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badger:multistep_buildable

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Defines the entity as a multi segmented buildable.

TypeNameDefault ValueDescription
Booleanallow_segments_above_endpointsControls whether segments of this multistep are able to be built above both the end and starting segments.
Stringapex_name(Optional) Name of apex mid section archetype, in case of a sharp peak.
Booleanauto_place_startShould the start segment be automatically placed in front of the player?
Booleancap_fill_around_structures(Optional) Set true for cap model to fill around previously place buildings.
Booleancap_fill_around_terrain(Optional) Set true for cap model to only fill around terrain and not replace it.
Booleancap_piece_at_end(Optional) Set true if end of stretch selection gets custom model
Booleancap_piece_at_start(Optional) Set true if start of stretch selection gets custom model
Stringcap_piece_fill_name(Optional) Name of archetype connecting normal section to the end cap. Should be made croppable.
Stringcap_piece_flat_name(Optional) Name of flat end cap archetype
Integercap_piece_horizontal_offset(Optional) horizontal offset of cap piece.
Stringcap_piece_name(Optional) Name of step-up end cap archetype
Decimalend_segment_offsetHow far in front of the start segment does the end segment start at (after placing the start segment)?
Booleanfill_around_terrain(Optional) Set true for section model to only fill around terrain and not replace it.
Decimalmax_heightWhat is the max height variance of placement
Integermax_segmentsThe maximum length limit, counted in segments.
Decimalmax_slopeWhat is the max slope angle of placement
Integermid_segment_countHow many mid segments to place between end points.
Integerplacement_cursor_rangeWhen placing this buildable how far can the players cursor extend behond the player
Stringplacement_end_cursor_modeThe cursor bias for the starting segment. Can be max_height, min_height, or player_height.
Stringplacement_start_cursor_modeThe cursor bias for the starting segment. Can be max_height, min_height, or player_height.
JSON ObjectsegmentsList of midsection parts to use, along with their selection probability.
Integershared_health_group_sizeControls how many segments share one health value. Divides the structure into groups of this many segments.
Decimalstart_segment_offsetHow far in front of the player does the start segment go (if automatically placed)?
Stringstepup_name(Optional) Name of step-up mid section archetype
StringstyleHow is this multipart laid out 'floating' or 'grounded'? 'floating_follow_terrain' can be used for a connected multistep buildable that attempts to avoid intersecting terrain.