Flint
Based on game build 714014 | Last updated: 2026-03-05
Overview
The flint prefab represents a small, reusable tool component in DST — a renewable source of elemental material used primarily as bait for moles and as debris after earthquake events. As an inventory item, it supports stacking, sinking in water, and consumption via the edible component (providing minimal hunger restoration). It is also integrated into the hauntable system and interacts with the snowman decoration system.
Usage example
local flint = SpawnPrefab("flint")
flint.Transform:SetPosition(x, y, z)
flint.components.edible:OnEat(inst) -- consume the flint
Dependencies & tags
Components used: edible, tradable, stackable, inspectable, inventoryitem, snowmandecor, bait
Tags added: molebait, renewable, quakedebris
Properties
No public properties are exposed directly by the flint prefab itself (all state is managed by its attached components).
Main functions
The flint prefab does not define custom methods on itself. Core behavior is delegated to its components (e.g., edible:OnEat, stackable:SetSize).
Events & listeners
Listens to: None (no inst:ListenForEvent calls in flint.lua)
Pushes: None (no direct event firing in flint.lua)
Events used via component callbacks (e.g., edible on consumption) are handled internally by the component system and are not directly exposed at this level.