It's interesting but this actually involves the "tile correction logic" option. A single tile should allow 4 different types but they only have graphics for 2, forcing them to alter surrounding tiles if you create such a situation.vegeta897 wrote:Another option is to change the tile graphics to be centered on the intersection between a 2x2 area of tiles.
As demonstrated in this article: http://blog.project-retrograde.com/2013 ... g-squares/
A single strip of land or water can be exactly one tile wide this way.
This solves your issue and also cuts down on the number of necessary transitions, allowing more room in texture memory for variations.
You can't even be that strict with factorio. Intersection between 2 biomes and water means a minimum of 3 types in a tile. It might be salvageable if using 2-3 layers though.