I decided to cout all the indices since it was becoming a bit of a pain to compare in debugger each step, it's giving me output like this small section of indices:
608, 609, 610, 611
608, 609, 610, 611
608, 609, 610, 611
384, 385, 386, 387
400, 401, 402, 403
416, 417, 418, 419
416, 417, 418, 419
432, 433, 434, 435
432, 433, 434, 435
432, 433, 434, 435
Each row of four is an index being referenced inside the "z" loop (or the last loop of the terrain generation) so it is the 1st to 4th element in the array at that block location if that makes sense.
This tells me that there is still something wrong with the indexing of the array elements as I can see that the numbers are being repeated frequently (meaning the blocks are being drawn ontop of eachother). Still experimenting with ways to fix this, I am close but still missing something.