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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.