using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using StardewModdingAPI; using StardewModdingAPI.Events; using StardewValley; using xTile; namespace MapExampleRF1 { public class Class1 : Mod { public override void Entry(IModHelper helper) { // the game clears locations when loading the save, so do it after the save loads helper.Events.GameLoop.SaveLoaded += this.OnSaveLoaded; } private void OnSaveLoaded(object sender, SaveLoadedEventArgs args) { // load the map file from your mod folder this.Helper.Content.Load("assets/RF1Farm.tbin", ContentSource.ModFolder); // get the internal asset key for the map file string mapAssetKey = this.Helper.Content.GetActualAssetKey("assets/RF1Farm.tbin", ContentSource.ModFolder); // add the new location GameLocation location = new GameLocation(mapAssetKey, "RF1Farm") { IsOutdoors = false, IsFarm = false }; Game1.locations.Add(location); } } }