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<!doctype html>
<html lang="en">
<head>
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<title>PZTools Unofficial user guide</title>
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<body>
<h1>PZTools Unofficial user guide</h1>
<p>This guide covers the functions added or restored on top of Tim Baker's
WorldEd, TileZed and BuildingEd `basements` branches. It describes what each
function does, where to find it, the data it expects, and the important
limitations.</p>
<div class="note">
Supported development target: Windows 10, Qt 5.14.2, qmake, Qt Creator and
MSVC 2017. A Qt 6 or C# migration is not part of this branch.
</div>
<h2>Contents</h2>
<ul class="toc">
<li><a href="#installation">Portable installation</a></li>
<li><a href="#settings">Settings, layouts and logs</a></li>
<li><a href="#themes">Themes</a></li>
<li><a href="#grids">300 and 256 projects</a></li>
<li><a href="#project-doctor">Project Doctor: tiles and paths</a></li>
<li><a href="#worldgen">WorldGen biomes and prefabs</a></li>
<li><a href="#terrain-editor">Terrain image editor</a></li>
<li><a href="#worlded-navigation">WorldEd navigation</a></li>
<li><a href="#thumbnails">WorldEd thumbnails</a></li>
<li><a href="#empty-cells">Removing empty cells</a></li>
<li><a href="#biomemap">Biomemap Generator</a></li>
<li><a href="#heatmap">Zombie Heatmap editor</a></li>
<li><a href="#features">InGameMap features</a></li>
<li><a href="#mod-export">Complete mod export</a></li>
<li><a href="#loot">Procedural loot</a></li>
<li><a href="#tilesets">TileZed tilesets</a></li>
<li><a href="#tiledefs">TileDefs</a></li>
<li><a href="#automapper">Automapper</a></li>
<li><a href="#lua">Lua mapping automation</a></li>
<li><a href="#buildinged">BuildingEd</a></li>
<li><a href="#troubleshooting">Troubleshooting</a></li>
</ul>
<h2 id="installation">Portable installation</h2>
<p>The applications are intended to share one installation root. Keeping them
together lets them use the same Qt runtime, plugins, catalogs, themes and
editor data.</p>
<pre><code>PZTools-Qt5-Latest/
bin/
PZWorldEd.exe
TileZed.exe
BuildingEd.exe
Qt5*.dll
config/
Tilesets.txt
TileProperties.txt
Building*.txt
LuaTools.txt
Tiles/ (optional local placement of extracted game tiles)
docs/
lua/
plugins/
settings/
themes/
translations/</code></pre>
<table>
<thead><tr><th>Directory</th><th>Purpose</th><th>Can it be shared?</th></tr></thead>
<tbody>
<tr><td><code>bin</code></td><td>Executables and Qt DLLs.</td><td>Yes, all three applications use the same runtime.</td></tr>
<tr><td><code>config</code></td><td>Tileset, TileDef, Building and Lua tool catalogs.</td><td>Yes.</td></tr>
<tr><td><code>settings</code></td><td>The shared <code>PZTools.ini</code>, portable application INI files and logs. It is not the catalog directory.</td><td>The directory and paths are shared; each application keeps its own UI state.</td></tr>
<tr><td><code>Tiles</code></td><td>Extracted Project Zomboid tile PNGs. These are not distributed with PZTools.</td><td>Yes. It may instead be stored elsewhere and selected in the initial setup assistant or editor preferences.</td></tr>
<tr><td><code>themes</code></td><td>External QSS stylesheets.</td><td>Yes.</td></tr>
<tr><td><code>lua</code></td><td>TileZed mapping scripts and interactive tools.</td><td>Used by TileZed.</td></tr>
<tr><td><code>docs</code></td><td>Offline documentation.</td><td>Yes.</td></tr>
</tbody>
</table>
<div class="warning">
Do not move only one executable out of <code>bin</code>. WorldEd's
<strong>Open in TileZed</strong> deliberately looks for the sibling
<code>TileZed.exe</code>, and Qt also needs the DLL and plugin layout.
</div>
<h3>First start</h3>
<ol>
<li>Extract the complete PZTools archive to a writable directory.</li>
<li>Start WorldEd, TileZed or BuildingEd. The initial setup assistant opens
automatically if no valid Tiles directory is detected.</li>
<li>Leave <strong>Configuration catalogs</strong> on the packaged
<code>config</code> directory unless you maintain a custom catalog set.</li>
<li>Select the extracted Project Zomboid <strong>Tiles</strong> directory.
PZTools also detects a directory named <code>Tiles</code> directly beside
<code>config</code>.</li>
<li>Confirm once. All three applications immediately share the paths.</li>
</ol>
<div class="note">
<code>config</code> contains editable application data such as
<code>Tilesets.txt</code> and <code>BuildingTiles.txt</code>.
<code>settings</code> contains <code>PZTools.ini</code>, application INI
files and logs. Deleting application INI files resets their preferences;
shared paths remain in <code>PZTools.ini</code>. The directory must not be
used as the configuration-catalog directory.
See the <a href="../PZTools-Configuration-Files.md">configuration file
reference and Build 42.20 checks</a> before changing a catalogue manually.
</div>
<h2 id="settings">Portable settings, layouts and logs</h2>
<h3>Why portable settings matter</h3>
<p>The original applications used a mix of the Windows Registry, user-profile
directories and application defaults. The current branch routes persistent
state to local INI files so multiple PZTools installations can coexist with
different tiles, themes and projects.</p>
<h3>What is saved</h3>
<ul>
<li>main-window size, position and maximized state;</li>
<li>dock location, visibility and tab order;</li>
<li>the width of the left and right dock columns;</li>
<li>vertical sizes between dock groups;</li>
<li>horizontal and vertical <code>QSplitter</code> positions inside panels;</li>
<li>the visible tab whose geometry should be used when a dock group is tabbed;</li>
<li>theme, map paths, thumbnail preferences and feature-generation settings;</li>
<li>whether the previous editing session should be restored.</li>
</ul>
<p>Layout state is also saved periodically. This makes a crash less likely to
discard the latest panel arrangement. Hidden editing modes are prevented from
overwriting a valid splitter state with zero-sized placeholders.</p>
<p>WorldEd reloads its complete tileset catalogue only when the effective
Tiles directory changes. Confirming unrelated preferences does not rebuild
the open maps and lots.</p>
<h3>Resetting a broken layout</h3>
<ol>
<li>Close the affected application.</li>
<li>Make a backup of its INI file under <code>settings</code>.</li>
<li>Remove only the layout/window groups from that INI, or rename the INI
temporarily.</li>
<li>Restart the application and arrange the panels again.</li>
</ol>
<h3>Logs</h3>
<p>Logs live in the portable installation instead of a user-profile directory.
A new UTF-8 file is created for each run, and the newest 20 files per
application are retained. Lines contain severity, PID, thread ID and an
optional worker name. They record selected paths, tileset loading, missing
images, Building catalogs, Automapper diagnostics, WorldGen/loot loading,
biomemap warnings, geometry repairs, and caught crashes.</p>
<p>Only the exact non-fatal libpng incorrect-sRGB-profile warning is omitted;
other PNG warnings and errors remain visible. See
<a href="../Diagnostics-and-Logs.md">Logs and useful issue reports</a> for
interpretation and a report checklist.</p>
<h3>Changing shared paths</h3>
<p>The initial setup assistant stores the catalog and extracted game Tiles
paths in <code>settings/PZTools.ini</code>. The Tiles directory can also be
changed from an editor's preferences or TileZed's Tilesets dialog. Restart
open editors after changing a shared path so their catalogs are reloaded.
Selecting <code>1x</code>, <code>2x</code> or <code>custom</code> directly is
normalized automatically to the parent Tiles directory.</p>
<h2 id="themes">External QSS themes</h2>
<p>Built-in themes are extracted as QSS files and external themes are discovered
from <code>themes</code>. A QSS theme changes Qt widget styling only; it does
not change map colors, tile images or project data.</p>
<h3>Adding the Dark theme from an older fork</h3>
<ol>
<li>Copy the old <code>.qss</code> file into the installation's
<code>themes</code> directory.</li>
<li>Restart the application so the theme list is rebuilt.</li>
<li>Select the theme in Preferences.</li>
<li>If an icon becomes unreadable, adjust its QSS foreground/background
rules rather than editing application resources.</li>
</ol>
<p>WorldEd, TileZed and BuildingEd resolve themes using the same portable
location, but each application remembers its selection independently.</p>
<h2 id="grids">Legacy 300 and native 256 projects</h2>
<p>The grid format belongs to the project. It is not inferred from the current
zoom, thumbnail size or global settings.</p>
<table>
<thead><tr><th>Property</th><th>300 × 300 Legacy</th><th>256 × 256 Native</th></tr></thead>
<tbody>
<tr><td>Cell size</td><td>300 × 300 map squares</td><td>256 × 256 map squares</td></tr>
<tr><td>Historical use</td><td>Original WorldEd workflow</td><td>Direct match for native 256 binary cells</td></tr>
<tr><td>LOT export</td><td>Converted to the game's 256 layout where required</td><td>No 300-to-256 cell conversion</td></tr>
<tr><td>Zombie samples</td><td>30 × 30 per project cell</td><td>32 × 32 per project cell</td></tr>
<tr><td>Project badge</td><td><code>300 × 300 · LEGACY</code></td><td><code>256 × 256 · NATIVE</code></td></tr>
</tbody>
</table>
<p>For LOT generation, <strong>native means one-to-one</strong>. A WorldEd
cell at project coordinate <code>x,y</code> produces exactly one
<code>x,y.lotheader</code> and one <code>world_x_y.lotpack</code>, after the
configured world origin is added once. The origin is never scaled from 300
to 256. Adjacent native TMX maps are placed every 256 squares, so no
44-square gap or partial extra output cell is introduced.</p>
<ul>
<li>Each native cell TMX must be exactly 256 × 256.</li>
<li>Each output cell contains 32 × 32 chunks of 8 × 8
squares.</li>
<li>RoomDefs, objects, lots/static prefabs that cross a cell boundary, and
<code>chunkdata_X_Y.bin</code> use the same 256-square geometry.</li>
<li>Legacy 300 projects continue to use the historical 300-to-256
converter.</li>
</ul>
<div class="warning">
Declaring a project Native does not resize an existing 300 × 300
TMX. Generate Lots rejects that cell and reports its coordinates, path,
and actual dimensions. Convert or recreate the TMX explicitly.
</div>
<h3>Creating a native 256 project</h3>
<ol>
<li>Use <strong>File > New World</strong>.</li>
<li>Choose <strong>256 × 256 (Native)</strong> in the grid-format field.</li>
<li>Choose world width, height, tiles directory and destination normally.</li>
<li>Save the PZW before adding TMX cells so paths and automations have a
stable project location.</li>
</ol>
<div class="warning">
Changing the grid flag of an existing project is not a safe conversion.
TMX dimensions, cell coordinates, roads, objects, thumbnails and generated
files must all agree. Create a new project or use a dedicated converter.
</div>
<p>TMX 2.0 is independent from the grid choice. A map without basements may
have no negative levels even though the file format supports them.</p>
<h2 id="project-doctor">Project Doctor: tiles and paths</h2>
<p>Use <strong>WorldEd > Tools > Project Doctor: Tiles and
Paths...</strong> when a project contains old paths, missing tiles, or files
copied from several locations. <strong>Check project</strong> is read-only.
<strong>Fix safely...</strong> creates a dated project backup before making
any atomic replacement.</p>
<p>The normal result is a short table with <strong>Status</strong>,
<strong>File</strong>, <strong>What this means</strong>, and
<strong>What you can do</strong>. Clean files are grouped. Technical parser
details remain hidden behind <strong>Show support details</strong> unless
they are needed for a report.</p>
<ul>
<li>TMX means a TileZed map; TBX means a BuildingEd building; PZW means the
WorldEd project.</li>
<li>Missing or outside-project dependencies are reported and kept. The
tool never guesses which Download/OneDrive/mod copy is correct.</li>
<li>Only unused <em>and missing</em> TMX sheet declarations are removed.
Valid unused sheets stay in the complete legacy header.</li>
<li>Safe paths are resolved with the tools' normal readable 2x-first,
then 1x/custom policy.</li>
<li>TBX lists are ID tables. BuildingEd rebuilds them and remaps every
reference; direct XML list deletion is never used.</li>
</ul>
<p>Read the complete
<a href="../PZ-Project-Doctor-Tiles-and-Paths.md">Project Doctor safety,
path, backup, and recovery reference</a> before applying cleanup to a shared
or legacy project.</p>
<h2 id="worldgen">WorldGen biome preview/editor and static prefabs</h2>
<p>WorldEd exposes two separate windows after a saved map project is loaded:
<strong>Tools > WorldGen Biome Editor / Preview...</strong> and
<strong>Tools > WorldGen Prefab Editor...</strong>. The first resolves
procedural/map biomes, weighted biome features, inheritance, and a
representative 16x16-square preview. The second edits true z=0 static
prefabs with the four runtime slots, a Tiles palette, strict TMX/TBX import,
and staging.</p>
<ul>
<li>The selected game WorldGen tree is always read-only.</li>
<li>Project definitions are saved under
<code><map-project>/media/lua/server/WorldGen</code>.</li>
<li>Selectors identify effective <strong>Game</strong> and
<strong>Project</strong> provenance.</li>
<li>Biome features are probabilistic 1x1 through 8x8 patterns; they are not
static prefabs.</li>
<li>The biome preview covers 2x2 game chunks. It is deterministic and
representative, not a captured save.</li>
<li>Static prefabs apply at z=0 and contain only
<code>Floor</code>, <code>FloorFurniture</code>,
<code>FloorOverlay</code>, and <code>Furniture</code>.</li>
<li>JUMBO, JUMBOXL, and JUMBOXXL sprites retain their complete visual
footprint; incompatible custom-sheet geometry is rejected explicitly.</li>
</ul>
<div class="note">
The 8x8 chunk, 16x16 pending area, feature tiers, biome registries, and
four prefab slots are confirmed against Build 42.20. The editor's 256x256
prefab cap, strict import failures, atomic writes, and refusal to write
inside the game installation are tool safety policies.
</div>
<p>Road generation is deliberately excluded while that runtime system is
unfinished. Erosion is treated as a potential separate module. Authored-map
replacement context, complete save-noise parity, and complete mod packaging
are not claimed by the preview.</p>
<p>Read <a href="../PZ-B42.20-WorldGen-Editor-and-Prefabs.md">Build 42.20
WorldGen editor, biome preview, and prefabs</a> before importing or staging
a prefab.</p>
<h2 id="terrain-editor">Terrain and vegetation image editor</h2>
<p>WorldEd includes a small Qt paint editor for the two source images used to
create a map: ground in <code>Map.png</code> and vegetation in
<code>Map_veg.png</code>. Open it from the WorldEd tools menu after loading a
world project.</p>
<div class="note">
The menu command is disabled while no project is loaded. The editor needs
the project's <code>Rules.txt</code>, grid format, bounds and map directory;
creating a project-independent image would make those values ambiguous.
</div>
<h3>Create or open an image pair</h3>
<ol>
<li>Load the destination PZW project.</li>
<li>Open <strong>Terrain / Vegetation Image Editor...</strong>.</li>
<li>Choose 300 or 256 geometry from the project, then set the cell origin,
width and height.</li>
<li>Create blank ground/vegetation layers or open existing PNG files.</li>
<li>Save the PNG pair and, when wanted, attach it to the current project.</li>
</ol>
<p>The palette contains only colors declared by <code>Rules.txt</code>. Use
the brush for normal painting, Fill for a contiguous region, the picker to
recover a color from the image, and the vegetation eraser to restore an empty
vegetation pixel. Zoom and the composite opacity control affect only the
preview. Edits participate in Undo.</p>
<p>WorldEd estimates memory for the ground image, vegetation image and
composite preview before allocating them. The default limit is 512 MiB.
High-memory workstations can raise <strong>Terrain image memory limit</strong>
in Preferences up to 64 GiB. Undo history requires additional memory, so use
a value comfortably below the machine's available RAM.</p>
<h3>Procedural generation</h3>
<p>Terrain patches, vegetation, lakes, rivers and road networks are generated
over the complete image rather than one cell at a time. A river or road can
therefore cross a 300 × 300 or 256 × 256 cell boundary without a seam. Review
the generated result, paint corrections, then save it as ordinary PNG files.</p>
<div class="warning">
PNG dimensions must exactly match the chosen cell rectangle. Unknown
palette colors are not silently approximated: the error identifies the
color and its image coordinate. Very large allocations are rejected before
creation, and saving uses an atomic replacement to protect an existing PNG.
</div>
<h2 id="worlded-navigation">WorldEd navigation and tile resolution</h2>
<h3>Project format badge</h3>
<p>WorldView and CellView display the grid kind. Check this badge first when a
thumbnail appears smaller than a cell, coordinates drift, or generated image
dimensions are rejected.</p>
<h3>Select all cells</h3>
<p><kbd>Ctrl</kbd>+<kbd>A</kbd> in WorldView selects all cells. Commands that
work on the current selection, such as thumbnail regeneration or feature
generation, can then process the entire world.</p>
<h3>Open in TileZed</h3>
<p>The context action starts the sibling <code>TileZed.exe</code> directly and
passes the selected TMX path. It does not consult the system default application
for <code>.tmx</code>. An explicit warning includes the expected executable
path if TileZed cannot be found.</p>
<h3>Consistent tile loading</h3>
<p>WorldEd and TileZed now resolve tilesets through the same catalogs and wait
for the tilesets required by a TMX. A red question-mark tile means the tile
reference could not be resolved, not that the TMX geometry failed to open.</p>
<h2 id="thumbnails">WorldEd thumbnails</h2>
<h3>What a thumbnail represents</h3>
<p>A cell thumbnail is an isometric preview cached below the project's
<code>.pzeditor</code> data. The minimap and WorldView use that cache; the
Zombie Heatmap is a separate image and is not a map thumbnail.</p>
<h3>Recreate thumbnails</h3>
<ol>
<li>Select one or more cells in WorldView.</li>
<li>Run the thumbnail recreate action for the selection.</li>
<li>Watch the status/progress feedback while TileZed-compatible rendering
data is loaded.</li>
<li>If the result is blank, check the logs for missing tilesets or TMX errors.</li>
</ol>
<p>The output resolution is configurable. Changing resolution changes preview
detail and memory/disk usage; it does not change the project's 300/256 geometry.
Grid color and thickness affect the editor overlay only.</p>
<h2 id="empty-cells">Removing empty border cells</h2>
<p>A PZW world is rectangular, even if only a few cells contain TMX files.
<strong>Cell > Remove All Empty Border Cells...</strong> trims complete empty
rows and columns from the outside of that rectangle.</p>
<h3>Eligibility</h3>
<p>A border cell must not contain identifiable map content. Cells with an
existing TMX, objects or other protected data are retained. Interior holes are
not removed because the PZW still has to describe a rectangle.</p>
<h3>Result</h3>
<ul>
<li>world width and height shrink;</li>
<li>the world origin moves when the left or top border is removed;</li>
<li>roads and world-coordinate data are shifted to preserve their location;</li>
<li>the operation is grouped in Undo where supported.</li>
</ul>
<div class="warning">
Save a backup before changing the rectangle of a mature project. External
scripts may have hard-coded the old origin.
</div>
<h2 id="biomemap">Biomemap Generator</h2>
<p>Open it with <strong>Tools > Generate Biome Map...</strong>. A biomemap
is a data grid, not a decorative image. Input pixels must align exactly with
project map squares.</p>
<h3>Inputs and channels</h3>
<table>
<thead><tr><th>Input</th><th>Contribution</th><th>Notes</th></tr></thead>
<tbody>
<tr><td><code>Map.png</code></td><td>Base biome source</td><td>Required.</td></tr>
<tr><td><code>Map_veg.png</code></td><td>Vegetation contribution to biome classification</td><td>Required; it is not copied as the output green channel.</td></tr>
<tr><td>Seven Biomemap Zone types</td><td>Foraging-zone IDs in the output green channel</td><td>Rasterized from the current project.</td></tr>
<tr><td>Zone PNG</td><td>Alternative exact green-channel IDs</td><td>Grayscale or green-channel values; must match Map.png dimensions.</td></tr>
</tbody>
</table>
<h3>Zone-source choices</h3>
<p><strong>Rasterize zone objects</strong> reads only
<code>Vegitation</code>, <code>DeepForest</code>, <code>Forest</code>,
<code>TownZone</code>, <code>Farm</code>, <code>FarmLand</code>, and
<code>TrailerPark</code>. These are the seven types that the game's
<code>metazoneHandler</code> deliberately ignores in
<code>objects.lua</code> because their data is expected in the Biomemap green
channel. <strong>Read exact zone IDs from PNG</strong> supplies that same
channel from an external image.</p>
<p>When zone objects are rasterized, <strong>Unzoned terrain fallback</strong>
controls every pixel not covered by one of those seven objects. Automatic
uses green 171 <code>Vegitation</code> only when WorldEd detects an active
pixel 171 entry in the map's <code>WorldGenOverride.lua</code>. Otherwise it
uses Vanilla-safe green 64 <code>ForagingNav</code>. The two exact values can
also be selected explicitly. An external Zone PNG bypasses this setting
because it supplies every green value.</p>
<h3>Painting red biomes and green zones</h3>
<p>Enable the Biomemap overlay and select the Biomemap painting tool. Its
<strong>Paint</strong> control provides two independent modes:</p>
<table>
<thead><tr><th>Mode</th><th>Brush unit</th><th>Changed data</th><th>Preserved data</th></tr></thead>
<tbody>
<tr><td>Biome (red channel)</td><td>Individual map-square pixels</td><td>Red biome and ore selector ID</td><td>Green Zone, blue, and alpha</td></tr>
<tr><td>Zone (green channel)</td><td>Complete 8 x 8 world chunks</td><td>Green foraging-zone ID</td><td>Red Biome, blue, and alpha</td></tr>
</tbody>
</table>
<p>The overlay changes to the active channel so green edits are visible.
Each mode remembers its own ID and radius. A Zone radius of zero paints one
complete chunk. Larger radii are measured in chunks. Dragging cannot leave
partial or skipped chunks, and alignment follows absolute world coordinates
for both Native256 and Legacy300 projects.</p>
<div class="warning">
Do not move other WorldEd objects into the Biomemap. Vehicle zones,
geometries, WorldGen, <code>WaterZone</code>, and every other vector
zone/object type must still be exported through <code>objects.lua</code>.
The generator excludes them from the image and reports the actual project
types assigned to each path after generation.
</div>
<h3>In-game map stacking and Vanilla fallback</h3>
<p>Project Zomboid loads the selected map folder together with the folders
listed by its <code>lots=</code> entry. Biomemap files follow that same
priority. If the selected mod map contains
<code>maps/biomemap_X_Y.png</code>, that file is used for those exact
coordinates. If it does not, the game can fall back to the matching file
supplied by a lower-priority dependency such as
<code>Muldraugh, KY</code>.</p>
<div class="warning">
A biomemap file covers one complete 256 x 256 B42 tile. Supplying a modded
file replaces both biome and foraging-channel data for that whole tile; it
is not clipped to the mod's buildings or WorldEd zone shapes. Export every
overlapping tile that needs different data, and omit a tile only when the
Vanilla fallback is intentionally correct.
</div>
<p>This is especially important for legacy 300 x 300 projects: their source
bounds cross the B42 256-pixel boundaries. The generator aligns the source in
world-square coordinates and always writes complete 256 x 256 files. Select
the Vanilla <code>maps</code> directory as the optional base biomemap
directory to preserve data in the uncovered parts of boundary files. Without
a base file, those uncovered pixels use neutral ForagingNav data and are
reported after generation.</p>
<p>The red channel stores biome IDs. The green channel stores foraging-zone
IDs. File selection and Vanilla fallback happen for the complete 256 x 256
image; after that selection, the game requests zone values on its 8 x 8 chunk
grid. It does not perform a second Vanilla fallback for uncovered chunks
inside a selected mod image. The seven Biomemap-managed WorldEd zone types
are an authoring source for the green channel; after generation, the game
consumes those values from the exported PNG files. All other vector objects
continue to come from <code>objects.lua</code>.</p>
<h3>Dimension validation</h3>
<p>The input must cover the project using its own cell size. A legacy project
expects multiples of 300; a native project expects multiples of 256. The
generator does not resize or pad source images because doing so would shift
biome and zone data.</p>
<h3>Warnings</h3>
<p>Unknown source colors preserve their red byte and are listed. Invalid
green-channel IDs stop generation. WorldEd types outside the seven
Biomemap-managed zones are intentionally excluded from the image and listed
as <code>objects.lua</code> types rather than reported as errors.</p>
<h2 id="heatmap">Zombie Heatmap editor</h2>
<p>First enable <strong>View > ZombieMap</strong>. The painting tool remains
disabled while the layer is hidden, which prevents accidental edits to an
invisible data image.</p>
<table>
<thead><tr><th>Control</th><th>Function</th><th>Stored effect</th></tr></thead>
<tbody>
<tr><td>Heat radius</td><td>Brush radius in heatmap samples</td><td>Changes the number of edited pixels.</td></tr>
<tr><td>Raw intensity</td><td>Red-channel value, 0–255</td><td>Written exactly to the PNG.</td></tr>
<tr><td>B42 preview ×40</td><td>Amplifies visibility in WorldView</td><td>No change to stored PNG values.</td></tr>
<tr><td>Left drag</td><td>Paint selected intensity</td><td>Creates an Undoable stroke.</td></tr>
<tr><td>Right drag</td><td>Erase to zero</td><td>Creates an Undoable stroke.</td></tr>
<tr><td>Expand to world</td><td>Extend image bounds</td><td>Adds zero-valued pixels outside the old image.</td></tr>
</tbody>
</table>
<p>For a 300 project, one heatmap pixel represents a 10 × 10 square area and
each cell uses 30 × 30 samples. A native 256 project uses 32 × 32 samples,
corresponding to 8 × 8 square areas. B42's apparent intensity increase is
represented by the optional preview multiplier, not by rewriting values.</p>
<p>The first disk edit creates <code>.before-paint.bak</code>. Later strokes
use Undo, and the source PNG is saved atomically.</p>
<p>For the exact boundary between heatmap density, zombie-type zones, room
loot and runtime scripting, see
<a href="MappingSpawnControl.html">Mapping-side zombie and item spawn
control</a>.</p>
<h2 id="features">InGameMap feature generation</h2>
<h3>Generate Tree Features</h3>
<p>Select cells, then use
<strong>InGameMap > Generate Tree Features</strong>. Tree detection uses
the exact tile names listed under
<strong>Preferences > Feature Generation > Trees</strong>. The default
catalogue includes the recognized classic vegetation trees,
<code>jumbo_tree_01_0</code>, and the Build 42 species-specific Jumbo, XL,
and XXL tree tiles.</p>
<h3>Generate Road Features</h3>
<p>Select cells, then use
<strong>InGameMap > Generate Road Features</strong>. The generator derives
polygons for primary, secondary and tertiary roads and railways from
recognized map tiles. Trail generation from generic dirt tiles is disabled
by default because those tiles can also represent bare ground, fields,
construction areas or riverbeds. Enable it explicitly in Preferences only
when the project uses those dirt tiles exclusively as paths. Squares covered
by recognized water tiles or water tile properties are always excluded from
inferred trails.</p>
<p>Before polygon conversion, each road-type mask closes isolated straight
one-tile breaks and fills only small enclosed holes. Short disconnected
fragments are discarded, while long narrow paths and sections continuing
across a cell edge remain valid. Larger holes and genuinely separate roads
remain separate so the cleanup does not merge distinct streets or erase
intentional islands.</p>
<h3>Feature Generation preferences</h3>
<table>
<thead><tr><th>Setting</th><th>Meaning</th><th>Trade-off</th></tr></thead>
<tbody>
<tr><td>Simplification tolerance</td><td>How far the simplified contour may deviate, in tiles.</td><td>Higher values reduce vertices but can soften corners or narrow roads.</td></tr>
<tr><td>Maximum point spacing</td><td>Prevents very long contour segments.</td><td>Lower values preserve long-shape detail but create more points.</td></tr>
<tr><td>Generate Trail features from dirt tiles</td><td>Enables the ambiguous dirt-tile trail heuristic.</td><td>Leave disabled unless those tiles represent paths throughout the selected cells.</td></tr>
<tr><td>Tree tile catalogue</td><td>Exact tiles recognized by Generate Tree Features.</td><td>Custom tree tiles can be added. An empty list disables Tree detection.</td></tr>
<tr><td>Primary, Secondary, and Tertiary Road catalogues</td><td>Exact tiles assigned to each generated highway class.</td><td>A tile can be reclassified by moving it between lists. An empty list disables only that road class.</td></tr>
</tbody>
</table>
<p>Separate settings are stored for normal roads, trails and railways because
their shapes and expected precision differ. Defaults are deliberately
conservative. Tile catalogues provide Add Tile, Remove Selected, and Restore
Defaults controls. They are stored in the portable WorldEd INI. A padded
tile ID such as <code>blends_street_01_032</code> is accepted and normalized
to the game-style name <code>blends_street_01_32</code>.</p>
<h3>Polygon repair and export safety</h3>
<p>Generated or manually edited geometry is normalized before XML or binary
export. The exporter can remove duplicate closing vertices, consecutive
duplicates and collinear points. It rejects shapes that cannot be represented
safely.</p>
<p>Road polygons receive additional expanded triangulations at several map
zoom levels in Build 42. Export safety therefore budgets all seven forms of
each road polygon. A renderer-heavy cell is simplified conservatively. If it
still exceeds the signed 16-bit index position, the exporter omits only the
smallest internal road fragments required for safe XML and binary files.
Source PZW features remain unchanged, and the portable log lists the affected
cell and road classes.</p>
<table>
<thead><tr><th>Rejected condition</th><th>Reason</th></tr></thead>
<tbody>
<tr><td>Fewer than three distinct polygon vertices</td><td>The game renderer cannot fill a polygon without an area.</td></tr>
<tr><td>Zero-area or collinear polygon</td><td>It is geometrically a line, not a polygon.</td></tr>
<tr><td>Non-finite coordinate</td><td>NaN and infinity cannot be serialized or rendered safely.</td></tr>
<tr><td>Coordinate outside signed 16-bit limits</td><td>The binary/game representation would overflow.</td></tr>
<tr><td>Excessive properties or point complexity</td><td>The target binary format has bounded counts and indexes.</td></tr>
</tbody>
</table>
<p>Logs identify the output, cell, feature index, feature properties and exact
repair/rejection reason. Use these entries to locate source geometry that
previously caused <code>WorldMapRenderer$Drawer.fillPolygon()</code> crashes.</p>
<h2 id="mod-export">Complete Project Zomboid mod export</h2>
<p><strong>File > Export Complete Mod (8x8)...</strong> runs the LOT export
and creates a complete mod structure rather than only loose lot files.</p>
<pre><code>MyMapMod/
42.0/
mod.info
poster.png
common/
mod.info
media/
maps/
MyMap/
map.info
objects.lua
spawnpoints.lua
worldmap.xml
worldmap-forest.xml
*.lotheader
*.bin
maps/
biomemap_*.png</code></pre>
<p>The dialogue collects the mod name, map name, output location and poster
data. The export uses the current 8 × 8 layout. Existing files in a chosen mod
directory should be backed up before replacement.</p>
<h2 id="loot">Procedural loot viewer and editor</h2>
<p>The same visual tool is available from <strong>TileZed > Tools >
Procedural Loot Viewer / Editor...</strong> and <strong>BuildingEd >
Building > Procedural Loot Viewer / Editor...</strong>. TileZed can focus
the selected tile's <code>container</code> property; BuildingEd can focus the
current room's internal RoomDef name.</p>
<ul>
<li>Game <code>Distribution_*.lua</code>,
<code>Distributions.lua</code>, and
<code>ProceduralDistributions.lua</code> are read-only references.</li>
<li>RoomDef/container mappings and reusable procedural distributions show
<strong>Game</strong> or <strong>Project</strong> provenance.</li>
<li>Direct items and junk show raw chance per roll. The neutral cumulative
estimate is labelled as a preview, not an in-game guarantee.</li>
<li>Procedural rows expose relative weights, min/max, force selectors, and
unresolved references.</li>
<li>Project output is written atomically below
<code><project-or-mod>/media/lua/server/Items</code>; output inside
the selected game installation is rejected.</li>
</ul>
<p>The editable JSON manifest and generated post-merge Lua are PZTools-owned
output formats. They do not replace or rewrite the base-game registries.
Vehicle distributions, item scripts, sandbox settings, and complete mod
packaging remain out of scope. See
<a href="../PZ-B42.20-Procedural-Loot-Editor.md">the complete procedural
loot reference</a>.</p>
<h2 id="tilesets">TileZed tilesets and tiles</h2>
<h3>Understanding list status</h3>
<table>
<thead><tr><th>Appearance</th><th>Meaning</th><th>Action</th></tr></thead>
<tbody>
<tr><td>Green</td><td>The TMX uses the tileset and its PNG is available.</td><td>No action required.</td></tr>
<tr><td>Orange</td><td>The map or catalog references the tileset, but the PNG cannot be found.</td><td>Fix the Tiles directory, filename or catalog entry.</td></tr>
<tr><td>Normal theme color</td><td>The tileset is available but unused by this map.</td><td>Keep it for future use or remove the map reference if unnecessary.</td></tr>
</tbody>
</table>
<p>The leading icon reports <code>1x</code>, <code>2x</code>, or a custom tile
size. The tooltip includes usage, availability, resolution and source path.</p>
<h3>Complete startup preload</h3>
<p>TileZed and BuildingEd decode every available catalog tileset image during
startup and keep the images in memory for the session. Maps, palettes and Lua
scripts therefore see one stable, complete catalog without background image
loading or asynchronous callbacks. The first window may take longer to become
ready on a large Tiles installation; the progress display and log show the
exact loaded, missing and pending totals.</p>
<p>A <code>1x</code> image is not mandatory. If only a valid <code>2x</code>
or custom-resolution variant exists, the resolver uses that source. An orange
entry means that no usable installed variant was found, not merely that
<code>1x</code> is absent.</p>
<h3>Import Project Zomboid Tileset PNG</h3>
<p>This function creates the minimal Project Zomboid tileset information from
a PNG. It avoids requiring generic Tiled metadata that PZ does not use. The PNG
must still have a valid tile-grid layout and a unique tileset name.</p>
<ol>
<li>Choose <strong>Import Project Zomboid Tileset PNG...</strong>.</li>
<li>Select the PNG and confirm the tile resolution/grid.</li>
<li>Review the generated tileset name and image path.</li>
<li>Save the TMX and update <code>Tilesets.txt</code> if the image is meant
to be part of the shared catalog.</li>
</ol>
<h3>Large custom and Jumbo tiles</h3>
<p>Custom dimensions up to 4096 are accepted by creation and pack tools. Jumbo
support removes former assumptions that all packed source rectangles fit the
historical small-tile bounds. Large images consume more texture memory and can
reveal game-side limits that are outside the editor.</p>
<h3>Identification, IDs and export</h3>
<ul>
<li>Tile palettes display the tileset name and numeric tile ID.</li>
<li>ID reconstruction/reassignment tools repair catalog order after tileset
additions or changes.</li>
<li>Direct tile export writes a selected tile as a PNG to an explicit
portable path.</li>
<li>Pack Extractor supports exact full-name searches and multiple prefixes,
reducing unwanted matches in large packs.</li>
</ul>
<p>Opening the Versatile Pack Extractor now shows cancellable progress while
texture previews and hashes are prepared, including the current page and
texture. Extraction phases are reported as files are validated and written.
See <code>PZ-Pack-Comparator-and-Extractor.md</code> for the comparator,
hash, filter, reconstruction, and output details.</p>
<h2 id="tiledefs">TileDefs and property help</h2>
<p>TileDefs are tile properties consumed by Project Zomboid. Many exist in
Java or Lua without public mapping documentation. The current property catalog
includes additional B42 definitions found by source analysis.</p>
<h3>Open the definition for a tileset tile</h3>
<p>Right-click a tile in the Tilesets dock and choose
<strong>Edit Project Zomboid Tile Definition...</strong>. TileZed checks the
ordered <code>.tiles</code> and <code>.tiles.txt</code> files configured in
Preferences, opens the file that defines that tileset, and selects the exact
tile index. Official files are discovered from the configured Project
Zomboid installation. Custom definition files retain their configured order.</p>
<p>If another TileDefs file has unsaved changes, TileZed asks whether to save
them before switching files. If no configured file defines the selected
tileset, the warning lists the files that were checked. Add the correct file
under <strong>Edit > Preferences > Tile Property Files</strong>. This
command edits Project Zomboid TileDefs and does not add arbitrary metadata to
the current TMX.</p>
<p>Hover over a property to read its English description. Descriptions explain
expected value shape and likely engine use; where game behavior is inferred
rather than explicit, treat the text as guidance and validate in-game.</p>
<p>Property and value filters help answer:</p>
<ul>
<li>which tiles already use a definition;</li>
<li>which values occur in the current tileset set;</li>
<li>whether a renamed or removed property remains referenced;</li>
<li>whether IDs and definitions remain consistent after importing tiles.</li>
</ul>
<h3>Comparing definitions</h3>
<p>The enhanced <strong>Compare .tiles Files</strong> window reports complete
file SHA-256, unique tilesets, structural ID/image/grid/count differences,
changed properties, and tile records found on only one side. Search and
status filters can be combined. Selecting a result shows both tile images
and a highlighted property table. File 2 is the merge base; structural
differences are reported without being silently inserted.</p>
<h3>Snow and replacement mappings</h3>
<p>The Snow / Replacement Editor supports <code>SnowTile</code>,
<code>BurntTile</code>, and custom mapping keys. Drag one source tile,
assign it to several selected targets, or match selected targets to source
tiles with the same ID. Blue overlays are resolved; red outlines identify
unresolved references. See
<code>PZ-TileDef-Comparator-and-Snow-Editor.md</code> for the complete
workflow.</p>
<h2 id="automapper">Automapper</h2>
<p class="muted">This section describes the current in-integration Automapper
panel.</p>
<p>See the dedicated <a href="Automapper.html">Automapper rule-map
reference</a> for layer naming, indexes, map properties, tile and object
matching, output alternatives, and troubleshooting.</p>
<h3>Rule discovery</h3>
<p>A saved target TMX first uses a nearby
<code>automapping-rules.txt</code>. A legacy <code>rules.txt</code> remains
compatible when it is actually an Automapper manifest. Each non-comment
entry may point to a rule-map <code>.tmx</code> or another <code>.txt</code>
list. Relative paths are resolved from the list containing them.</p>
<p>A WorldEd terrain/BMP <code>Rules.txt</code> contains
<code>version</code>, <code>alias</code>, <code>rule</code>, and tile blocks.
It is detected and ignored rather than interpreted as hundreds of missing
Automapper paths. Create <code>automapping-rules.txt</code> beside the TMX
when both systems are used in the same project.</p>
<ul>
<li><strong>Reload</strong> rereads lists and rule maps.</li>
<li><strong>Apply</strong> runs all loaded rule patterns on the target map.</li>
<li><strong>Interactive</strong> reapplies relevant rules as tiles or objects
change.</li>
<li>The panel shows file paths, pattern counts, warnings and errors.</li>
</ul>
<h3>Safety checks</h3>
<p>Recursive list inclusion is skipped with a warning. The same rule map is not
loaded twice. Unsupported extensions are reported. A failed or absent
manifest is not retried for every brush stroke; after correcting it, use
<strong>Reload</strong>. Unsaved target maps cannot reliably resolve a
neighboring manifest and are rejected explicitly.</p>
<h3>Tile and object inputs</h3>
<p><code>input</code> and <code>inputnot</code> may be tile layers or Object
Groups. Object patterns can compare name, type, shape, position, dimensions,
polygon data and custom properties. A property value of <code>*</code> means
“the candidate must have this property, but any value is accepted.”</p>
<div class="warning">
Interactive automapping can produce many changes quickly. Keep Undo history
visible and test a new rule set on a copy before enabling it.
</div>
<h2 id="lua">Lua mapping automation</h2>
<p>TileZed embeds Lua for editor automation. It does not run Project Zomboid
gameplay scripts. Batch scripts can inspect or modify tiles, BMP data,
selections, layers, Object Groups, zones and RoomDefs. Interactive Lua tools
can preview placement and create one Undo command per gesture.</p>
<p>See the dedicated <a href="LuaScripting.html">Lua scripting and API
reference</a> for:</p>
<ul>
<li>current-map, directory and WorldEd-world execution modes;</li>
<li>zero-based API indexing versus one-based Lua tables;</li>
<li>all exposed Map, Layer, Tile, BMP, Object, Region and TileTool functions;</li>
<li>tile lookup, placement, deletion and replacement by exact name;</li>
<li>deferred access to whitelisted TileZed Qt actions and export dialogs;</li>
<li>RoomDefs and object-property examples;</li>
<li>interactive callbacks, preview and Undo;</li>
<li>error handling, progress and cooperative cancellation.</li>
</ul>
<h2 id="buildinged">BuildingEd</h2>
<p>BuildingEd now supports transactional Lua editor scripts. See the
<a href="../BuildingEd/LuaScripting.html">BuildingEd Lua scripting and API
reference</a> for execution, rooms, objects, user-tile layers, properties,
selections, Undo behavior and examples.</p>
<h3>Separate application</h3>
<p>BuildingEd is launched as its own executable and uses its own red
<code>B</code> icon. It still shares the TileZed libraries, tilesets and
Building catalogs in the portable suite.</p>
<h3>Startup progress</h3>
<p>At startup, and after changing the Tiles directory, BuildingEd reads all
available tilesets and the following catalogs:</p>
<ul>
<li><code>BuildingFurniture.txt</code>;</li>
<li><code>BuildingTemplates.txt</code>;</li>
<li><code>BuildingTiles.txt</code>;</li>
<li><code>TMXConfig.txt</code>.</li>
</ul>
<p>The progress display proves that the application is working instead of
frozen. The log records loaded and missing files. A varying tileset count
usually means the available PNG/catalog set changed or a file failed to load;
consult the detailed log rather than relying only on the total.</p>
<h3>Appearance and state</h3>
<p>BuildingEd uses the same QSS theme system as TileZed. Its window, docks and
internal panel splitters are stored in portable settings, including the
tileset/layer panel proportions.</p>
<h2 id="troubleshooting">Troubleshooting</h2>
<table>
<thead><tr><th>Symptom</th><th>Likely cause</th><th>Check</th></tr></thead>
<tbody>
<tr><td>Red question-mark tiles only in WorldEd</td><td>Different tileset path/catalog or WorldEd did not finish loading.</td><td>Tiles directory, <code>Tilesets.txt</code>, missing-image log entries.</td></tr>
<tr><td>Blank minimap thumbnail</td><td>No cached thumbnail, unresolved tiles, or old geometry cache.</td><td>Recreate selected thumbnails and inspect logs.</td></tr>