Remove a placed entity
Two buttons on the roster take things out: REMOVE for the selected row, REMOVE ALL for everything on the filter. Only the second asks first.
In the menus: ESC → Design → Manage → REMOVE
Remove one thing
Select the row, then select REMOVE. There is no popup and no second step.
Remove everything on a filter
The second button is relabelled from the Show: filter, so it reads REMOVE ALL MODELS on Models and UNLOCK ALL on Locks. Select it and answer YES.
Two filters reach further than the roster ever showed you:
- All clears the placed-entity table, including weather effects and weather zones.
- It leaves NPCs, attachments, points of interest, placemarks, trigger boxes, light zones, Water and Under Fire shooters in their own tools
- Spawnpoints also frees the map's own arrival points, which the map cannot give back without a restart, and drops one failsafe where you stand
Prefer the console?
An id takes out one entity of any type, and the reply names what it turned out to be.
Bulk forms need the word confirm after the type. Leave it off and the warning prints instead, changing nothing.
Types are all, models, lights, effects, sounds, locks, overlays, spawnpoints,
weather and weatherzones. overlays takes no confirm word.
Single-target verisons exist for the kinds the roster handles awkwardly:
/remove sound <id>/remove overlay <id>/remove spawnpoint nearest/remove lock aimed/remove lock ent <num>
/remove mapents strips the map's own pickups, NPC spawners, dialogue speakers and script runners.
/remove defaultmap effects switches off the effects the map ships with.
Undo your last placement
It keeps your last 8 placements, newest first, and covers entities, NPCs, points of interest, camera waypoints, trigger boxes, under fire shooters and a whole prop stamp at once. Overlays never join the stack.
The stack is yours alone and clears on a map change or a disconnect.