Quick answer: Generate the road network first and mark its cells (plus a setback margin) as reserved, then place buildings only on free lots adjacent to roads but never on reserved cells.
Houses sitting in the middle of the road mean buildings are placed before roads are reserved. Masking road cells with a setback keeps buildings on their lots.
How to fix it
1. Reserve the road network first
Generate roads before buildings and write their cells into the grid as reserved, including a setback margin on each side so buildings keep a sidewalk's distance from the street.
2. Place buildings on free lots only
Test each building footprint against the grid and reject it if any cell is reserved or already occupied by another building, so buildings never overlap roads or each other.
3. Orient buildings toward a road
Require each placed building to be adjacent to a road cell and face it, so every building has access and the town reads as a connected settlement rather than scattered boxes.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.