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.
| Property | Type | Default Value | Description |
|---|---|---|---|
stackable.maxsize | number | TUNING.STACK_SIZE_SMALLITEM | Maximum number of items allowed in a single stack. |
fuel.fuelvalue | number | TUNING.MED_FUEL | Amount of fuel time provided when burned. |
burnable.time | number | TUNING.MED_BURNTIME | Duration 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.