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Building a Map ​

The catalogue ​

17,473 entries — props, prop groups, people, animals, wagons, boats and train cars — sorted into categories with search, favourites and a recent list.

Hover an entry and a live preview appears in the world before you place anything. It turns slowly on the spot so you can see all sides, and faces the camera by default.

Thumbnails come from the internet; the preview does not

The grid images are fetched from GitHub at runtime. If they are blank, search and the in-world preview still work — you are only missing the pictures.

By default the catalogue shows vanilla models only. Your own streamed props appear once you list them in Config.CustomProps, under whatever category you give them.

Placing ​

Pick an entry, aim, left-click. While the preview is on the cursor:

KeyDoes
Arrow keysTurn and tilt it
Q / ZPush further / pull nearer
RRandom turn

Placement distance runs 0.5 m to 100 m, starting at 6 m.

A prop group places as several objects at once, up to 150 in the preview.

The gizmo ​

G for move, R for rotate. Drag an axis to move or turn along it.

Two axis modes:

ModeAxes follow
GlobalThe world. X is always east, whatever the prop is doing
LocalThe object. X is the object's own forward

Global is right for laying out a street. Local is right for anything already rotated — a fence post on a slope moves along the fence rather than along the compass.

Snapping ​

Four kinds, and they stack.

SnapWhat it doesDefault
GridPositions land on a grid0.25 m
AngleRotations land on a step15°, off by default
SurfaceAligns to the surface under itOff by default
Prop-to-propSnaps to a nearby object's edge8 m radius

Grid sizes run 0.05 to 5.0. Angle steps are 1°, 5°, 15°, 22.5°, 45° and 90° — 22.5 is there for the eight-sided things the game is full of.

Two more that are not snapping but belong here:

  • Drop to ground (U) puts the selection on whatever is under it.
  • Align to slope rotates it to match the ground's angle, which is what you want for anything on a hillside.

Nudging ​

Arrow keys and Q/Z move the selection exactly one step.

StepsDefault
Move0.001 to 5.00.05 m
Rotate0.1 to 905°

0.001 m is one millimetre. That is the tool for closing a seam between two building sections that looks fine from a distance and wrong from the doorway.

Exact numbers ​

The Entity tab takes typed coordinates and angles. When something has to be at an exact height, or two props have to share a heading precisely, type it rather than fighting the gizmo.

The same tab holds the per-object settings:

SettingDefault
LOD distance500How far away it stays drawn
CollisiononSolid or walk-through
FrozenonImmovable
VisibleonDrawn at all
Alpha255Opacity
DynamicoffPhysics

Duplicate, copy, replace ​

Duplicate (B)A copy at the same spot, selected, ready to move
Copy / paste position and rotationTake one object's exact transform and give it to another
Replace modelSwap what a placed object is, keeping where it is

Replace model is the one that saves an afternoon — build the layout with a placeholder, swap all of them when you have decided on the real prop.

Brush and Scatter ​

For covering ground rather than placing one thing at a time.

Brush paints as you move. Scatter drops a count inside a radius in one go.

RangeDefault
Brush radius0.5 – 60 m6 m
Brush density1 – 606
Spacing—1.5 m
Scatter count1 – 50050
Scatter radius—25 m

Both default to random yaw on and snap to ground on, which is what makes scattered rocks and bushes look placed rather than stamped. Pitch and roll jitter are available and default to zero — a little roll on debris helps; any on a tree looks wrong.

Scatter puts down up to 500 objects in one action

That counts against your map like anything else, and undo treats it as one step. Check the radius before the count.

Undo ​

J, 60 steps deep. It covers placing, deleting, moving, duplicating and bulk operations.

What the server will not accept ​

LimitDefault
Objects accepted per minute1500
Objects per write batch250
World bounds±20000 X/Y, −1000 to 5000 Z
Objects per mapunlimited
Objects in totalunlimited

The per-minute limit is the one you can hit — a very large Scatter followed immediately by another will queue rather than be lost. The map limits are off by default; see Server setup.

Performance for everyone else ​

Your players are not running the editor, but they do load what you build:

SettingDefault
Spawn distance250 mHow close before objects appear
Max entities900Ceiling on simultaneously spawned objects
Spawn budget12 per tickHow fast they stream in

A map that puts 900 objects inside 250 m of one spot will reach that ceiling. Spreading a build out, or raising SpawnDistance and lowering MaxEntities, is the trade. These are in Configuration.

Documentation for RedMorrow. Scripts are licensed per server — redistribution is not permitted.