Wow quick response haha.
Yeah I thought it was quite weird how everything seemed highly flexible, except for the tiledmap.
I'm trying to set up the tiledmap without importing anything from tiled, for now I just wanted to see if I could display a single tile;
Entity tilemap = createEntity( "tilemap" );
TiledMapComponent tilesC = tilemap.addComponent( new TiledMapComponent( new TiledMap( 0, 10, 10, 16, 16 ) ) );
tilesC.tiledMap.createTileset( content.Load<Texture2D>( "tilesheet" ), 0, 16, 16, true, 0, 0 );
tilesC.tiledMap.createTileLayer( "default", 10, 10, new TiledTile[ 100 ] ).visible = true;
TiledTile tile = new TiledTile( 0 );
tilesC.tiledMap.getLayer<TiledTileLayer>( "default" ).tiles[ 0 ] = tile;
However, because the field tileset inside TiledTile is marked internal I cannot set it externally. I also thought it was strange there was no "SetTile" function. I could easily add one myself, but it made it seem like the class was only supposed to be used for tiled imports.
I must confess that I did not look any further than the constructor for the PathFinder, but seeing that it required the TiledMap made me guess that they were tied together.
And yeah, I love working with open source again haha.