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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.