Tabletop Simulator

Tabletop Simulator

Bary's Terrain Tiles
95 Comments
ArbitersRevenge 17 Aug, 2024 @ 7:45pm 
Love these tiles, they're perfect for war gaming. Just make sure to remove grid and snap for any models you use!
Baryonyx  [author] 4 May, 2024 @ 4:30pm 
Nykkii, that is a problem that came up with the game from an update and it happens because of the infinite bags.
Since I would like to keep the arrangement like that I would recommend that you save the tiles with a relevant name to your chest so you can easily find them there with a quick search.
Gregnant 4 May, 2024 @ 2:59pm 
Hey, does anyone know how to make it less chaotic when you search through the tiles in the games menu? Whenever I load up the search for the terrain tiles, all the terrain covers pretty much every option and the search bar bc it all renders.
Vissago 31 Jan, 2024 @ 7:42pm 
I love these tiles, best on the workshop!
Rattleboneses 13 Oct, 2023 @ 12:12am 
No worries! I'll check the rest of the tiles! Thanks for the response!
Baryonyx  [author] 7 Oct, 2023 @ 6:55am 
Rattleboneses, the grid projection works on most tiles, just enable it via toggles. It doesn't work on some, I don't remember what it was that influences that, sorry.
Rattleboneses 7 Oct, 2023 @ 12:22am 
Any chance we can get grid projection on these? They are gorgeous!
Baryonyx  [author] 24 May, 2023 @ 4:50pm 
Thanks, update is out!
Toasty Toodles 24 May, 2023 @ 4:16pm 
Ok so for the cave inner floor, inner cliff ramp, inner cliff diagonal, inner cliff, cave rocks, and cave basalt columns
http://cloud-3.steamusercontent.com/ugc/2028354235003404729/443FC4581F56B3B43A1F4F5422686D387C241F09/

and the cave opening
http://cloud-3.steamusercontent.com/ugc/2028354235003469720/07F828A98AFFAE8700D5934E7E2EDE45CBF16022/

hope it helps
Baryonyx  [author] 24 May, 2023 @ 1:12pm 
Oh, that's cool, thank you. Would you be willing to share the file links? That way I can incorporate the fixes. (You will be mentioned)
Toasty Toodles 24 May, 2023 @ 12:04am 
Alright so i figured out what the issue with the tiles that didnt have the grid projection was. the texture files were png files which sometimes has that issue so i converted the texture images to a jpg format which fixes it.(the 4 tiles that have the issue that i know of currently are the cave inner floor, cave inner wall, cave basalt columns, and cave rocks tiles.)
Toasty Toodles 20 May, 2023 @ 4:15pm 
ive been using the tiles for years now but i have noticed that some of them don't like to display the grid when grid projection is toggled on for them is there any way to fix this issue?( the ones i've noticed it the most on are the cave tiles)
garrysault 8 Apr, 2023 @ 4:03pm 
Currently using these to create maps for my players, they are awesome BTW, but have run into a problem. I'm using the "congo" pieces at the moment and noticed that minis fall through the ramp. Not sure if it happens with any other ramp piece but was just wondering if this was a known issue or I'm doing something wrong.
Baryonyx  [author] 18 Jan, 2023 @ 11:35am 
BatCat, the biggest helper with tiles is grid snap. If you have that enabled, and the grid & tiles are at the correct size, then it should be extremely easy to lay down maps quickly. It should be enabled in this mod here too.

However hex tiles are a bit different, since they need a special collider to fit together, otherwise the game will put a square there instead of a hex shape.
So if your tiles are custom models, try putting a model of a basic tile without anything on into the collider space of the import window.
BatCat 18 Jan, 2023 @ 2:04am 
Hey, question. How did you get the tiles to align so perfectly? Just trial and error? I'm trying to get some custom terrain going for my DnD group, but the hexes that I'm using seem to have weird collision issues sometimes. Pieces will get caught on seemingly nothing.

I tried moving one of the tiles on your table just to see if I could get some ideas and I was having the same issue trying to put it back into place. So is there some kind of secret that I'm missing?
Chacal 20 Aug, 2022 @ 1:56pm 
still the best resource to create maps <3
Baryonyx  [author] 25 Apr, 2022 @ 3:47pm 
Haha, thank you, Nameless!
Nameless 25 Apr, 2022 @ 3:05pm 
I love these to death, they don't fling items ontop of them around when you load a table save, and they are easy to use, shut up and take my steam points bag!
GameWizard13 30 May, 2021 @ 11:40am 
is there a way to save the table?
Miles 15 May, 2021 @ 6:15pm 
For those having issues bringing tiles into other boards, what I've done is select all the bags for a terrain type from the main mod, save them as an object (called "Forest" or "Plains" or whatever), then in the other board you can load the saved object. Helps with the "search" function issue.
Baryonyx  [author] 5 Feb, 2021 @ 2:17pm 
Excel_ex as I said before to others, I am aware of the problem but it is a game error, so nothing I can do about it besides removing the endless bags, which is not really practical.
Excel_ex 5 Feb, 2021 @ 10:43am 
I love these textures and models but they explode all over my screen when I right click - expand to browse assets.
georg.brz 4 Dec, 2020 @ 11:03pm 
Your terrain tiles are awesome. But if you expand the workshop module to integrate it into another table the menu is unusable because the infinity bags have pictures that are way bigger then the field. So it is very hard to find the tiles you need.

I hope you can fix this and keep up with the awesome work. (=
Mittler 1 Dec, 2020 @ 5:00pm 
Awesome pack! Any way we could get some inverted corners for the coast tiles? Was trying to make some less square-shaped islands
Burger King 14 Nov, 2020 @ 6:33pm 
These are sweet!
Poprocket 22 Aug, 2020 @ 6:48pm 
Love these tiles, I've already been able to create some beautiful landscapes with them. Only issues I've encountered is that grid projection does not seem to currently work on snow tiles. 10/10 besides that!
Cuddly Llama 11 Jul, 2020 @ 10:46am 
Is there a way to make the diagonal cliff models without trees/bushes? I figured out changing the the images like you suggested for the regular models, but haven't figured it out for the diagonals. The best two I found were the diagonal cave, though the cliff isn't straight on that one, or else the ash wastes. I might be missing a blank one. I found your mod after the infinite bag trouble, so can't search the diagonals, but I think I looked through all of them.

Or is there a way to set the foliage so that the grid lines don't go over them? I am basically just wanting to remove it so that I can hid them from gridlines.

These tiles are quite amazing.
Baryonyx  [author] 5 Jul, 2020 @ 12:24pm 
Gake, you can take one of the tiles that you want to empty, choose custom and copy the second link (image). Then take an empty tile, open the custom model menu and paste it into the image slot. Press import and the empty tile now has the desired texture.
Gake 5 Jul, 2020 @ 12:05pm 
Would it be possible to have all the sets, but with the trees/bushes/rocks removable? I like populating my own tiles with objects and they tend to get in the way.
Baryonyx  [author] 2 Jun, 2020 @ 11:30am 
I can confirm the problem, but I'd have to remove the endless bags to fix this. That is not really feasable. Lets hope that the devs will fix this. Sorry, can't help here at the moment.
SavageKiwi 1 Jun, 2020 @ 7:22pm 
Having the same issue as Count Crow, was using this for weeks no problem then about 5 or so days ago the pack started to, instead of the small bags, have the terrain pieces mash together covering the entire Menu and is impossible to navigate I tried the basic fixes I could think of but they didnt work
Count Crow 29 May, 2020 @ 5:43am 
When I try and expand this pack in the menu the individual options become blotted out by the terrain pieces themselves which makes it impossible to spawn them. Can you help?
Legendsmith 17 May, 2020 @ 3:41pm 
This is an excellent pack! I'd love to see a few more cave passage types though, but still thanks! Another terrain type that could be good and easy is like 'ancient building interior'. For exploring ruined temples and such.
Furt 9 May, 2020 @ 2:42pm 
These are just great Baryonyx - thanks for all the hard work.
buergermania 9 May, 2020 @ 7:36am 
This is fabulous! Will definitely be used for my Napoleonics gaming!
Baryonyx  [author] 2 May, 2020 @ 10:27am 
Keegan, you can either copy and save all the bags of the appropriate biomes that you want, open a new table and start from there. Or just draw a selection frame across the demonstrator layout (while holding alt) to select the tiles, then just delete them.
KeeganTawa 2 May, 2020 @ 9:58am 
@baryonyx, how can I load your tileset with a blank tabletop, so that I can build up my own map? Right now when I load, there's a large table filled with sample biomes. I'd love to start blank. Thanks!
Greentongue 30 Apr, 2020 @ 12:01pm 
It would be great if it was easy to rotate the art to make diagonals of all the straight lines. That would make laying out high level maps work.
Greentongue 29 Apr, 2020 @ 3:42am 
Not replace a hex system but a hex style map. Basically a high level terrain map. I just have an existing hex map to replicate the basic layout of. By shrinking your tiles as small as possible you can make a bird's eye view of an area that can then be zoomed way in for actual play. Just need a few additional tiles to make it work.
Baryonyx  [author] 28 Apr, 2020 @ 2:37pm 
Greentongue, thanks for your suggestions. I have been thinking about expanding the cave system with some parts, as well as adding more options to the rest.
But at the moment this is not my priority, so I can't say when I will get to it. Also, I am confused how you want to replace a hex system with these, since my tiles are obviously not hexagons.
Greentongue 28 Apr, 2020 @ 3:42am 
How much trouble would it be to add some more tile types? I'm trying to replicate a Hex Crawl map using your tiles and need a few missing ones. Need right and left diagonal coast and cliff tiles. Also a reverse corner coast. A river source or two I guess, a lake and a branched.
On the whole it's looking pretty good as an overview map that can be zoomed in.
The "Sudan" towns are nice and it would be helpful if the forest and snow had them as well.
I know I'm asking a lot but many people use Hex Crawl maps and could use your tiles for that instead so, it would not be for just me.
Greentongue 27 Apr, 2020 @ 4:10am 
Would it be hard to add a cliffside river opening? For an alternate cave entrance type. Maybe a Cave Lake? This stuff just seems so handy for bird's eye maps!
Greentongue 26 Apr, 2020 @ 6:24pm 
By the way, there is no Congo Cave Opening or Cave River 1 tiles.
Greentongue 26 Apr, 2020 @ 5:22pm 
Baryonyx, too bad because a lone tower like that would be nice in all the different zones.
Baryonyx  [author] 26 Apr, 2020 @ 4:32pm 
Greentongue, yes, that is intended functionality. But the tower is a special tile, so switching that one is not intended.
Greentongue 26 Apr, 2020 @ 3:42pm 
Replacing the Mesh link with that of an open sea block will create a clear tile. You can also use the stones water tile but using the Tower will not skin correctly.
Greentongue 26 Apr, 2020 @ 3:22pm 
Wow! This is perfect for Frostgrave and Rangers of Shadow Deep. Just need to use the trick of removing the low res trees so the surfaces can be sculpted with "Bolt Lock" terrain chunks.
kood99 8 Mar, 2020 @ 7:18pm 
Oh, damn! This'll be a life saver! A friend of mine and I are doing a series of games of Warhammer on TTS, and these'll help with having interesting terrain!
Chacal 26 Feb, 2020 @ 11:04am 
Baryonyx its a nice option but i really like if you make with this pieces because they are extremely easy to use and to adapt them to any table size
Baryonyx  [author] 26 Feb, 2020 @ 9:50am 
Chacal, you might find my modular street system interesting: https://gtm.you1.cn/sharedfiles/filedetails/?id=1176279349

With that, you can lay streets very quickly and you can plop any seamless texture from the web onto them.