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Beardhair

Based on game build 714014 | Last updated: 2026-03-20

Overview​

beardhair is a prefab definition script that constructs the beard hair entity. This entity functions as a stackable inventory item, a fuel source for fires, and a inspectable object. It is networked to ensure state synchronization across clients in multiplayer sessions. The prefab configures standard components to handle physics, burning, and haunting interactions.

Usage example​

-- Spawn the beardhair prefab into the world
local inst = SpawnPrefab("beardhair")

-- Access configured component properties
local fuel_value = inst.components.fuel.fuelvalue
local max_stack = inst.components.stackable.maxsize

-- Add to player inventory
inst.components.inventoryitem:GiveToPlayer(player)

Dependencies & tags​

Components used: inspectable, inventoryitem, stackable, fuel, snowmandecor, network Tags: None identified (tags are managed by attached components).

Properties​

The prefab configures specific properties on attached components during initialization.

PropertyTypeDefault ValueDescription
stackable.maxsizenumberTUNING.STACK_SIZE_SMALLITEMMaximum number of items allowed in a single stack.
fuel.fuelvaluenumberTUNING.MED_FUELAmount of fuel time provided when burned.
burnable.timenumberTUNING.MED_BURNTIMEDuration the item burns when ignited.

Main functions​

Not applicable. This file defines entity construction logic rather than exposing custom methods on the instance. Functionality is provided by standard components attached during initialization.

Events & listeners​

None identified. The prefab does not register custom event listeners or push custom events in its construction logic.