-
Notifications
You must be signed in to change notification settings - Fork 0
Keybind Reference
Every keyboard and mouse binding in the desktop Tile Editor. Press ? or
F1 in the editor to see the same table in-app (help page 9).
Bindings are contextual — several keys do different things depending on whether edit mode is on. Those are marked.
The dozen you will actually use every session:
| Key | Action |
|---|---|
E |
Toggle edit mode (terrain painting) |
F |
Fit all tiles in view |
Ctrl+S |
Save |
Ctrl+Z |
Undo |
Ctrl+click |
Create node at cursor |
RMB drag |
Pan the map |
Scroll |
Zoom |
[ ]
|
Brush smaller / larger |
- =
|
Brush weaker / stronger |
T |
Toggle track overlay |
Esc |
Cancel anything / close panel |
? / F1
|
Help |
| Key | Action |
|---|---|
H |
Heightmap mode — elevation contours |
V |
Vegetation mode — veg/biome layer |
W |
Water mode — water coverage |
S |
Toggle hillshade |
D |
Toggle diff overlay (modified tiles) |
O |
Toggle OSM overlay |
T |
Toggle track display |
N |
Toggle node dots |
I |
Toggle tile info tooltip |
| Key | Action |
|---|---|
F |
Fit view to tiles |
R |
Redraw / refresh |
Ctrl+R |
Reload graph and mod data from disk |
Scroll |
Zoom in / out |
RMB drag |
Pan the map |
MMB |
Pan (middle mouse) |
Mousewheel over panel |
Scroll lists |
← → Tab
|
Navigate help pages |
Note: help page 2 lists LMB drag for panning while the keybind summary lists
RMB drag. Right mouse is the reliable pan outside edit mode; in edit mode LMB
paints, so use RMB or MMB there.
| Key | Action |
|---|---|
Ctrl+- |
Shrink UI scale |
Ctrl+= |
Grow UI scale |
Ctrl+0 |
Reset UI scale to 100% |
Scale persists between launches. The sidebar A- / 100% / A+ controls under
Workspace do the same thing.
| Key | Action |
|---|---|
Ctrl+S |
Save modified tiles / mod project |
Ctrl+Z |
Undo — terrain strokes or mod edits (up to 50 mod steps) |
L |
Load track graph JSON |
B |
Pick game / bridge folder (outside edit mode) |
Drag-drop folder |
Drop a tile folder on the window to load it |
Esc / Q
|
Quit, cancel, or close |
Edit mode only — press E first. LMB paints, RMB erases.
| Key | Action |
|---|---|
E |
Toggle edit mode |
B |
Cycle brush type (edit mode) |
[ / ]
|
Brush size down / up |
Ctrl+Scroll |
Brush size |
- / =
|
Brush strength down / up |
LMB |
Paint / raise |
RMB |
Erase / lower |
MMB |
Eyedropper — sample height or veg at cursor |
0–7
|
Vegetation preset (veg mode) |
, |
Set height floor clamp to cursor height |
. |
Set height ceiling clamp to cursor height |
Ctrl+, |
Clear floor clamp |
Ctrl+. |
Clear ceiling clamp |
Ctrl+X |
Export heightmap as PNG |
Cycle with B in edit mode.
| Brush | Effect |
|---|---|
| Raise | Raise (LMB) or lower (RMB) |
| Flatten | Level to the height you first clicked |
| Paint | Stamp an exact target height |
| Smooth | Average pixels with neighbours |
| Noise | Add fBm procedural noise |
| Erode | Simulate hydraulic erosion |
Press M in edit mode.
| Key | Action |
|---|---|
M |
Toggle selection mode |
Click+drag |
Rect / lasso select |
Click (wand) |
Flood-fill select similar values |
Ctrl+C |
Copy selection |
Ctrl+V |
Paste selection — click to place |
Ctrl+X |
Cut selection / export PNG |
Delete |
Clear selected region |
| Input | Action |
|---|---|
LMB |
Select node or segment |
Click segment |
Selects anywhere along the line, not just the midpoint |
Click empty space |
Deselect |
Click selected node |
Second click starts drag |
Drag release |
Commit move — samples terrain height |
Ctrl+click map |
Create node at cursor |
Ctrl+click node |
Finish a connection to that node |
Delete |
Delete selected node or segment |
Esc |
Cancel drag / connect / place |
Ctrl+drag |
Rubber-band select nodes |
Shift+drag |
Add to group selection |
Drag a node toward a target and watch the highlight — it tells you what will happen on release:
| Highlight | Result |
|---|---|
| Snap ring on a node | Connect the two with a segment |
| Cyan on a segment | Insert the node into that segment (splits it in two) |
Yellow on a segment (Shift+drag) |
Insert the node and add a turnout diverge leg |
Inserting into a segment deletes the original and creates two; the new node inherits a bezier heading. The yellow turnout variant uses the current Geo → Turnout settings for angle and length.
| Input | Action |
|---|---|
Click tile cell |
Queue a tile for generation |
Drag cells |
Box-select a region to queue |
RMB tile cell |
Remove from queue |
Scroll |
Zoom the generate grid |
MMB drag |
Pan the generate grid |
Run |
Generate all queued tiles |
Three keys change meaning with edit mode, which is the most common source of confusion:
| Key | Outside edit mode | In edit mode |
|---|---|---|
B |
Pick game / bridge folder | Cycle brush type |
LMB |
Select / pan | Paint |
RMB |
Pan | Erase |
M, [, ], -, =, ,, ., and 0–7 only do anything in edit mode.
The bottom bar reports the current action and errors. ↩ N shows how many mod
undo steps are available.
Most F9 authoring actions are labelled buttons rather than hidden hotkeys. The global/contextual inputs are:
| Input | Action |
|---|---|
F9 |
Open or close the in-game Tile Editor |
Esc |
Cancel pointer placement, terrain stroke, or the active in-game action |
[ / ]
|
Decrease / increase the in-game terrain brush radius |
Alt + pointer/camera input |
Temporarily give the game camera priority while editing |
Shift+/ |
Show the in-game survey/measurement HUD |
| World click while a placement button is armed | Place/select the requested node, object, town, loader, or signal |
Signals and Operations deliberately expose save, refresh, snap, lock, undo, and redo controls in their panels so authors do not have to memorize another set of single-letter bindings.
Mirrored from docs/KEYBINDS.md - edit there, not here.