Yirggzmb's Stuff

Topic: Tiny Life

Back to Main - Back to Tiny Life

Tiny Life Map Creation Information

This is partially intended as a reminder page for myself as well as a useful resource for the community

Useful Links

Getting Started

Creating a map is pretty easy. They're essentially specially exported save files, which means you create them in game using the same tools you would in normal play.

  1. Press F1 to bring up the debug/cheats box
  2. Enter the cheat "EditWorld"
  3. Create a new world and name it whatever you want. The name can change later. It's recommended to choose the "Empty Map" template as the map. Do not add more than one map to this save.
  4. Use the cheat "ResizeWorld [width][height]" to give yourself more or less space, as desired. Refer to the links above for more detail on this cheat, as well as the related "MoveWorld".
  5. Use the cheat "ShowNonBuyable" to be able to place things like roads or powerlines. "IgnorePlacementRules" may be useful as well. Refer to the links above for more detail here.
  6. Click on a lot (empty map only has the one) and choose "Build"
  7. Now start building your map! The EditWorld cheat allows you to place things anywhere on the map, not just the selected lot. You will also have access to a tool that will allow you to create new lots.

Making Backups

While it may seem like a waste of time, I highly recommend taking regular backups of your map in progress. This game is still Early Access and it's genuinely just better safe than sorry. If you do this, you'll probably never need those backups, but if you don't then you will. Sorry, that's just how life goes.

  1. From the main menu, click Load Game
  2. Find your save and click the Manage Backups button. This button looks like two folders and a green plus sign.
  3. Scroll to the bottom if necessary, and then click Create Backup
  4. You can also use this screen to restore a backup if you do find you need to

Another option is to create backups more manually, locating the folder for your save and making a copy of it somewhere else.

Lot Creation

Having EditWorld enabled allows you to place and remove lots. Simply select the tool and drag out a rectangle where you would like a new lot.

To remove a lot, make sure the tool is selected, hold ctrl, and drag a rectangle over the lot. The edges of this rectangle MUST exactly match the edges of the lot you wish to remove. Lots cannot be removed if there is a family living on it. Lot creation and deletion cannot be undone with ctrl-z.

Deleting the lot with the lot tool should not delete furniture or walls, however if your removal rectangle does not match the edges of the plot, it WILL, so be careful. Lots should never overlap, and it's generally advisable to leave at least one tile of space between them.

While EditWorld allows you to make changes to lots that you do not currently have selected, I personally think it's generally advisable to leave that for small changes and to actually edit the lot normally if you wish to do large ones. The game will not show the tile grid for anything other than the lot it thinks you're editing, and it's very easy to accidentally put things on the wrong floor. Editing the lot normally also allows you to see things like lot requirements, and to give it a name.

Also, just as a note, the game will not allow you to back out to the household selection screen unless the lot you are currently in fulfills the lot requirements and has a name. If you're not sure what the lot is going to be yet, or if it's just a dummy one to allow you to do terrain editing elsewhere, the easiest thing to do is to make it a "Misc Public Lot" which has no requirements.

Assorted lot notes

Just some general information on houses and other lots

Households

Households are created the same as you would in normal play. You can create them in the spot where you'd like them to live, or you can create them somewhere else and export/import them when you're ready. Because your map is a living save and there's no way to turn off ai for anything other than the household you are currently in, it's a good idea to do as much as you can without advancing the in game clock. Tinies love to randomly grill and leave plates everywhere. Below you will find a list of cheats you may find useful for this. As always, refer to the official links above for more details.

There are still a few things that must be done with the game unpaused. Use of ShowDebugActions and teleporting will minimize the time required though.

What actually gets kept on export?

So when exporting, some things are kept and some are not. I've touched on a few of them above, but here's a list that I'll probably keep adding to as I test (or remember) stuff

Lot Staff

Lot staff are the people who work in your cafes and libraries, etc, as well as the mail carrier and trash collector. These can be preassigned, but they are tied to name of the map itself! Which means you need to export your map at least once before assigning them. Below are the steps to ensure it works.

  1. If you haven't already, rename your save file to the name you want your map to have.
  2. Open the save and follow the steps for exporting your map.
  3. Rename this save file something else.
  4. Create a new world. Select your map and give the save file the same name as the map.
  5. This new save is now the save you'll be editing to continue making the map. It is now safe to assign lot staff.

While I haven't run into anything specific, it's possible that other things could also be tied to the map name like this. Therefore, it's probably a good idea to follow these steps as soon as you're sure you know what you want to call the map. Please note that even if you know from day 1 what you want to call the map, you still have to export it at least once. Otherwise, the save file will still be tied to the Empty Map (or whatever map you chose when starting the save file).

These Tinies can have skills, personalities, and relationships like any other Tiny on the map. In fact, it's probably a good idea to actually give them some skills related to the job you plan to assign them to. A cafe staff member with no cooking skill will serve your Tinies terrible food, as an example. But who knows, maybe that's what you want. Staff are assigned from your list of exported households, so you'll need to create them along with the rest of the people in your town, and then export them.

Exporting your Map

Exporting a map is a simple process, though there is some manual work that needs to be done.

  1. Make sure the save file is renamed to the name you want the map to be. This can be done on the Load Game menu.
  2. Open your save
  3. Press F1 and enter the cheat "ExportCustomMap". Press enter and wait. The game will pause a moment while the system works.
  4. When it is done, open the folder where Tiny Life puts your saves and assorted exports. Your map JSON will be found in the Custom Maps folder there.
  5. Create a text file and name it "Map Name.txt". The official docs page gives the file name as "MyMapName.txt", but I found that I had to include spaces if my map name includes spaces. IE, "Verdant Shores.txt". In this file, write the text that the game will display when selecting a map. If you're still working on your map, this can be placeholder text as you can always change it just by changing the contents of the text file.
  6. Create the image that the game will display when selecting a map. The official docs say that it needs to be a 4:1 aspect ratio, and that the default maps use a size of 512x128. Personally, I see no reason to go larger than this. Might as well keep file size down. Save the image as "Map Name.png", similar to the text file above. Likewise, you can easily change this later, so it's ok to use a placeholder.
  7. Create a thumbnail for the Steam Workshop page. This is optional, but if you plan on sharing to the Workshop it's probably a good idea. This is also a png, square. More info on the official docs page, but in general you want to keep this kinda small. The docs give the file name as "MyMapNameSteamThumbnail.png", so in the case of Verdant Shore, my thumbnail was called "Verdant ShoresSteamThumbnail.png". It looks funny, but it worked, so I don't know what you can get away with here. This is not necessary for the map to load in game, so it's not important to do it right away even if you plan to later.
  8. Create a .zip file and put the map JSON, text file, and the image(s) into it. Name the zip to your map name. This is technically optional. The game can also pull up maps that are just floating free in the Custom Maps folder. But if you want to share the map, it's more practical to share a .zip file. Plus it's just neater.
  9. Worth noting that it's entirely ok if your map zip contains other files. Verdant Shores contains a readme text file, as well as a few bonus images for anyone who thinks to go in there.

Back to Main - Back to Tiny Life