The planting grid put patches of one field on different grids, and walked an oak row off the grid of its first sapling. The grid only knew about a bed through the last plant it had found. It lost that whenever the ghost vanished, which happens every time you look past reach for the next spot, and then it searched four metres around the cursor for a plant of the same crop. An oak's rows are further apart than that, so the next oak often found nothing and started a new grid where you were aiming. A turnip beside carrots found no turnip and did the same.
The grid is now read off the ground each time. A plant next to plants already in continues their rows, whatever crop they are, as long as they are spaced alike. The search reaches three rows out, so it finds an oak's neighbour as surely as a carrot's. When the plants nearby disagree, the rows most of them sit on win, so one plant put down by hand cannot pull a bed out of line. On open ground a plant goes on one grid shared by the whole world, so beds planted apart still line up. Turn
GridSharedoff if you would rather the first plant of a bed went exactly where you aim.A bed also keeps its angle. Before, the grid only looked for rows at your own angle, so after a turn the bed beside you counted as nothing and the next plant started turned rows around one of its plants. That is easy to do by accident, since scrolling turns the grid. Now two or more plants in line keep their angle, and the message when you turn says so. Your angle still decides open ground and a lone plant. Pin the grid to start new rows at your angle next to a bed.
A grown tree does not steer the grid, because the game cannot tell it from a wild one. Wild mushrooms, thistles and berry bushes do not steer it either, even though Thicket can grow them from a transplant. The first time each plant is lined up, the log says how far apart the game spaces it.
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