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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

PropertyTypeDefault ValueDescription
goldvaluenumberTUNING.GOLD_VALUES.MEAT * 2Value in gold when sold via trading.
maxsizenumberTUNING.STACK_SIZE_SMALLITEMMaximum stack size for this item.
foodtypeFOODTYPE enumFOODTYPE.HORRIBLECategory of food, affecting which creatures will eat it.
pickupsoundstring"cloth"Sound played when picked up.
FloatParamstable{"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.