Location Preload Faster Map Loading

The mod reduces stutter and lag when entering buildings or changing areas by preloading maps ahead of time. It can run in Exit, Door, or Hybrid mode, trading a slightly longer initial load for smoother transitions later.
Location Preload

Safe to uninstall anytime. Removing it just disables the features.


Location Preload reduces stutter when moving between areas by preloading map assets in advance

Instead of the game loading a big map file right as you enter a door/exit (which can cause a hitch), this mod warms the cache gradually while you’re already playing.

It’s designed to be lightweight and configurable, with options to preload all exits from a locationonly the door you’re approaching, or both.

 

What this mod helps with

Stardew can pause briefly when it needs to load a location for the first time (especially with large modded maps like SVE / East Scarp / expanded interiors). Location

Preload helps by:

  • Smoother door transitions (entering shops, houses, interiors)
  • Less stutter on map-edge exits (Town ↔ Bus Stop, Forest ↔ Farm, etc.)
  • Better performance in big modded hubs where moving around triggers lots of first-time loads

This won’t eliminate every possible hitch (NPC pathing, events, multiplayer sync, etc. can still cause spikes), but it reduces the “first-time location load” cost, which is one of the most common causes of transition stutter.

 

How it works

when enabling hub mode or both, if you do not want the long initial load, you can just use the nearest mode

1) Initial save load may take longer (and why)When you load into a save, the game normally only loads what it immediately needs. With Location Preload enabled, you may notice that the first 10–30 seconds after entering the world can be a bit heavier, because the mod starts preloading maps in the background (spread across ticks).

Why this happens:

The mod intentionally does the “expensive first load” earlier—while you’re just walking around or standing still—so you don’t get that same cost later when you hit a door or exit.

What gets preloaded at this stage:
Right after you appear in the world and start moving around, Location Preload will queue maps based on your current configuration:

  • Hub mode: preloads the locations you can reach from your current location’s exits/doors (warp targets).
    Example: If you enter Town, it may queue maps like Bus StopForestBackwoods, etc. (plus modded exits if they’re in the warp list).
  • Nearest mode: preloads only the closest exit(s) near you as you walk around.
  • Both: does Hub preloads + Nearest “just in time” preloads.

Because this is real map loading (not fake), it can make the start of a session feel slightly heavier—but the payoff is fewer stutters later.

 

2) Later warps and doors (during normal gameplay)

After that initial warm-up, the mod keeps helping as you play:

Hub mode (after you arrive somewhere)Each time you warp into a location, the mod looks at that location’s exits and doors and queues the target maps.

This gives the mod time to preload while you move around inside the area.

Nearest mode (before you enter a door/exit)While you walk, the mod periodically checks which exit/door warp is closest (and optionally the one you’re facing) and preloads only that map.

This is great for:

  • Large modded maps
  • Players who don’t want to preload “everything”
  • Minimizing background work

Both mode

Combines both strategies:

  • Hub mode gives you broad coverage in hubs (Town, Forest, etc.)
  • Nearest mode tops it up for the door you’re actually walking toward
 

3) “Reloading exits” and why it keeps working

Location Preload remembers what it already preloaded (for the current play session/day), so it doesn’t constantly reload the same maps over and over. When you:

  • return to a hub (like Town),
  • re-enter a shop,
  • or bounce between two areas,

…those maps are often already warmed up, so transitions tend to stay smoother.

There’s also a config option “Clear queue on warp”:

  • On: clears pending preloads whenever you change locations (keeps behavior predictable)
  • Off: keeps queued items (more aggressive preloading)

Already preloaded maps are still tracked so the mod avoids redundant work.



 

Configuration (GMCM supported)

If you have Generic Mod Config Menu, you can configure everything in-game:

  • Preload Mode: Hub / Nearest / Both
  • Nearest tuning: how many exits to preload, max distance, scan interval, prefer the door you’re facing
  • Performance limits: max maps per tick, max milliseconds per tick
  • Optional custom location list: always preload specific locations you care about
 

Tips

  • For big modded installs, start with:
    • Mode: Both
    • Max maps per tick: 1
    • Max ms per tick: 2–3
  • If you feel the game is “busy” right after loading a save, lower:
    • Max maps per tick
    • Max ms per tick
    • or switch to Nearest mode



F&Q

FAQ / Troubleshooting (Location Preload)

Does Location Preload work with Stardew Valley Expanded / East Scarp / other big mods?

Yes. Location Preload preloads map assets through SMAPI’s content system, which works fine with Content Patcher and big expansions. If you’re using lots of large maps, this mod can help reduce the “first time entering today” stutter.

 

Why does loading my save take longer?

Because the mod starts preloading maps early (spread across ticks) so the game doesn’t have to do that heavy work right when you hit a door/exit later.

Think of it like this:

  • Without this mod: the “cost” happens when you enter a door → hitch during transition.
  • With this mod: some of that cost happens shortly after loading the save → smoother transitions later.

If you don’t like the heavier warm-up period, reduce:

  • Max maps per tick
  • Max ms per tick
  • or switch Mode to Nearest.
 

What maps are being preloaded?

Depends on your mode/settings:

Hub mode

  • After you warp into a location, the mod queues the maps you can reach from there (doors/exits).
  • Example: entering Town may queue maps like BusStopForest, etc. (plus modded targets if present).

Nearest mode

  • While you walk around, the mod queues only the closest exit(s) (and optionally the one you’re facing).

Both

  • Hub coverage + Nearest “just in time” top-ups.
 

Does this remove all lag when entering buildings/areas?

No. It reduces map asset loading stutter, but other things can still cause lag:

  • NPC updates/pathfinding
  • events/scripts running
  • multiplayer syncing
  • very heavy tilesheets/textures on first use

It helps most with the “loading map for the first time” part.

 

I see lots of lines like “Preloaded map: Maps/Town” in my SMAPI console

That’s normal if Verbose logging is enabled. Turn it off in GMCM if you don’t want the spam.

 

Is it safe? Will it corrupt my save?

It does not edit saves or game data. It only loads assets earlier. Worst case, if an asset fails to load, it will log the error and continue.

 

Will this increase RAM usage?

Potentially a bit, yes. Preloading keeps more assets warm in memory/cache, which can increase memory use. If you’re tight on RAM, use:

  • Nearest mode,
  • a smaller max distance,
  • and lower per-tick budgets.
 

I’m getting stutter because of this mod

If you preload too aggressively, you can create “micro-stutters” while walking.Fix by lowering:

  • Max maps per tick
  • Max ms per tick
  • increase Nearest check interval
  • reduce Nearest warp count
  • reduce Nearest max distance
    Or switch to Nearest only.
 

Does it work in multiplayer?

Yes, it should. It runs client-side and just preloads content. However, multiplayer can still have hitching due to network/state sync unrelated to map loading.

 

Does it conflict with Content Patcher?

No conflict normally. Location Preload requests map assets through SMAPI the same way the game does. Content Patcher can still apply replacements/edits.

If you ever see Content Patcher errors, they’re usually caused by the content pack itself (bad asset type, missing file, etc.).

The only difference is: preloading may cause those assets to be requested earlier, so errors show up sooner.

 

Best settings for big modpacks (recommended starting point)

  • Mode: Both
  • Max maps per tick: 1
  • Max ms per tick: 2–3
  • Nearest max distance: 6–10
  • Nearest check interval: 6–10 ticks
  • Nearest warp count: 1

Then adjust based on how it feels.

The Location Preload Faster Map Loading Team

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