From 4a1901ace12053a960e247b07697be98d46fc8ed Mon Sep 17 00:00:00 2001 From: Ellpeck Date: Sun, 15 Sep 2024 17:15:45 +0200 Subject: [PATCH] typo --- docs/articles/custom_maps.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/articles/custom_maps.md b/docs/articles/custom_maps.md index fcf076e..9d7a1d4 100644 --- a/docs/articles/custom_maps.md +++ b/docs/articles/custom_maps.md @@ -12,7 +12,7 @@ Next, simply create a new save file that'll serve as the basis for your new map. ## Caveats There's a few engine details that you'll have to pay attention to when creating custom maps. Currently, these aren't enforced in the game, so ignoring them might lead to unexpected results. -- Some objects in the game (notably lot staff) save a reference to the map's name. Because of this, it's recommended to [export your map](#exporting-your-map) once and create a new save file with it before assigning lot assignments and residents, and then re-exporting the map. +- Some objects in the game (notably lot staff) save a reference to the map's name. Because of this, it's recommended to [export your map](#exporting-your-map) once and create a new save file with it before assigning lot staff and residents, and then re-exporting the map. - Exporting a custom map from a save that has multiple maps loaded may lead to issues, so it's recommended to have only one map in your save. - Roads have to be made of the hidden road tiles, and they have to be 5 tiles across to be registered as driveable area. Lane markings are optional. - Every map needs to have at least one road that exits the map's border, otherwise people will not be able to go out of town, which might lead to crashes during gameplay.