Atrium Pillar
Based on game build 714014 | Last updated: 2026-03-04
Overview
The atrium_pillar prefab defines a static, non-interactive environmental obstacle found in the Atrium. It includes physics (cylindrical collision), an animation state system, and responds to the atriumpowered world event to switch between idle animations (idle and idle_active). It is added to the world as a non-networked-only entity on the client and fully initialized on the master simulation.
Usage example
This prefab is instantiated automatically by the world generation system and does not require manual instantiation in mod code. However, modders can replicate its behavior using the following pattern:
local inst = CreateEntity()
inst.entity:AddTransform()
inst.entity:AddAnimState()
inst.entity:AddNetwork()
MakeObstaclePhysics(inst, 2.5)
inst.Physics:SetCylinder(2.35, 6)
inst.AnimState:SetBank("pillar_atrium")
inst.AnimState:SetBuild("pillar_atrium")
inst.AnimState:PlayAnimation("idle", true)
inst:AddTag("groundhole")
inst:AddTag("pillar_atrium")
inst.entity:SetPristine()
Dependencies & tags
Components used: None identified.
Tags: Adds groundhole, pillar_atrium.
Properties
No public properties
Main functions
Not applicable — this is a prefab definition, not a component. The logic is encapsulated in a local fn() factory function.
Events & listeners
- Listens to:
atriumpowered(on master simulation only) — triggersOnPoweredFnto update animation state based on power status. - Pushes: None identified.