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Explode Small

Based on game build 714014 | Last updated: 2026-03-05

Overview

explode_small.lua defines reusable prefabs for small explosion effects in Don't Starve Together. It is not a traditional component but a factory function (MakeExplosion) that generates entity prefabs with animation, sound, and transform capabilities. These prefabs are typically used as temporary visual feedback (e.g., for firecrackers, slurtle explosions, or reskin tools). Effects are created on the client only (not on dedicated servers) and automatically cleaned up after a short delay or upon animation completion.

Usage example

-- Spawn a standard small explosion at position
local explosion = SpawnPrefab("explode_small")
explosion.Transform:SetPosition(x, y, z)

-- Spawn a reskin-brush variant with specific properties
local brush_explode = SpawnPrefab("reskin_tool_brush_explode_fx")
brush_explode.Transform:SetPosition(x, y, z)

Dependencies & tags

Components used: None identified. Tags: Adds FX tag to spawned effect entities.

Properties

No public properties. This is a Prefab factory and does not expose persistent state.

Main functions

MakeExplosion(data)

  • Description: Returns a factory function that creates explosion effect prefabs. The data table customizes animation, sound, scale, and visual properties.
  • Parameters: data (table or nil) — Optional configuration with optional keys: scale (number), bank (string), build (string), skin_build (string), skin_symbol (string), anim (string), bloom (boolean, defaults to true), light_override (number), final_offset (number), sound (string or function).
  • Returns: Function — A Prefab constructor function that spawns the explosion entity.
  • Error states: None. Omits nil fields gracefully using Lua defaults.

Events & listeners

  • Listens to: animover — Fires on the effect entity to trigger inst.Remove once the animation completes (to ensure cleanup).
  • Pushes: None.