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A lot of custom buildings but it doesn't have map integration right?
Also SecretZ is a modular map mod, you can choose if you want to use only some of the locations while activating the mod if using Mod Manager:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2694448564
and
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2945221351
Also, I found this excel file with over 600 mod maps with their locations but so many of these are abandon maps. I'm working on figuring out a way to continuously get/remove maps as they are abandoned or broken.
https://docs.google.com/spreadsheets/d/1fxFSr0UmsKHjOIB513k86soMA1L08Kay/edit#gid=9670524
Thank you for the links! They are very helpful.
Another file like that Shade's: https://docs.google.com/spreadsheets/d/1TfMDPRNhvnG6qbdoUO4VFYnN2O6nWXHgAZXVhUp5p7w/edit#gid=773801697
Made for this map mod collection on Steam: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2968702010
Also when mod descriptions on workshop or comment sections don't reveal the cells a mod map edits, I dig in to the mod files, you can see pretty easily which cells are used if you look in the folder:
Steam\steamapps\workshop\content\108600\[ModID]\mods\[Map Name]\media\maps\[Map Name]
There are multiple types of files in there, all having pair of numbers in their names; example 40_38.lotheader, chunkdata_40_38.bin and world_40_38.lotpack
The numbers in the filenames are the cells the modded map uses/edits.
Do you have a good visual way of tracking map mod locations? This is what I was using:
https://docs.google.com/spreadsheets/d/1zfWPfh02-1A3Tud2yh10mBucktn_jKaqeKfA7ugfxhs/edit#gid=0
and with St. Bernard's Hill: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2711501222