Bush Generation System Problem

Soo I was trying to use a kinda older system to create a bush generating system but the system works, but it stops working when the part/bush becomes nil in a folder in the workspace, here is the code:

--// CONFIGURATIONS \\--
local Colors = {"Medium green", "Sea green", "Camo"}
local GenerationCheck = true

--// VARIABLES \\--
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")

local Bush = ServerStorage.Bushes.Bush
local RandomPosition = Vector3.new(12.124 + (46.852 - 12.124) * math.random(), 0.2, 17.065 + (45.325 - 17.065) * math.random())

--// MAIN CODE\\--
local function GenerateBush()
	local BushC = Bush:Clone()
	local Template = game.Workspace.Template.Main
	
	BushC.Parent = game.Workspace.Bushes or workspace.Bushes
	BushC.Name = "Bush"
	BushC.Position = RandomPosition
	BushC.BrickColor = BrickColor.Random(Colors)
end

local function AddGeneratedBush()
	for i,Bush in ipairs(game.Workspace.Bushes:GetChildren()) do
		if not Bush then
			print("Bush Destroyed!")
			GenerateBush()
		else
			print("Bush Safe!")
		end
	end
end

-- generate the bushes
if GenerationCheck then
	while wait(2) do
		AddGeneratedBush()
	end
end

I don’t think this is needed, and you can just do:

BushC.Parent = workspace.Bushes
1 Like

It doesn’t really matter since both are the same service.