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I mean, you can't find the map you created, but you can start the game without a scrap of land and not a single player on the map, funny but nothing to laugh at after wasted hours in the editor.
TerrainBuilder.GenerateFloodplains(bRiversStartInland, iMinFloodplainSize, iMaxFloodplainSize);
Yet (not) Another Maps Pack as well as the default map generation scripts use this function to add working floodplains on the map. For some reason the developers of CIV6 didn't add a Function that lets you place working floodplains at a specific location. I hope that since they just released a patch for the world builder they will look into this issue at some point.
The problem is that as far as i know you still cannot place flooding floodplains wherever you want.
Yet (not) Another Maps Pack creates working floodplains randomly near rivers all over your map. All floodplains that you did place manually using the worldbuilder will not flood anyway (unless they were randomly selected by the floodplain script). Unless something changed in one of the recent updates, you are still unable to create working floodplains wherever you want.
https://forums.civfanatics.com/threads/how-to-quickly-create-a-mod-from-a-civilization-6-map-using-zobtzlers-ynabmc-and-ynamp.637018/
it was so useful.
The only discussions in the forum's that I've seen that addressed this issue of river IDs is cephalo's Perfect World mod:
https://forums.civfanatics.com/threads/perfectworld6.637363/page-11#post-15393341
There isn't any flooding icons on floodplains when you start your custom map and it seems impossible to add a floodplain option to a tile when editing the map in World Builder, which makes Dams unusable.
Has anyone experienced the same issues?
P.S. Mod works with Gathering Storm DLC after editing CustomMap.ModInfo file as per Aeven's suggestion.
File is located in the Steam mod folder:
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\876864462
Things you need to do to play Custom Gathering Storm Maps:
1. Make sure the mod is always enabled in the Additional Content Menu ingame (The mod gets auto-disabled by the game since it is marked as outdated)
2. Edit the Group tag in CustomMap.ModInfo to <Group>Maps:Expansion2Maps</Group>
I was wondering, in World Builder, is there anything you need to place before the map is "playable"? For example, do I NEED start locations?