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Editing the World Itself ​

Three separate powers, and they behave differently from placing your own props.

What it doesNeeds
Take world propAdopts a game prop into your map so you can move ituse
Remove world propDeletes a game prop for everyone, permanentlydeleteWorld
Game entitiesSelect, move and delete the game's people, animals and wagonsuse

Taking a game prop ​

The world is already full of crates, barrels and fences. Taking one adopts it into your map: it becomes an object you own, that you can move, rotate, duplicate and export like anything you placed yourself.

That is usually easier than finding the same model in the catalogue and matching its position by hand.

Removing a game prop ​

This removes it for every player on the server

Not hidden for you — gone for everyone, and it stays gone across restarts. Removals are stored in rm_mapeditor_removed and re-applied to every player as they move through the world.

It is how you clear a space the game filled with scenery you do not want. It is also the capability most worth keeping on a small group — see Permissions.

Removal is reversible: delete the row and the prop returns. Finding the right row afterwards is the unpleasant part, so remove deliberately rather than in bulk.

The sweep runs every 1.2 seconds within the same distance as the map loader, matching props within a 0.5 m radius of the recorded position.

The game's own people, animals and wagons ​

With gameEntities on you can select the world's NPCs, horses and wagons the same way you select props — and move or delete them.

This is a dressing pass, not a permanent change

The game respawns its ambient population. Use it to clear a scene you are about to photograph or build in, not as a way to permanently empty a town.

A separate delete entity tool exists for removing entities rather than objects, behind its own feature switch.

Placing your own people, animals and wagons ​

The catalogue carries them alongside props. A placed person can be given a scenario — leaning, smoking, sweeping — from a picker, and any scenario name the game knows can be typed in if it is not listed.

Placed people and animals are part of your map: they save, export and load like props.

Scenarios are the difference between a mannequin and a scene

A person placed with no scenario stands and stares. One given a scenario reads as a person. It costs nothing and is the highest-value thing you can do to a built-up area.

None of this fits in a ymap ​

Props you hide, game props you removed, and placed people are not things a .ymap can describe. The export handles it by splitting:

  • Hidden world props are listed so the generated script can hide them again.
  • Removed world props travel in the script half of a ymap export, because a ymap has no way to say "delete this".
  • People, animals and wagons likewise go in the script.

A resource export carries all of it in one package. See Exporting.

Switching any of it off ​

lua
Config.Features = {
    takeWorldProps   = false,
    removeWorldProps = false,
    gameEntities     = false,
    deleteEntity     = false,
}

Each disappears from the interface and is refused on the server.

On a live roleplay server, removeWorldProps = false is a reasonable default even for staff you trust — it is the one action with server-wide consequences and no convenient undo.

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