Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
MapExpansions
Framework and API for new map areas and property upgrades in Schedule I. Mods like Based need it.
| Date uploaded | 2 days ago |
| Version | 1.0.0 |
| Download link | DooDesch-MapExpansions-1.0.0.zip |
| Downloads | 66 |
| Dependency string | DooDesch-MapExpansions-1.0.0 |
This mod requires the following mods to function
LavaGang-MelonLoader
The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono
Preferred version: 0.7.3README
MapExpansions
🛟 Need help or found a bug? Get support at support.doodesch.de/mapexpansions.
📖 API documentation: docs.doodesch.de/mods/mapexpansions/api/

Framework and API for mods that add map areas and property upgrades. Another mod brings the content, MapExpansions builds it into the world.
For players
Install it when a mod asks for it, like Based. On its own it adds nothing you can see.
In co-op, every player needs it and the same version of the mods that use it.
For mod authors
Register an ExpansionDefinition in OnInitializeMelon:
- New areas: terrain from a source scene, connections to the main world, regions and a sheet on the phone map.
- Life in the area: NPC and vehicle navigation, buildings, parking lots, deal locations, shops and a police station.
- Properties: copy a property to a new place, or extend an existing one with new floor, grids and docks.
- World states: named states you switch at runtime and take back, for upgrades that build up over time.
- Edits: hide, cut or copy main-world objects, in code or from a JSON layer.
Declare the dependency with [assembly: MelonAdditionalDependencies("MapExpansions")] and add DooDesch-MapExpansions-1.0.0 to your manifest.json. Reference the DLL, do not copy the code.
Requirements
- MelonLoader 0.7.3 or newer
License
DooDesch API License, see LICENSE.md. Build your own mods against the API. Forks, changes and pull requests are welcome. Publishing or reuploading the mod or a changed copy needs written permission.
This mod is written with help from generative AI tools (Anthropic Claude, OpenAI Codex).
If you have fun with it, a like on the Thunderstore page really helps other people find it (thumbs up next to Download, you need to be logged in) - ty either way, and lemme know if anything breaks or you've got ideas
CHANGELOG
Changelog
All notable changes to MapExpansions are documented in this file. The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
[1.0.4] - 2026-11-04
Fixed
- Rain sounds muffled under an expansion's roof, like in any other building. It played as if you stood outside.
- Botanists use spawn stations in a freshly finished expansion room. They ignored them there before.
[1.0.3] - 2026-11-03
Fixed
- Rain stays out of a finished expansion room. It fell through the new roof, because the game's rain map does not know it.
[1.0.2] - 2026-11-03
Fixed
- An expansion finishes, and saving works, when something stands in the new room's walkway. Based blocked saving until the object moved.
For mod authors
- A navigation probe without a path from the doorway is now a warning that names the colliders there; the world state still applies. Loose physics props stay out of the state bake.
[1.0.1] - 2026-11-02
Changed
- Thunderstore and Nexus Mods may now review the mod files: the license names their package review as an exception.
[1.0.0] - 2026-11-02
Added
- Mods like Based use this to add map areas and property upgrades. On its own it adds nothing you can see.
For mod authors
MapExpansionsApi.Register(ExpansionDefinition): new areas, connections, regions and a sheet on the phone map.- NPC and vehicle navigation, buildings, parking lots, deal locations, shops and a police station per area.
- Properties: copy one to a new place, or extend one with new floor, grids and docks.
- World states:
TrySetWorldStateswitches named states at runtime and takes them back, also in co-op. - Edits: hide, cut or copy main-world objects, in code or from a JSON layer.