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Multi Tile and Mux
One map is 128×128 pixels. A mural is just more maps: the web editor splits your image across an N×M grid of tiles, each its own map + schematic, hung as a wall of item frames.

- At import, set the grid (or let "auto" derive it from the aspect ratio). Quantization and dithering run on the whole image before splitting, so colors and dither patterns flow seamlessly across tile boundaries.
- Edit as usual — the ⊞ Grid toggle edits the whole composition as one canvas.
- Export produces one
.litematicper tile, namedloominary_carpet_r<row>_c<col>.litematic.

In-game, place each tile's platform and scan a map for each (placement guide); /loominary tile next steps the active tile through the grid for banner work. Hang the maps in a matching wall of item frames. /loominary preview on any one frame discovers the whole wall and paints every tile.
Tiles rarely fill their budgets evenly — a sky tile compresses to nothing while the busy center tile overflows. Mux fixes this by letting over-budget tiles (receivers) spill their overflow into the spare capacity of under-budget tiles (donors). The donor carries the guest bytes invisibly; the mod reassembles every payload before decoding.
- In the web editor it's automatic: the export page computes the allocation and shows which tiles donate to which. If even mux can't fit everything, you'll get a budget warning with the shortfall.
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In-game you can also run
/loominary muxon a loaded batch to append dedicated blank donor tiles that exist only to carry overflow (undo with/loominary mux undo; inspect with/loominary status donors).
The allocation algorithm is implemented identically on both sides (locked by cross-language tests), so a web-exported mux always reassembles correctly in the mod.
A muxed receiver can only decode once its donors have been scanned, and a composite lossy animation needs every tile scanned. Until then, waiting tiles paint a status screen counting scanned tiles:

Scan every map of the grid once and everything resolves.
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