Well, this is my first tutorial. Please forgive any mistakes and please point them out without being salty. Saltiness is the last thing people need in a tutorial thread. If this tutorial gets removed due to tutorials already existing, people were asking for a new tutorial, so I am simply giving them what they want. (sorry no screenshots. I don't have a screenshot tool, and would prefer to not have one) This is a tutorial for beginning modders who want to know how to use Tiled for BASIC maps. To get started, download Tiled at http://www.mapeditor.org/download.html and run through all the fun installer stuff. Good idea to read the agreement, but that's just what I do. If you have Tiled already, simply open it up. After you open Tiled up, it may be a good idea to copy the tilesets folder, make a folder called "packed" in /assets in your main Starbound folder, and stick the copied files in the "packed" folder you just made. Tiled does not read .pak files, so if you do not do this, Tiled will not load images and you will get nowhere. Next, click on "Map" on the top ribbon and click on "Add External Tileset". It will open a browsing window. Go to the packed file you created, go all the way through the subfolders until you see a file structure similar to this; objects-by-category (folder) objects-by-colonytag (folder) objects-by-race (folder) objects-by-type (folder) huge-objects.json liquids.json materials.json miscellaneous.json supports.json You should add liquids, materials, and miscellaneous as a must. Liquids adds, well, liquids, materials adds every block in Starbound, and miscellaneous adds tools such as player start and special tiles. Supports add platforms, which is not required. All the object folders have all the objects by however it is sorted. Now, before you save at ALL, you should set up exactly where it is going to be in the end, and save it there. Also, you should never click embed tileset. It will render your file unreadable, and it will not work. Some things you should know before you create a map; Starbound understands only four tile layer names; front (tile layer), back (tile layer), objects (object layer), and wiring (object layer; polyline tool will work fine). No other names will work, or map will break. Paint bucket tool may crash Tiled, so be careful. All white boxes in miscellaneous with an X through them are boundaries. First two (very transparent one and white one) are boundaries that the player cannot go through. The blue one is a boundary that players cannot go through, but liquids can. (works in front layer) The red box with "ps" is the player start box. The player starts there. (works in front layer) Boxes with "Su" are for biome surface tiles. (works in front and back layers) Box with "So" requires that a solid tile be placed there. (works in anchors etc. layer) Box with "BI" places a biome item there. (works in objects layer) Box with "BT" places a biome tree there. (works in objects layer) Boxes with "G" are for zero-g tiles, blue one being protected, white not protected. (works in front layer) Dark box "So" is same as light So box, but background. (works in anchors etc. layer) Boxes with "Air" requires that air be placed there. (works in anchors etc. layer) Empty tile is just air. (works in front layer) Pink tile is special; it says to the world generator that "you should take whatever you were told to put here and put it here". (works in back layer) Blank tile (in third row) is air that is overwritable. (works in front layer) C tiles are connectors; will not discuss those as those are far above me right now. Custom tiles require you to create your own tilesets. This can be done a couple of different ways, both of which require you to use images from /tiled/packed in Starbound's main directory; Copying + pasting another Starbound tileset where you want yours to be, then editing it to use your tiles. Creating your own tileset using Tiled. You should be familiar with materials and liquids in the game. One thing to know about objects; they should not overlap. In the object layer, boundaries are defined as dashed lines. Dashed lines should never overlap, or errors can occur. Here is a typical layer setup: Questions? Comments? Leave them in the comments section!