Manrabbit Tail
Based on game build 714014 | Last updated: 2026-03-05
Overview
The manrabbit_tail prefab represents an in-game item that functions both as a cat toy and a low-value consumable. It is created with minimal component logic: basic rendering and physics via AnimState, Transform, and Network; inventory functionality via inventoryitem; stackability via stackable; edibility with FOODTYPE.HORRIBLE; and tradability with a fixed gold value. It is not intended for human consumption and is typically used for crafting or as bait.
Usage example
-- Create an instance of the Manrabbit Tail item
local tail = SpawnPrefab("manrabbit_tail")
tail.Transform:SetPosition(x, y, z)
-- Stack multiple items together
tail.components.stackable:SetCount(5)
-- Trade the tail for gold
local tradable = tail.components.tradable
if tradable ~= nil then
local value = tradable.goldvalue
end
Dependencies & tags
Components used: stackable, inspectable, tradable, inventoryitem, edible
Tags: Adds cattoy
Properties
| Property | Type | Default Value | Description |
|---|---|---|---|
goldvalue | number | TUNING.GOLD_VALUES.MEAT * 2 | Value in gold when sold via trading. |
maxsize | number | TUNING.STACK_SIZE_SMALLITEM | Maximum stack size for this item. |
foodtype | FOODTYPE enum | FOODTYPE.HORRIBLE | Category of food, affecting which creatures will eat it. |
pickupsound | string | "cloth" | Sound played when picked up. |
FloatParams | table | {"small", 0.1, 0.85} | Parameters for floating behavior on water. |
Main functions
None identified. The prefab does not define custom public functions beyond those provided by its attached components.
Events & listeners
None identified. The prefab source does not register or fire custom events.
Edible-specific behavior
When consumed, this item is classified as FOODTYPE.HORRIBLE, meaning it is only edible by creatures that accept terrible food (e.g., spiders, bunnies), and will typically provide minimal hunger/restoration with potential negative effects (e.g., sanity loss). The actual consumption behavior is handled by the edible component's OnUse handler.