Overview
A dedicated editor node for building autotile rules visually: which tile to
place in each situation. Use it when presets from rule_set_preset are not
enough and you need custom placement logic such as grime scatter or a special tile
for one exact arrangement.
Usage tips
- Start from a preset. The fastest route is to import rules from
rule_set_presetas the initial value, then extend them. Writing every 3×3 condition from scratch is laborious. - The key to varied results is choosing between noise replacement, which clusters moss or grime, and weighted randomness.
- Connect the asset and tile set so you can edit while viewing the sample preview.
Related nodes
rule_set_preset— starting presetsrule_canvas/rule_render— consume the rulesrule_operation_merge— combines rule setsautotile_from_parts/autotile_from_template— generate tile images
What this node does
Edits a group of rules (RuleSet) describing "place this tile when neighboring
cells look like this" without writing JSON. Connecting an asset or tile set enables:
- a sample preview in the editor's upper left, showing a small placement resolved with the rule being edited;
- tile ID suggestions in the output-tile field; and
- importing a connected rule set as the initial value.
How to use the editor
- Filter with material chips, then create a case with "+ Add Rule."
- 3×3 grid: click to cycle conditions (Any → Same material → Empty → Occupied → Other material → Specific material → Tag). Right-click cycles in reverse. Specific material and Tag show an input field below.
- Output tiles: adding several displays their weight ratio (%). With
Replacement Method = Noise, the first is normal and later outputs are replacements. The specified share of cells is replaced in spatial clusters, which works well for moss and grime. - Shape and sequence conditions: conditions such as "at least N rows from the bottom," "a straight segment of at least N cells," and "every N cells from the start." They match only cells placed by rectangle or line operations.
- Use the JSON button to inspect or edit the raw JSON at any time.
Example: Grimy bricks
Open the wall-material rules and add two outputs (normal brick / cracked brick) to
the inside case. Set Replacement Method to Noise and the amount to 0.15. About
15% of the wall interior becomes spatially clustered cracked bricks.