Tile Layer Overrides


Customize the priority in which tiles are rendered.

Utilities
4 hours ago
2.0 - 2.1
0
Owner:
Maeximus
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
4 hours ago
Latest Version:
0.2.1 (4 hours ago)
Factorio version:
2.0 - 2.1
Downloaded by:
0 users

Tile Layer Overrides

A small mod that changes the final transition drawing layer of selected tile prototypes during the final data stage.

The mod does nothing until overrides are entered in Settings → Mod settings → Startup → Tile layer overrides.

Get the current tile-layer configuration: Open debug settings with F4, enable show-debug-info-in-tooltips
After enabling hover the "floor tile item" in your inventory or the recipe or in factoriopedia and you will see lines like:

  • tile-layer: 411
  • tile-name: stone-brick

  • tile-layer: 419

  • tile-name: refined-hazard-concrete-left
    (hazard variants have multiple tiles, one for each direction)

It is also possible to open the tile information with alt-leftclick on the tile on the ground.

Configuration

Enter each override as:

tile-name=layer

The layer is the same combined value shown by Factorio for a tile prototype. The valid range is 0–528. Higher number means its borders be painted over the others'.

Examples:

concrete=500
concrete=500;refined-concrete=510;water=70

Entries can be separated by semicolons, commas, or line breaks. Later entries for the same tile overwrite earlier entries.

The mod automatically converts the combined layer into Factorio's internal layer_group and group-relative layer values. Users do not need to know or enter layer-group names.

Layer priority

A higher value gives the tile a higher transition drawing priority. Its transition graphics are drawn over neighboring tiles with lower layers.

If two neighboring tiles have the same layer, no transition is drawn between them. Assign different values when one tile should draw its border over the other.

The layer controls tile-transition priority, not the general render order of every sprite in the game.

Internal layer ranges

This mapping is handled automatically by the mod and is included only as technical documentation:

Final layer Internal layer group Group-relative layer
0–63 zero 0–63
64–79 water 0–15
80–143 water-overlay 0–63
144–399 ground-natural 0–255
400–527 ground-artificial 0–127
528 top 0

Invalid tile names or values outside 0–528 stop prototype loading with a descriptive error instead of silently doing nothing.

Load order

Overrides are applied in data-final-fixes.lua, after normal prototype definitions and most changes from other mods. Another mod that also changes tile layers later in the same stage can still overwrite these values depending on dependency order.