What it does
Find a floor or ceiling at each horizontal placement position. The locator reads the terrain before structures are placed, so a tree cannot land on top of another tree placed by the same world generation.
Set Min Y and Max Y around your terrain, then choose Floor in Surface and Descending in Scan order to look for ground from above. Keep Placement cap low at first so you can see which surface is being selected.
Inputs and outputs
| Name | Type | Default | What it changes |
|---|---|---|---|
| Inputs | |||
| Min Y | Integer | -16 | The lowest world height included in the search. |
| Max Y | Integer | 16 | The upper search boundary, excluded. |
| Placement cap | Integer | 1 · 1–2147483647 | Higher values allow more surfaces to be kept at each horizontal position. |
| Settings | |||
| Scan order | Choice | Descending | Chooses whether to search from the top down or the bottom up. One of: Ascending, Descending. |
| Surface | Choice | Floor | Chooses floors under air or ceilings above air. One of: Floor, Ceiling. |
| Output | |||
| Output | Placement locator | The empty positions beside the selected terrain surfaces, ready for placement. | |
Good to know
Include the ground in the search
A locator cannot find a surface outside its height window. Expand the search around the visible terrain before changing the anchor or template.
Search from below for cave floors
A top-down search reaches the highest floor first. Limit the search to the cave height or reverse Scan order when you want an underground surface.