Bugnet
Based on game build 714014 | Last updated: 2026-03-04
Overview
The bugnet prefab is a deployable inventory item that functions as both a tool (for capturing insects via the NET action) and a weapon (dealing damage). It consumes durability on use and is automatically removed upon exhaustion. Two variants exist: the standard bugnet and the Thulecite bugnet (higher durability and damage). The prefab uses the equippable, tool, weapon, finiteuses, inspectable, and inventoryitem components. Animations and skins are dynamically handled during equip/unequip to ensure correct rendering in the player’s hands.
Usage example
-- Create a bugnet instance
local bugnet = SpawnPrefab("bugnet")
-- Configure its properties programmatically
if bugnet ~= nil and bugnet.components ~= nil then
bugnet.components.finiteuses:SetMaxUses(20)
bugnet.components.finiteuses:SetUses(20)
bugnet.components.weapon:SetDamage(10)
end
Dependencies & tags
Components used: equippable, tool, weapon, finiteuses, inspectable, inventoryitem
Tags: Adds tool, weapon, and conditionally usesdepleted via finiteuses.
Properties
No public properties are defined or used in the constructor.
Main functions
The prefab’s behavior is defined entirely by constructor functions (fn and fn_thulecite). No custom public methods are exposed beyond component APIs.
Events & listeners
- Listens to: None directly. Component interactions trigger external events:
inst:PushEvent("equipskinneditem", ...)/unequipskinneditem— fired by the equip/unequip callbacks when a skin is present.inst:PushEvent("percentusedchange", ...)— fired byfiniteuseswhen remaining uses change (viaSetUses).inst.Remove— triggered whenfiniteusesreaches zero (onfinishedhandler).
- Pushes: Events related to skin overrides and depletion are managed via component callbacks (see above).