conspiring to make this probably impossible to get right.

First of all Rammas Echor has to built itself around 3 roads instead of one like in Isengard. I sort of noticed than when I got to the road leading out of Isengard that the generation there seemed slowest. In contrast the part of the wall furthest from the road generated immediately with no waiting.

Second, building a wall in Isengard is easier because there's no borders nearby. One of the problems with the mod is that the world is generated using pixels on a map - roughly 1 pixel = 128 blocks in the world. It's a good thing because it allows for a nice world to play in, but, it has a major disadvantage. It's well known this creates lag near borders. See all the borders around the Minas Tirith waypoint? Almost all of Pelennor Fields is within range of another biome's border. There are places where many biomes meet. The world generation is always slowest near a border and fastest towards the center of a large biome. This is why some places like Rhun, Near Harad desert, Far Harad savannah, etc. have such little lag. With Pelennor Fields you've got borders, 3 roads being generated, a wall trying to figure out where the road is so gates can be created, villages being generated in a perfect grid trying to avoid each other along with roads and lakes - in addition the game is trying to figure out which parts of a region/chuink are one biome and which parts are another. Then you have the Hill of Guard being generated where everything meets and is within viewing distance of each other. This brings me to another observation: making smaller biomes here would make things worse. I know that it has been suggested to make a biome just for the wall, but, that's just going to make  things worse due to how the borders cause lag.

To be honest I don't know how you can solve this without reducing promised features significantly in this particular area. There's just too much trying to be done here and Minecraft isn't exactly known for efficiency.