Would be cool if the brush could recognize what it already placed and attempt to create a more equal distribution. Even with a large brush size, it might place objects on the forward edge one round, on the center (previously the forward edge) the next round, and the trailing edge (originally the forward edge) the next round, leading to clumping of objects:
For making something like a forest, patches of grass, etc, generally there’s a min distance I would like between each object to prevent clipping/overlap, so maybe a mix between above (automatic) and specifying min distance between objects (manual), developers would be able to get better distributions.
Also, it’d be great if the brush settings were saved to Geometry/etc instead of ServerStorage. Lots of plugins save stuff to ServerStorage, which can clutter the explorer when I need to access data stored there for my game. Geometry is hidden from the explorer, and saves with the place.
I fixed a bug where a folder is created in server storage every time the game is loaded. I also moved it to Geometry (a hidden service) so that it’s hidden from view. Feel free to delete the folder(s) that is/are in ServerStorage. Also fixed a case where minimum distance spacing didn’t actually work.
I’ll see what I can do about delete mode and ignore water soon… ish.
What do you think about implementing some kind of grid based solution to this?
I was recommended this plugin for a need, but I had to scrap my own solution together because I needed placement to be very accurate along a grid positioning system