for DaMarkov
How's the map editor coming along?
There's hard work to do. Remember I talked about transition tiles? This is only one kind of connection between tiles. Most have a preference for docking with other tiles in the direction of 0-45-90-135-180-225-270-315 degrees. Some have a short list of suitable tiles. Others are a long list. All options can appear with the same or different (very different) probability. Some options are possible only under certain conditions. And so on. The developers make an additional makeup map for the texture. It is used in the level editor. There, each tile is arranged much more complicated than the tile in the game map. It stores not only graphical information, but also a diagram of interactions with other tiles. Without this information, it is impossible (in my opinion) to create a brush tool for drawing in the level editor. With the installation of the tile changes the tile under the brush, but also the next. The condition of compatibility of tiles among themselves should always be observed.
Very well if you have this broke a.
If you haven't done it yet, maybe I can help.
I made a tool to analyze the level map and collect statistics for texture tiles.
How it works. An additional color map of the texture is used for visual observation.

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Each texture has 480 tiles (numbers 0...479). The analyzer searches for the connection between the tiles. Something we can see with our eyes. Left image links, right level in the mode of overlay information from the analyzer:

Statistics on the use of tiles (numbering from left to right 0-479). The higher the bar, the more often this number is found on the map. This is useful for highlighting basic surface types.

You don't really need this tool itself. You need a description of the relationships between the tiles. The analyzer searches all levels of a given planet. The result is now issued in text form, as example:
[151] ----------------------------------
*** tile[151]
<right> weight/idx_texture { [1, 261] [3, 1] [3, 152] [5, 3] [6, 3] [6, 3] }
<top-right> weight/idx_texture { [1, 241] [3, 1] [3, 132] [5, 3] [6, 3] [6, 3] }
<top> weight/idx_texture { [11, 7] [13, 6] }
<top-left> weight/idx_texture { [1, 66] [1, 132] [2, 46] [3, 2] [7, 5] [10, 6] }
<left> weight/idx_texture { [1, 86] [1, 152] [2, 66] [3, 2] [7, 5] [10, 6] }
<bottom-left> weight/idx_texture { [1, 120] [1, 289] [1, 195] [2, 110] [2, 86] [5, 3] [10, 6] }
<bottom> weight/idx_texture { [2, 1] [2, 193] [7, 4] [11, 6] }
<bottom-right> weight/idx_texture { [1, 282] [3, 1] [3, 172] [5, 2] [5, 2] [5, 3] }
Here a discussion of the relationship of the tile with the number 151 on the texture. Each line contains all possible variants of neighbors in the directions. At options 2 [ how many times have you met combination - i.e. the probability, and the number of the option in the texture].
If you're interested, I could put the results of the work on all the planets in a text file on Github.