Papyrus
Based on game build 714014 | Last updated: 2026-03-06
Overview
papyrus is a lightweight, stackable inventory item that functions both as a cat toy and as a small fuel source. It is designed for use with the inventory, stackable, and fuel components, and integrates with campfire mechanics via burnable and propagator utilities. It is not a standalone component but a complete prefab definition — however, its entity instance exposes several standard components for modder reference.
Usage example
local inst = SpawnPrefab("papyrus")
if inst ~= nil then
-- Increase stack size if needed (default is TUNING.STACK_SIZE_SMALLITEM)
inst.components.stackable:SetStackSize(5)
-- Set fuel value for custom usage
inst.components.fuel.fuelvalue = TUNING.SMALL_FUEL * 2
end
Dependencies & tags
Components used: stackable, inspectable, fuel, tradable, inventoryitem, and utility functions MakeInventoryPhysics, MakeInventoryFloatable, MakeSmallBurnable, MakeSmallPropagator, MakeHauntableLaunchAndIgnite.
Tags: Adds cattoy, bookcabinet_item.
Properties
| Property | Type | Default Value | Description |
|---|---|---|---|
fuelvalue | number | TUNING.SMALL_FUEL | Amount of fuel provided when burned (shared from fuel component). |
maxsize | number | TUNING.STACK_SIZE_SMALLITEM | Maximum stack size (shared from stackable component). |
pickupsound | string | "paper" | Sound event name played when the item is picked up. |
Main functions
This is a prefab definition, not a standalone component. It returns a fully constructed Entity via its fn() function. No custom instance methods are defined in papyrus.lua itself — all functionality comes from the components and utility functions applied during construction.
fn()
- Description: Prefab constructor function that creates and configures the
papyrusentity instance. - Parameters: None.
- Returns:
inst(Entity) — The fully configured entity ready for world placement or inventory use.
Events & listeners
No direct event listeners or pushed events are defined in this file. It relies on component-level event handling (e.g., from fuel, inventoryitem) for behavior during interaction.