--X for _, Row in pairs(Parts) do for _,v in pairs(Row) do if v.Exists then for i = 1, 2 do repeat local Add = v.Size.Z / BlockSize local Index = Parts[v.Row][v.Column+Add] local None = false if Index and Index.Exists == true --[[and Index.Height == v.Height]] and v.Size.X == Index.Size.X and v.WasSand == Index.WasSand and v.IsHill == Index.IsHill and v.CF.x == Index.CF.x and v.CF.y == Index.CF.y and v.Size.Y == Index.Size.Y and v.Biome == Index.Biome then v.Size = v.Size +Vector3.new(0,0,Index.Size.Z) v.CF = v.CF *CFrame.new(0,0,(Index.Size.Z/2)) Index.Exists = false else None = true end until None end end end end --Z for _, Row in pairs(Parts) do for i,v in pairs(Row) do if v.Exists then repeat local Add = v.Size.X / BlockSize local Index = Parts[v.Row+Add] if Index then Index = Parts[v.Row+Add][v.Column] end local None = false if Index and Index.Exists == true --[[and Index.Height == v.Height ]] and v.Size.Z == Index.Size.Z and v.WasSand == Index.WasSand and v.CF.z == Index.CF.z and v.CF.y == Index.CF.y and v.Size.Y == Index.Size.Y and v.Biome == Index.Biome then v.Size = v.Size +Vector3.new(Index.Size.X,0,0) v.CF = v.CF *CFrame.new(Index.Size.X/2,0,0) Index.Exists = false else None = true end until None end end end