> ## Documentation Index
> Fetch the complete documentation index at: https://docs.rageon.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# Interiors

> Check the MLO you are standing in, switch its variants, and see why a room is lit or hidden.

**Interiors** describes the MLOs near the camera: which one you are inside, which rooms are drawn, and how the street and room lighting are handled. Fly into a building, such as a Fleeca bank, then click **Interiors** in the dock.

![Interiors panel with State, Flags, Camera, and Resident sections while the camera is inside the v\_genbank interior](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/map/map-interiors-room.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=1c1793f56341dd75e399e0cfec0b44ef)

Inside the Fleeca bank: Camera names the interior and room.

## Read the panel

**State** shows **Indexed** and **Resident** placements, **Rooms** (admitted over total), and **Exposure**.

**Camera** describes the MLO that contains the camera. Outside any MLO it says **On the street.** Inside it shows the **Interior** and **Room**, plus **Modifier**, **Lights**, **Rooms**, **Street visible**, and **Scissor**. **Room** reads **outside every room** when you are inside the building's bounds but not in any of its rooms. **Scissor** shows the street clip area, or **no clipping**, or **empty (street doesn't draw)** when the room shows no street.

![Interiors panel scrolled to Flags, Camera, and Resident, with an Export button for the interior, a note that the .ytyp has no entity sets, and Scissor reading empty](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/map/map-interiors-options.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=5f71e38e46f0173baae4434e4ad39e39)

Camera in a room with no street view: Scissor reads empty (street doesn't draw).

**Resident** lists placements within 140 m. Badges mark them: **inside** for the interior you are in, **script** for placements that only appear through game scripts, **missing** for content not available yet, and **×…** for competing variants.

## Flags

Use these to find out why a room looks wrong.

| Flag | What it does | Default |
| - | - | - |
| **Interiors** | Includes MLO interiors. Off leaves only building shells, and the other flags are disabled. | On |
| **Room culling** | Draws only the rooms visible through portals. Off draws the whole interior. | On |
| **Street scissor** | Limits the exterior view to the room's portal openings. | On |
| **Room light** | Uses the interior's own lamps. Off lights the room with street lighting. | On |
| **Mirror portal** | Treats mirror portals as window openings, for comparison. | Off |

> [!TIP]
>
> Turn **Room culling** off to see the full interior, and **Room light** off to see how it looks under street lighting. Restore your values when you finish.

## Variants, entity sets, and script-only placements

* **Variant** appears when more than one placement competes at the same spot. Choose one by name or YMAP. The interior can disappear briefly before the new one shows.
* **Entity sets** lists the optional object groups of an MLO. Toggling a set does not update the scene. Click **Repack** to apply it. **Repacking…** appears and the interior can vanish for a moment. If the MLO has none, the panel says **No entity sets in the .ytyp.**
* In **Resident**, the checkbox at the start of a row shows or hides a placement. Script-only placements start off.

Names, rooms, variants, and entity sets depend on the interior and your DLC level.

## Export an interior

**Export** appears on the **Camera** and **Resident** rows. Choose an idle queue or **New queue**. Rageon adds the interior to that queue. The export itself runs from the queue. See [Export](/export/overview.md). Queues that are running are not available.

## Troubleshooting

> **None within 140 m.**
>
> No MLO placement is near the camera. Fly closer to a building with an interior.

> **No entity sets in the .ytyp.**
>
> This MLO has no optional object groups, so there is nothing to **Repack**.

> **The renderer has not published anything yet.**
>
> Wait until the world has finished loading.

> **The items are already in this queue.**
>
> The interior is already queued. Use the existing item.


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