Stop wiring Godot 4 terrain bits by hand.
Blobsmith does it in one click.

Draw 6 base tiles → get the full 47-tile blob autotile sheet plus a Godot 4 TileSet (.tres) with the terrain set, all peering bits and optional collisions already configured. Drop two files in your project and paint.

Get Blobsmith on itch.io
$9.95 · free Lite below
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no install, no sign-up
Free Godot addon (wirer)
MIT, on GitHub

🎨 Pixel editor + live playground

Draw the 6-tile base block (RPG Maker A2-style) or import a PNG, then paint terrain and watch the autotiling resolve in real time — before exporting anything.

🤖 Godot 4 export that just works

The .tres arrives wired: terrain set, peering bits on all 47 tiles, full-square collisions if you want them. Verified against Godot 4.7 stable by an automated suite that runs the real engine.

🗺️ Tiled + PNG too

Complete wang set in a .tsx for Tiled, or the plain 47-blob PNG tilesheet (8 columns, mask-ascending) for any engine.

🔌 Offline & yours

A single HTML file that runs locally. Your art never leaves your machine, and everything you export derives 100% from your own pixels — no AI-generated art.

How it works

  1. Draw or import the 2×3 base block: inner corners, island, and the big 2×2 (corners/edges/center) — 6 tiles of actual art.
  2. Preview in the playground: paint terrain, carve holes, check every transition.
  3. Export: Godot 4 pack (.tres + .png), Tiled pack (.tsx + .png), or PNG only. In Godot: add a TileMapLayer, set the TileSet, paint in the Terrains tab.

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Why 47 tiles and not 256?

Because a corner peering bit only counts when both adjacent side bits are set — a rule we put to Godot 4.7 all 256 times, and the page shows you the answers: click a neighbourhood and see the tile the engine picks with the exact terrains_peering_bit lines it needs, or paste your TileSet and get the missing tiles listed — the holes the engine fills silently with the wrong tile.

Already have a 47-tile sheet?

Drop it here and get the wired .tres back — the terrain set, all 47 peering-bit assignments and one collision polygon per tile, written from the tile size read off your own image. Nothing is uploaded and there is nothing to install. It also reads the alpha of every slot and names the transparent ones first: a sheet with a slot you never drew still wires, and Godot then paints an invisible cell every time that neighbourhood comes up.

Prefer it inside the editor? Use the free Blobsmith Autotile Wirer addon — it turns any sheet in this layout into a wired TileSet from inside the Godot editor. MIT-licensed, verified headless on Godot 4.3, 4.4 and 4.7 (4.2 has no TileMapLayer).

No sheet at all, and you just want to paint?

Take the free 47-blob starter pack — 8 already-wired TileSets (grass, stone, sand and water at 16px and 32px), MIT, 154 KB, no account and no plugin needed to use them: drop the .png and the .tres of one pair into any folder, set it on a TileMapLayer and paint. Placeholder art on purpose — the point is a sheet you know is wired right, to tell your own sheet's bug apart from Godot's behaviour. Each of the eight is painted and read back in a real engine: 104 checks, 104 passing on 4.3, 4.4 and 4.7. Browse the files.

Terrain painting put a wrong tile in the middle of a field?

It is not random and it did not borrow from another terrain — we measured both. Godot 4.7 paints the tile that disagrees with the fewest peering bits and never leaves the cell empty, so a missing tile looks like a bug in the algorithm. Paint a region in the page and find the cell your set cannot answer: the mask each cell asks for, the holes, and the chunk seam that gets rewritten when the next chunk arrives. 24 claims measured against Godot 4.7 — including the sweep of all 47 holes showing the score never names one tile.

Thin lines between tiles that touch in the PNG?

There are four different causes with four different fixes, and the most repeated answer online — Rendering → Quality → 2D → Enable Pixel Snap — is a Godot 3 setting that does not exist in Godot 4. Paste your project.godot and find out which cause is yours: the filter default nobody changed (it ships as Linear, not Nearest), the atlas gutter Godot 4 already builds for you at runtime, a viewport scaled by a fraction of a pixel, or a seam painted into the art itself. All 26 claims measured against Godot 4.7 — the same scanner runs in the page and in the terminal, and the terminal one is in the free scanner zip.

Generating tilemaps from outside the editor?

A painted TileMapLayer stores every cell in one undocumented property, tile_map_data, which reaches your .tscn as a wall of integers. We decoded it, and the page decodes yours — paste the PackedByteArray and get the cell table back, or build a buffer from a cell table. Every rule measured against Godot 4.7, including the erased cells that leave a 12-byte tombstone behind and make the cell count a lie.

Godot says TileMap is deprecated?

Since 4.3 every layer is its own TileMapLayer node, and the editor converts one scene at a time, by hand, and only scenes it can open. Paste a .tscn and get the converted scene back — or run the same MIT file over your whole project from the terminal. A node carrying a script is the one case it refuses: paste the .gd and get the port call by call. 640 engine checks, 4.2 through 4.7.

Godot 4 opened your Godot 3 TileSet and it is empty?

There is no importer and no upgrade path: Godot 4 parses the old format=2 file, recognises none of its properties, drops all of them and hands you a valid, empty resource — no error, no warning. Paste it here and get the Godot 4 file back. The atlas geometry converts exactly (region, tile size, spacing and collision, which changes origin from the tile's corner to its centre); the autotile bitmasks are the part that cannot, because Godot 4 reads a corner bit only when both sides beside it are set, so BITMASK_3X3's 256 neighbourhoods collapse onto 47. Every subtile that loses a bit is named, and so is every pair that now answers to the same neighbourhood — the case that shows up in your map as a tile gone missing. This is also the missing step if you export from Tilesetter or TilePipe2, whose Godot export is 3.x. 88 assertions, and the converted file is read back through TileData.get_terrain_peering_bit() on real Godot 4.3 and 4.7 rather than grepped.

You have four tilesets and you need one?

Godot 4 can add a source to a TileSet you already have open, but nothing in the engine takes two .tres TileSet resources and gives you a third — so people paste them together in a text editor. That is the dangerous version: every file written by the same tool names its atlas the same thing, so sources/0 and sources/1 resolve to the same sub-resource and one terrain is silently gone, in a file that loads with no error and no warning. Drop the files here and get one TileSet with every terrain in it: ids renumbered, physics and custom-data layers deduped, terrain sets grouped by mode, and — the part a merged file cannot tell you — the new source id and terrain index for each input, which is what the maps you already painted are storing. 66 assertions, including the hand merge itself loaded in Godot 4.3 and 4.7 to show it losing the terrain.

Y Sort is on and the tiles still draw in the wrong order?

The wall is taller than one tile, the player walks below it and is drawn behind it. Ticking Y Sort Enabled and dragging Texture Origin — the two steps every answer gives — move the picture and never the sort key, so nothing changes at either step. The field that does move it, with the sort key as a slider: drag the art four rows away and watch the winner not change, then flip it with one unit of y_sort_origin. Or paste your .tscn and have the scanner name which cause is yours. All 28 claims measured by rendering the scene and reading the contested pixel back on Godot 4.7.

The player walks onto a painted tile and falls through it?

There are six ways to get that and the engine prints nothing for any of them — and three of the six are not in the TileSet at all: two are checkboxes on the node and one is a bit on the body, which is why the tile you keep inspecting looks fine. Toggle each cause and watch the body stop or drop, including the collision_mask column beside the layer bits that cannot cause it at all — set it to 0 and the body still stops. Then paste your .tres and the scanner lists the painted tiles with no collision polygon, alternatives included, since an alternative inherits nothing. All 26 claims measured by building a real CharacterBody2D and calling move_and_collide on Godot 4.7.