Saved tile assets form a library you can reuse across projects.
Location and folders
- User assets live under
user_data/library/user/tiles/(changeable in Settings → Save locations). Official samples live inlibrary/official/tiles/ - Subfolders are free-form — organize like
MyGame/terrain/orfor-distribution/right in your file explorer - Palettes and maps reference assets by stable IDs (pack ID + asset ID), not paths, so moving or renaming folders never breaks references
The library pane in the palette editor
The tile palette editor (→ Tile palettes) shows the
library on its left side: search by name/tag/folder and press "Rescan" after changing
files on disk. If an asset doesn't appear, make sure it was saved as a .pxntile
under the library with tile_asset_save.
Legacy .pxnrule assets
Assets in the previous rule-tile format (.pxnrule) also appear in the library.
They are copy-converted to .pxntile — the original file is untouched, and
conversion IDs are derived deterministically, so converting the same file twice
yields the same IDs.
Distribution packs (tilepack.json)
Placing a tilepack.json (pack ID, name, version, …) in a folder makes it a
managed pack:
- Contents are validated (hashes, duplicate IDs, broken files are diagnosed)
- The pack can be exported to a ZIP together with its dependencies (assets referenced by included palettes ship along)
- Installing a ZIP is verify → staging → atomic swap; failures never leave a half-installed state, and crash recovery is automatic
A dedicated pack-manager GUI is planned; ZIP export/install currently exist as internal commands, and day-to-day organization works through the file explorer.
Updating assets vs. existing maps
Palettes and maps pin the revision and hash of every asset they use. Updating a
library asset never silently changes existing maps. When you save a project, snapshots
of referenced assets are stored under (project)/assets/tiles/snapshots/, so projects
still open even if a library asset was deleted.