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Rule Set Editor

rule_set_editor

Edits a RuleSet visually: neighbor conditions, priorities, weighted/noise variations, and shape/sequence matchers.

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Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
ルールタイル素材
asset
RuleTileAsset
基点にする素材です。ルールが編集の初期値になり、タイルがプレビューとタイル候補に使われます。
ルールセット
rule_set
RuleSet
編集の初期値にするルールセットです(エディタ未編集の時に使われます)。
ルールタイルセット
tile_set
RuleTileSet
サンプルプレビューとタイル候補に使うタイルセットです。

Output Ports

NameTypeDescription
ルールセット
rule_set
RuleSet
編集後のルールセットです。
ルールタイル素材
asset
RuleTileAsset
接続タイルセットと編集後ルールを束ねた素材です(タイル入力がある時)。
プレビュー
preview
Image
編集中ルールでサンプル配置を解決した確認画像です。
ルール数
rule_count
Int
ルールケース数です。
警告
warnings
Text
未接続や参照切れなどの注意点です。
概要
summary
Text
結果の短いまとめです。

Parameters

NameTypeDefaultRangeDescription / Options
ルールデータ
rule_data
CustomData

エディタが保存しているルールセットのJSONです。通常は直接触らず、エディタから編集します。

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_preset as 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 presets
  • rule_canvas / rule_render — consume the rules
  • rule_operation_merge — combines rule sets
  • autotile_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.

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Rule Set Editor — PixPipeline Node Reference