A tile palette (tile_palette_create) arranges brushes from multiple assets into
a convenient layout for painting — pages, groups, and a grid; think of it as a
paint box.
Key property: a palette is only a selection layout. Reordering or reorganizing it never changes the look of maps painted with it, because maps record stable brush IDs directly.
Creating a palette
- Place a
tile_palette_createnode and double-click it to open the editor - Add brushes in either of two ways:
- From the library: open an asset in the left-hand library pane and click a public brush — it is added to the active page as a pinned reference (revision + hash)
- From connected assets: connect assets to the
tile_assetsinput; bundle several withlist_create(item type: TileAsset) into a single edge
- Organize with pages and groups (both renamable; entries can have aliases)
- Save as
.pxntilepalettewithtile_palette_save(load withtile_palette_load)
Cell sizes must match
A palette has a grid spec (cell size / grid kind) and rejects assets that don't match (shown as "cell size mismatch" in the list). Nothing is silently rescaled — keep 16px and 32px assets in separate palettes.
Missing assets and placeholders
If a referenced asset is missing or its content changed, the palette keeps the
entry as a placeholder and reports it via the warnings output and the editor
footer. Nothing is deleted; restoring the asset revives the entry.
Using legacy rule tiles directly
Connecting legacy RuleTileAsset values to the rule_tile_assets input runs them
through the compatibility adapter — equivalent to converting them to .pxntile first.