You can "build" a pre-Placement dat with S3D Jeff, using Blender to make your "placements" in its grid. The problem comes in the "translation" from the Blender to the S3D coordinate system, in that Blender will "import" obj files "vertically" unless you do an import transposition, and the same for export. The coordinates themselves for X, Y & Z are the same, except the "Y" coordinate will be the opposite between the two, such that a "2.671" in Blender will have to be "-2.671" in S3D, and vice versa. With the Rotation coordinates, you are better off with the "degress" setting in S3D, since that's what is 'native' to Blender. It is also best to not exceed 0 to 180 and 0 to -180 for the rotation settings. After a "harbor" (or whatever) is built in Blender, it almost directly translates into a file for S3D, with the tedium being the hex identifiers for the assets used, as well as the Coordinates and Rotation for each of those. Animations and Sounds can also be placed, but those use a slightly different set-up from the "Placement" nodes in S3D, as you're already familiar with and seen. I was attempting to look at what Swasjer posted on GitHub for his libraries, which might translate well into your 010 scripts, and might actually be able to be used as the basis for a self-contained program... as you mention though, "... wondering if it's something needed?" It would be very nice to have when needed / wanted, but, is it worth the effort to do all this? it is rather recursive to implement, perfect for programming, but it's those "details" that kill ya with this...