# Rooms

We now need to make our floors rooms, make sure to download RAT with custom enemy support, available here: <https://modworkshop.net/mod/30432>

![](/files/-Mg3Ij5_gia8tBP7tfU4)

each floor should have over a hundred rooms, around 150 is best. Once we have done that we need to add our rooms into our mod. Create a new file in your resources folder for rooms.

![](/files/-Mg3JYY9_wAyNaHA_cCs)

For this example, I will just be using expands rooms, so of course, don't copy this code exactly. Once all the rooms are in ModRooms we will need to go back to ModRoomPrefabs.

![](/files/-Mg3KxFuPWAdgpbm2qU9)

![](/files/-Mg3Kz9odb02jVnI_9cJ)

we now need to put the name of all of our rooms in here. ***do not include the path, just the room.***

Now we need to scroll down to here:&#x20;

![](/files/-Mg3LDAZ8_F9ORiRfsog)

we are going to uncomment these lines to give us the entrance and exit of our floor.

```csharp
Mod_Entrance_Room = RoomFactory.BuildFromResource("Mod/Resources/ModRooms/floorEntrance.room"); // these to need to be set up just like how you would get an item sprite
Mod_Exit_Room = RoomFactory.BuildFromResource("Mod/Resources/ModRooms/floorExit.room");
Mod_Entrance_Room.category = PrototypeDungeonRoom.RoomCategory.ENTRANCE;
```

***make sure to add line 3***

now come down here:

![](/files/-Mg3LolzYfKss7ukJeZY)

and appropriately change the path for your mod

.&#x20;

![](/files/-Mg3M-y4pEaLoePF-9-E)

change this one too. <br>

uncomment this

![](/files/-Mg3M8VMtkSliBZ7dbUz)

change the vector2 accordingly.


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