^^^ that
Imagine your character. A tileset doodad, or a proper ‘@’.
Now, imagine the world around them. trees, shrubs, guns on the ground, windows, and zombies.
This is the local map.
Now, press ‘m’.
This is the overmap. Each tile is part of the regional map.
Each and every single regional map tile is made of 24x24 local tiles.
Now, imagine a gigantic square. 5-8 times larger than the map region revealed by a lab.
This is the overmap proper.
Regions so large they can git 5-6 size 4 cities in them and still have space for vast wilderness. Regions that can comfortable fit a size 12 city in them.
Unless you have a car, and are dedicated to driving around and never revisiting old areas, you will be lucky to ever see more than 1 overmap region. 2 or 3 if you reside on a border.
The game generates structures in overmap chunks. These regional tiles are permanently placed once you enter a new overmap, but will be randomly generated when they enter your reality bubble.
For instance, if you went to a gun store. If you saved the game with it 5 regional tiles away you could continuously walk to the store, and quit the game and reload it every time it didnt have an rpg in it. The game will always know a gun store is on that regional tile, but will not spawn the gun store itself until you enter its area.
In this way, the mod here will regulate how many of any specific structure will spawn in any 1 overmap. So, an evac center (where all the npcs are) will spawn 1 time per overmap region. If you ever see 2 on your map at once, you know they belong to different overmap regions.