So, it seems spawn_objects needs a reference to hexgrid? Then you can export a property in the spawn_objects script that takes a reference to hexgrid. And then from the map scene, you set that reference as it has both as children. In Godot 4 you can use “@export var hexgrid: HexGrid” (this assumes you give the hexgrid node script a class_name of HexGrid.) In Godot 3 I think there’s a bit more to it as the export is “export var hexgrid:NodePath” (note no @ symbol in Godot 3) and then later you have to use the NodePath to get the node like this “onready var _hexgrid:HexGrid = get_node(hexgrid)” (note the onready here means the get_node call will happen just before the call to func _ready()) You could do the get_node call in func _ready(), but I like the onready better because it makes any code in the ready function that much simpler.
That’s just how I would do it given what I think I know. Now that you have these ideas, you can play with them and decide what you like best. Hope it helps!