If you are trying to limit the amount of lag the block produces it would be recommended to limit its spawning, which is exactly what you´ve done right here.
1 Like
How come it keeps making more blocks in the same position?
--Update Chunks
local PlayerDepth = math.floor(Humanoid.Torso.CFrame.Y)*-1
local LayerSize = ((RowSize*2)*2)+((RowSize*2)*4)
local Min = PlayerDepth - LayerSize*ChunkSize/2
local Max = PlayerDepth + LayerSize*ChunkSize/2
--Place Block
for BlockNumber = Min,Max do
local BlockData = MineData[BlockNumber]
if BlockData ~= nil then
--Check if block exists already
local Exists = false
for _,BlockInMine in pairs(Mine:GetChildren()) do
if BlockInMine.Position == BlockData.BlockPosition then
Exists = true
else
break
end
end
--Place Block
if not Exists and BlockData.BlockType ~= nil then
local NewBlock = BlockData.BlockType:Clone()
NewBlock.Position = BlockData.BlockPosition
NewBlock.MaterialHealth.Value = NewBlock.MaterialMaxHealth.Value
NewBlock.Id.Value = BlockNumber
NewBlock.Parent = Mine
repeat
RunService.Stepped:wait()
until NewBlock.Parent == Mine
end
end
end