Multi-tile pieces players place on their claim — made from your tiles and objects.
Build Parts
A build part is one placeable piece made of several tiles and objects: a two-tile tree, a market stall with its awning, a table with chairs, a stretch of cobbled path. Players place, remove and trade it as one item, and it keeps everything the art it came from does — which tiles block, which draw over the player, and how it looks.
Parts link to your art rather than copying it. If you later change a tile's collision in the tileset editor, or an object's passage grid, and publish, every copy already built in players' bases follows.
Where to author them#
| Where | Use it for |
|---|---|
| Map editor → select an area → Save as → Build part | Anything you'd rather build and test on a real map first — stalls, garden beds, ruins |
| Database → Build Parts → New part | Picking pieces straight from the tileset and object panels |
| Items → Advanced → Building Placement → Build part → + New part | Making the part while you make the item |
Database → Build Parts is the library of every part: search, filter by category, rename, delete, and see which items use each one.
Save a part from a map#
- Open any map in the map editor.
- Right-drag over the piece you built (or drag with the Select tool). The area stays selected.
- On the chip beside the selection, click Save as → Build part. (Stamp, next to it, saves the same selection to your stamp library instead.)
- Under What to capture, choose All layers, Floor only or Objects only, or tick just the layers you want (Floor, Object L1–Object L4). The preview picture and the summary line redraw as you change it.
- Enter a Name and a Category, and leave Also create a build item ticked to get an item that places it.
- Check the summary line — size, tile and object counts, and how many cells block movement — then Save.
Empty rows and columns around your selection are trimmed off automatically — after the layer choice, so an Objects only part is trimmed tight around its objects. An object whose top-left corner lies outside the selection is left out, and the dialog tells you how many were.
Make a part with the picker#
- Database → Build Parts → New part (or + New part in the item editor).
- Switch between Tiles and Objects — they're arranged just like the map editor's panels.
- Click one cell, or drag across several, to add them to the part. Switch tabs to add more: floor tiles from Tiles, then a table from Objects.
- Tap a cell in the preview grid to clear it.
- Name it, pick a category, and Save.
Fields#
| Field | What it does |
|---|---|
| Name | Shown in the player's build bar and on the item it creates |
| Category | Groups parts in the player's build bar ("Furniture", "Fences", "Nature"…) |
| What to capture | Map editor only. Which layers of the selection go into the part: All layers (default), Floor only (ground tiles and their passability), Objects only (object layers L1–L4), or any mix of Floor and Object L1–L4. Each checkbox shows how much that layer holds; the saved part contains only the layers you chose. Events and placed NPCs are never part of a build part |
| Size | Width × height in tiles, up to 16 × 16. Set by what you selected |
| Tiles | Tileset cells on the floor, overlay and wall layers, with their exact autotile shape |
| Objects | Map objects on object layers 1–2 (normal) or the fringe layers (always draw over the player) |
| Also create a build item | Makes an item whose Building Placement is this part, ready to add to a shop or recipe |
To let players get a part, add the item it created to a shop, a recipe, a loot table, or a starting inventory, like any other item.
In game#
A part is placed from the build bar like any other piece. The ghost shows the whole part, green where it fits and red where it doesn't. Every tile of it must land inside a claim the player can build on, on tiles that are free and not farmland. Removing any tile of a placed part removes all of it and returns the one item.
Gotchas#
- Parts don't rotate. Top-down art faces one way, so a rotated stall would look wrong.
- Isometric games: a part's objects place and anchor correctly, but its tiles only draw in top-down games — iso ground is blended terrain, not tileset cells. Walls in iso stay edge walls placed with the Wall tool.
- Indoors: parts place on the claim outdoors, not inside house interiors.
- Deleting a part that an item still uses is refused — the library tells you which items to change first. A player who owns an item whose part was deleted is told the part no longer exists.
- Imported RPG Maker maps: some passage there lives on the map cell rather than on the tileset. A part saved from such a map keeps that passage as a fallback, used only when the tileset has no collision set for the tile.
- Build parts are part of the Housing feature — turn it off in World → Features and building is off with it.