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Houndstooth

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

Overview

The houndstooth prefab is a lightweight projectile item used as ammunition for the blowpipe. It is implemented as a standard entity with inventory capabilities, floating behavior for water traversal, and support for automatic stacking via the selfstacker component. It integrates with several systems: stackable (for capacity limits), inventoryitem (for storage/usage), inspectable (for UI inspection), reloaditem (as part of ranged ammunition workflows), and snowmandecor (presumably for decorative or event-related interactions).

Usage example

local inst = Prefab("houndstooth", fn, assets)
-- A typical usage in prefabs is to return the constructed instance directly.
-- As a prefab, it is instantiated via TheSim:LoadPrefab("houndstooth").
local ammo = TheSim:LoadPrefab("houndstooth")
ammo.components.inventoryitem:PushToInventory()

Dependencies & tags

Components used: stackable, inspectable, inventoryitem, reloaditem, selfstacker, snowmandecor, animstate, transform, soundemitter, network Tags: Adds blowpipeammo, reloaditem_ammo, selfstacker

Properties

No public properties. The stackable component's maxsize property is set directly in the constructor (inst.components.stackable.maxsize = TUNING.STACK_SIZE_SMALLITEM), but this is not a public property of houndstooth.lua itself.

Main functions

This file defines only a single top-level function:

fn()

  • Description: Constructor function that creates and configures the houndstooth entity instance. Called during prefab instantiation.
  • Parameters: None.
  • Returns: inst (Entity) — the fully initialized entity instance.
  • Error states: None documented; returns nil on client if TheWorld.ismastersim is false before returning, otherwise returns a fully populated entity.

Events & listeners

  • Listens to:

    • floater_startfloating — plays the "float" animation when the entity begins floating in water.
    • floater_stopfloating — resumes the "idle" animation when floating ends.
  • Pushes: None. This prefab does not define logic to push events.