Farm Decor
Based on game build 714014 | Last updated: 2026-03-05
Overview
farm_decor is a utility script that defines static decorative prefabs for use in the farm environment. It exports multiple prefab definitions (e.g., farmrock, stick, fencepost) using helper functions that configure transform, animation, and basic entity properties. All prefabs are non-persistent (i.e., not saved to world save data), intended for short-lived or environment-specific decorative placement. They are tagged DECOR and optionally NOCLICK to disable interaction.
Usage example
-- Example: Spawn a farm rock decor entity
local rock = CreateEntity()
rock.entity:AddTransform()
rock.entity:AddAnimState()
rock:AddTag("DECOR")
rock.persists = false
rock.AnimState:SetBank("farm_decor")
rock.AnimState:SetBuild("farm_decor")
rock.AnimState:PlayAnimation("1")
-- Or more concisely, use the exported prefab:
inst = SpawnPrefab("farmrock")
Dependencies & tags
Components used: transform, animstate (added via AddTransform, AddAnimState)
Tags: Adds DECOR to all prefabs; optionally adds NOCLICK for specific items.
Properties
No public properties. This script only defines and returns prefabs via factory functions; it does not expose a component interface or persistent state.
Main functions
item(name, bankname, buildname, animname, tag)
- Description: Returns a prefabricated entity configured for decoration. Internally, it calls
makefnto generate an entity constructor andmakeassetlistto define required assets. - Parameters:
name(string) — Unique prefab name (e.g.,"stick").bankname(string) — Animation bank name (used forSetBank).buildname(string) — Animation build name (used forSetBuild).animname(string) — Initial animation to play (e.g.,"3").tag(string ornil) — Optional additional tag (e.g.,"NOCLICK").
- Returns: A
Prefabobject (definition), not an entity instance.
Events & listeners
None identified.