Tile Painter

by AckEmma

A set of tools to help paint or ghost tiles. Select Entities or Draw Shapes that will be filled with your selected tile.

Utilities
22 hours ago
1.1 - 2.0
240
Environment

i Early impressions

5 months ago

This is potentially useful for my staged blueprints. To visualize the final size at any point in time, I put refined concrete under the final stage and paste that concrete silhouette over all the earlier stages. I also like to exclude entities that go in every stage like rail and roboports, which is a manual process without this mod.

Suggestions:
1) It's not obvious that the button generates a planner that should go into my inventory. I was expecting a popup window like Module Inserter Extended or AutoTrash.
2) The planner won't go into the blueprint library. If that's impossible maybe add some kind of export/import feature so settings don't have to be recreated for each new map.
3) There's basically only a "Whitelist" mode so someone looking for "Blacklist" mode would need to exhaustively specify almost every item. As of this version, that could potentially be every time they start a new map.
4) Ideally I'd like to exclude entities in the current blueprint stage (e.g. with a "smart" decon planner that removes all tiles under entities). But I have no idea how much work that would be to mod.

5 months ago

Thanks for the early feedback, exactly what I was hoping for :)

1) I'll see if I can make this a little more obvious, I opted away from the pop up window on selection as I feel interaction is more inline with the existing toolset (blueprints / upgrade planner). I've tried to be inspired by the upgrade planner with the UI.

2) I looked to make it possible to put it into the blueprint library but unfortunately I don't think that is possible with the current modding interface. Export / Import functionality is definitely on the feature list at some point. The mod is only in Beta for a reason.

3) A Blacklist mode is also a feature in the pipeline, likely a toggle switch like in the deconstruction planner.

4) Eventually I want to implement shift selection to remove tiles / ghosts if that is what you are talking about. Mainly because AFAIK it's not possible to integrate the tool usage into the players undo stack at the moment.

I'll put this in the FAQs at some point as well but here is a rough feature / future development list I have so far in addition to what is mentioned above:
- Options to add more than 2 tiles of configuration with potential to set a number of the offset
- Expand to include preset "shapes" (circle, square, rectangle, triangle)
- Include a "fill" tool or brush tools like MS Paint.
- Another tab that lets you control all tiles around one entity in each direction (i.e. can have concrete one side, stone the other side), useful for if you only want to have hazard concrete on the LeftRight and not TopBottom
- option like FORCE replace in 2.0 that will overwrite all tiles, including existing player tiles.

Maybes / moon shots
- Set a custom tile blueprint to be placed under entities
- Maybe set an option to place tiles ahead / under the player as they walk to help build natural pathways

5 months ago

Directional tiles remind me of how I used to mark blueprint stages. I would manually draw a tile outline under or around the outermost edges of the outermost entities in a blueprint, and then make smaller outlines for each building. It looked nicer but I settled for a monolithic blob because that could be generated with Blueprint Tools.

4) When pasting the final stage's concrete over earlier stages, some of the concrete goes under the earlier entities. This is visually redundant because I can already see the earlier entities in the blueprint. I like to clean up concrete under earlier entities while skipping exposed concrete, but it's usually impossible to do this cleanly in one step with a vanilla decon planner when "tiles under entities" and "tiles not under entities" are the same tile type. The best workaround I can think of is putting hazard concrete under the earlier stage, pasting the resulting blueprint over just the final stage concrete by itself, then reblueprinting that and deleting the hazard concrete from the blueprint.

4 months ago

New Release 1.0.0

1) Changed to a shortcut and GUI opens when the tools are selected
2) Import / Export Feature Created in
3) Blacklist feature created
4) You can set a particular tile to be removed from under a specific or ALL entities. Currently does not work / can be used to remove ALL different tiles but I suppose that can be a feature in future if needed.

:D

3 months ago

Thanks, this update covers all my original suggestions :D. Blacklist is good enough for a silhouette and reverse select is perfect for 4). The shapes look handy for planning weird bases. I have a "circular" artillery outpost that is more like an octagon since I just eyeballed it.

Other suggestions:
5) Expanding slots to allow 1 whitelist template (instead of several) to cover 1 blueprint (Module Inserter automatically adds slots when you run out)
6) Free tile generation in editor mode (it feels odd waiting for bots to place tiles when playing with instant build and deconstruct)
7) "Internal" outline filters like T+0, T-1, etc. (for staged blueprints where unbuilt entities reveal the outlines)

3 months ago

I’ll take a look at them for the next release :)

Initially limited the number of slots due to having a second GUI but can change that now.

6) I’ll have to look into seeing if the mod can tell if you are in editor mode
7) not a bad idea, will have to figure out a good way to fit everything into a GUI

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