Map PNGs - Electric131/Sandustry-CustomMapLoader GitHub Wiki
This page is up to date as of v4.1.3
Map PNGs/Images
The map PNGs tell the game important information about your map. Each image plays an important role, but the main one you'll need is map_blueprint_playtest.png since it determines where elements are located on your map.
You can use any program to edit the png files. Some good programs include: Paint.net, GIMP, Aseprite, or even MSPaint if you feel like it (although not advised)
Here's a few guidelines that apply for every image:
- All images must match the dimensions of
map_blueprint_playtest.png, otherwise the game will not load the map. - Maps (map_blueprint_playtest.png) must have a sufficient wall of bedrock or other solid material along the border to prevent moving particles from touching the border, otherwise the game physics will break and freeze.
- All images must be squares otherwise the game will not load them.
It is also very important that every image has no anti-aliasing as this will break the singular pixel and specific color nature of the map images. The only exception to this is the fog_playtest.png image, as it uses the opacity of the pixels to create a fade in/out effect.
Also note that the default/base map (known as a 1x map) is 1280 x 1280 pixels, so use that as a guideline to determine how big to make your map.
map_blueprint_playtest.png
This is the main image the game uses. It determines what the world will look like through the use of color-coded pixels.
This image can be scaled to any size, however it must remain a square. The custom map will fail to load if it is not a square. The official custom map size limit is 3x the width and height of the base map (3840x3840). Although the game will technically allow you to go past this limit, it may not load for some people and can result in not being able to see above ground as well as other rendering issues. If your map exceeds this 3x size limit, users will be notified and warned of this potential instability before loading a save with the map.
You can find the list of usable tiles and their colors here.
Along with the basic terrain, you also need to place a single red (0xff0000) pixel for the starting collector box. It is very important this pixel is aligned to the tile grid otherwise it will not work. The easiest way to check this is to make sure the pixel x and y are multiples of 4 (evenly divisible). This can also be done easily if your image editor of choice allows you to visualize a 4x4 grid, then you can just place this pixel in the top left of a grid cell.
fog_playtest.png
This image controls the fog layer the player sees when above ground. In the base game, this file is 4x the width and height, but that appears to have no effect except for a larger file size.
The fog should ideally fade out near the surface and must be grayscale with opacity, where the opacity allows the image to fade out (check out the example map if you want a reference).
map_blueprint_playtest_lights.png
One of the simpler files, each pixel represents the color of a light.
map_blueprint_playtest_sensors.png
This file is also very simple, it consists of only two pixels dictating where to spawn the artifacts. The artifact colors are 0xff0000 and 0xffff00 for artifacts 1 and 2 respectively.
map_blueprint_playtest_authorization.png
This image determines the regions that the player's actions are limited. The colors include 0xff0000, 0xffff00, and 0xffffff. Each color gets less restrictive, with the first (red) blocking Jetpack, Grabbing, Building, and Flamethrower, the second (yellow) blocking Building, Grabbing, and Flamethrower, and the third one (white) is the least restrictive and only blocks building.
These colors can be painted in any shape and when the player enters the region the corresponding restrictions will be applied.
Some restrictions, such as building ones, apply even if the player is outside the region, but tries to build inside it.