I've had a few days free and I've been adding a bunch of new features and trying to overcome the roadblocks I've mentioned before. The scrollbar isn't so much an issue now, I know how to solve that. The main issue I've run into now is what happens when you close the program and reopen it, maybe tilesets have changed since then or even if they haven't... Whenever you link a brush to a button in rpg maker, I'm doing a screen capture on the mouse coordinate to generate an icon. But these brushes all exist in different tilesets. When I reload the program, I can't just regenerate the icons because only one tileset is in view at a time. If I don't regenerate them, how do you know if the coordinates are correctly matched? It's a bit of a catch 22, and the only solution I've thought of is to automatically click all of the tilesets sometime after launch to refresh all the icons. Not particularly user-friendly that though... I guess the challenge here is making the user experience of this process something that isn't freaky or confusing. I'm sure I'll figure something out, I just wasn't expecting this to be my next major hurdle... Still, it's making good progress: Not only are rooms given decorations, but also paths to rooms and walls too. Multi-tile objects are a thing now (see the trees and wall decorations. Decorations can also come from any tileset. Also added a new path style called 'map'. It's like a web that branches from the centre, and all the edges are then connected in a ring. Felt this style might make a good city/village path generator or something. Oh and all your configurations and settings will be saveable as templates and reloaded later. Means you can try a configuration, save it, experiment with something else and come back to it later.