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Glommerflower

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

Overview

glommerflower is aPrefab entity that serves as the leader for Glommer pets in DST. When active, it holds Glommer in a leashed, active state. If Glommer is lost (via removal or death), the flower transitions into a dead state: it becomes perishable, its animation changes, and it gains fuel properties for burning. The prefab uses leader and inspectable components to manage followers and UI status, and it supports save/load state persistence via custom hooks.

Usage example

local flower = SpawnPrefab("glommerflower")
flower.Transform:SetPosition(x, y, z)

-- Manually trigger rebind logic if needed (e.g., after loading)
if flower:HasTag("glommerflower") then
flower.RefreshFlowerIcon()
end

-- Check status via inspectable component
local status = flower.components.inspectable and flower.components.inspectable:getstatus(flower)
-- status will be "DEAD" if the flower has lost its Glommer

Dependencies & tags

Components used: leader, inspectable, inventoryitem, perishable, fuel, health, follower, container, inventory, animator, minimap, transform, network, hauntable Tags: glommerflower, nonpotatable, irreplaceable, dead (via removal of glommerflower tag)

Properties

PropertyTypeDefault ValueDescription
scrapbook_adddepstable of strings{ "glommer" }Dependencies listed in the scrapbook for this item.
RefreshFlowerIconfunctionRefreshFlowerIconPublic helper method to update inventory icon based on life state.
OnPreLoadfunctionOnPreLoadSave/load hook to restore dead/alive state.
OnSavefunctionOnSaveSave hook storing whether the flower is dead.

Main functions

RefreshFlowerIcon(inst)

  • Description: Updates the inventory image name based on whether the flower is alive (glommerflower) or dead (glommerflower_dead). Accounts for custom skins.
  • Parameters: inst (entity) — the flower instance.
  • Returns: Nothing.
  • Error states: None documented; assumes inventoryitem component exists.

Events & listeners

  • Listens to:
    • leader component event: onremovefollower triggers OnLoseChild when Glommer detaches.
    • OnInit delayed task (DoTaskInTime(0, OnInit)) attempts to rebind Glommer if present and valid.
  • Pushes:
    • Internally via components: imagechange (from inventoryitem:ChangeImageName), gotnewitem, itemget, leaderchanged, onremove.
    • Save/load events: OnSave, OnPreLoad called by the world save system.