Does anyone know if there is a way to detect custom world sizes in a map script's GetMapInitData() function using the passed-in worldSize hash? I can't just look-up the grid size because my map script (Got Lakes) has other options that affect the height of the map, such as worlds with cropped N/S poles. In other words, my map script needs to know the world size by name/type so that I can dynamically set the grid size. But I've run into a problem. I have the following snippet of code for determining the world size: Code: function GetMapInitData(worldSize) -- ... local mapSizeType; for row in GameInfo.Maps() do if(worldSize == row.Hash) then mapSizeType = row.MapSizeType; break; end end -- ... end For some reason, only the standard map sizes have a non-nil hash. Custom map sizes, such as the ones from Larger Map Sizes or Yet (not) Another Maps Pack, have rows but each of those rows has a nil value for row.Hash. On a related note, the Inland Sea map script has similar world-size lookup logic, and that map type crashes when run with a custom map size. I haven't confirmed this, but I suspect that Inland Sea is running into the same problem. So is this a configuration/database issue or is this a bug in the map generator API? Any help/tips would be greatly appreciated.