Build a complete autotile — a path, a pond, a bush, a fence, a pit, even a whole biome — from your own or AI-made materials, previewed live, and paint with it like any other tile.
Generate Autotile
An autotile is a tile that joins to its neighbours by itself: paint a few and the edges, corners and inner notches are chosen for you. Generate Autotile makes one for you. You bring a flat texture (the material); the editor draws the edges and corners around it, shows you the result on a little map, and saves it as an ordinary tileset that the normal brush paints with.
You never draw the edges by hand, and you never have to ask an image generator for a whole autotile sheet (those come out with grid lines and tiles that do not join). The generator makes the material; the editor does the geometry.
Where you'll find it#
| What | Where |
|---|---|
| The wizard | Open a map, choose Manage Biomes from the tile palette, then the Generate Autotile tab next to RPG Maker Sheet and Generic Tileset (map view mode: top-down) |
| The result | The tile palette, under the biome you saved it in — or Overlays if it paints on layer 2 |
| Turning it off | World → Features → Autotile Generator (on by default) |
Setting it up#
- Open Manage Biomes, pick the biome the new tile belongs to, then click Generate Autotile.
- Concept. Pick what you are making (see the table below).
- Materials. Choose the texture for each slot. You can upload an image, pick one from your library, or click Generate to make one with AI — the dialog shows the credit cost before anything runs. Big images are fine; they are shrunk and made to tile for you.
- Structure. Pick a shape from the Engine templates, then adjust Edge inset, Corner roundness, Edge wobble and Variation. Or choose Use my own block to take the shape from art you own (an RPG Maker block you imported, or an image laid out as one 2x3-tile block).
- Tune. Recolor the material, set the Shore depth for water, and tick Snow on top if you want snow on the lit parts. The preview redraws as you drag.
- Save. Name it, choose the biome, check which layer it paints on and the tile size, and click Save autotile.
- Find it in the palette and paint. It connects to itself like any other autotile.
Concepts#
| Concept | What it makes | Paints on |
|---|---|---|
| Base ground | A plain ground that fills the whole tile. Everything else sits on one. | Layer 1 |
| Path on ground | Dirt, stone or sand laid on a ground, with clean edges and corners. | Layer 1 |
| Terrain patch | Sand, snow, mud or ash drifting over a ground, with a wobblier edge. | Layer 1 |
| Water on ground | A pond or lake with a darker shore that fades towards the middle. | Layer 1 |
| Lava on ground | The same, with a half-strength rim so the edge reads as cooling crust. | Layer 1 |
| Bush or hedge | A clumpy foliage wall with a soft, leafy outline. | Layer 2 |
| Fence | Posts and a rail that run round whatever you paint. | Layer 2 |
| Raised ground | Ground that looks lifted above what it is painted over. | Layer 2 |
| Pit or darkness | A hole whose inside falls to black. | Layer 2 |
| Crater | A shallow dish with a lit rim. | Layer 2 |
| Scatter | Moss, lichen or pebbles sprinkled in drifts that thin out at the edges. | Layer 2 |
| Whole biome | Ground, dirt and stone paths, water, patches and a bush in one go, all recolored to match one biome look. | Both |
Fields#
| Field | What it does |
|---|---|
| Material | The flat, top-down texture laid down (path, water, leaves, wood). |
| Ground it sits on | For a path, patch or water: the ground underneath. It is drawn outside the edge. |
| Edge inset | How far the edge sits in from the tile border. Bigger = a smaller, more separate shape. |
| Corner roundness | How round the outside corners are. |
| Edge wobble | How hand-drawn the outline looks. 0 is ruler straight. |
| Variation | Changes the wobble and the bush layout, so two tiles of the same kind do not look alike. |
| Hue / Saturation / Brightness | Recolors the material. Make one dirt path, then recolor it per biome. |
| Shore depth | Darkens the edge of water and fades it inward. 1 for water, about 0.5 for lava, 0 for none. |
| Snow on top | Whitens the lit parts of a bush or fence. |
| Biome look | Whole biome only: Plains, Dry, Snow, Swamp, Ash or Volcanic. Recolors every piece to that biome. |
| Paints on | Layer 1 (the ground) or layer 2 (on top of the ground). |
| Tile size | 256 px is full quality. Smaller sizes make lighter files. |
Using your own art for the shape#
Use my own block reads the shape from art you own — for example a block you imported with the RPG Maker importer, or any image that is one 2x3-tile autotile block. It is read in your browser only and is never shared. The editor does not ship any RPG Maker art itself; its own templates are original.
The AI copilot#
The autotile-generate action does the same job without the wizard: ask for "a snow-covered dirt path on the snow grass" and the copilot picks materials from your library, builds the autotile, saves the image and registers the tileset. A dry run builds it and reports the size without saving.
Gotchas#
- Materials must be flat and top-down. Shadows and perspective baked into the picture show up in every tile. When generating with AI, ask for "flat top-down, even lighting, seamless".
- A small material turns blurry. Use at least 64 px on the short side; 256 px or more is best.
- Layer matters. Art with a see-through surround (bushes, fences, pits) must paint on layer 2, or it erases the floor underneath. The wizard picks the right layer for each concept and warns you if you change it.
- Needs the right feature flag. If the Generate Autotile tab is missing, check that Autotile Generator is on in World → Features.
- AI credits. Generating a material with AI costs credits, shown before it runs. Uploading your own art and everything after the material step is free.
- Saving at 256 px takes a few seconds, and the image is an ordinary library file (well under the upload limits).
- It is a normal tileset afterwards. Rename, move or delete it in Manage Biomes like any other. Turning the feature off hides the wizard but never touches tilesets you already made.
- Publish before checking in game. Like any tile, it shows in the editor straight away and reaches the running game when you publish.