Beard Sack
Based on game build 714014 | Last updated: 2026-03-04
Overview
The Beard Sack is a wearable container used by Beardlings. It is not a standalone component but a prefab definition that attaches the inventoryitem, equippable, and container components to an entity. When equipped, it automatically opens the container for the wearer; when unequipped, it closes the container. It is designed to function as a beard-specific inventory slot (EQUIPSLOTS.BEARD) and prevents removal once equipped.
Usage example
-- Typically created internally via the prefab system:
local sack = Prefab("beard_sack_1")
local inst = MakeEntityFromPrefab(sack)
-- After assigning to a Beardling:
inst.components.equippable:Equip(sack)
-- This triggers `onequip`, which opens the container for the owner.
Dependencies & tags
Components used: inventoryitem, equippable, container
Tags: beard_sack_1, beard_sack_2, beard_sack_3 (added conditionally per variant)
Properties
No public properties are defined or modified in this prefab's scope. Component properties (e.g., container.skipopensnd, equippable.equipslot) are set directly on the component instances.
Main functions
The document defines only internal logic callbacks and prefab construction functions—not methods on a custom component class.
onequip(inst, owner)
- Description: Automatically called when the Beard Sack is equipped. Opens the container for the owner.
- Parameters:
inst(Entity) — the Beard Sack entity.
owner(Entity) — the entity equipping the sack (typically a Beardling). - Returns: Nothing.
- Error states: Assumes
inst.components.containerexists.
onunequip(inst, owner)
- Description: Automatically called when the Beard Sack is unequipped. Closes the container for the owner.
- Parameters:
inst(Entity) — the Beard Sack entity.
owner(Entity) — the entity unequipping the sack. - Returns: Nothing.
- Error states: Assumes
inst.components.containerexists.
Events & listeners
- Listens to: None.
- Pushes: None.
(Container open/close events are handled viacontainer:Open()andcontainer:Close(), which internally push events.)