Compare commits

...

3 commits

Author SHA1 Message Date
Ell
4de3f6fa09 clearer phrasing 2024-09-15 17:16:56 +02:00
Ell
4a1901ace1 typo 2024-09-15 17:15:45 +02:00
Ell
1a3e0e39dc note a caveat about lot employments in custom maps doc 2024-09-15 17:13:54 +02:00

View file

@ -12,6 +12,8 @@ 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, name it with its final name, 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.
- Newly placed lots should have a name assigned to them prior to exporting, as otherwise they will be marked as incomplete, causing them to behave unexpectedly.