Rudder
Based on game build 714014 | Last updated: 2026-03-07
Overview
The rudder prefab is a non-interactive visual component used exclusively on boats to indicate directional orientation. It is attached as a child entity to a "mast" parent and serves only a decorative/visual purpose — providing players with a reference point for boat heading. It does not participate in gameplay logic, physics, or network simulation on the master instance, and is excluded from world persistence.
Usage example
-- This prefab is typically instantiated automatically by the game when a mast is constructed.
-- Manual instantiation is not recommended, but the following demonstrates how it could be added to a mast:
local mast = GetEntityWithTag("mast")
local rudder = SpawnPrefab("rudder")
rudder.Transform:SetPos(mast.Transform:GetWorldPosition())
mast.entity:AddChild(rudder.entity)
Dependencies & tags
Components used: None identified.
Tags: Adds NOBLOCK and DECOR to the entity; checks for "mast" tag on parent.
Properties
No public properties.
Main functions
Not applicable.
Events & listeners
- Listens to: None.
- Pushes: None.
Entity lifecycle hooks
-
inst.OnRemoveEntity(CLIENT_OnRemoveEntity(inst))
Description: Cleans up the reference to this rudder from the parent mast'shighlightchildrenarray on the client when the rudder is removed.
Parameters:inst(Entity) — the rudder entity being removed.
Returns: Nothing. -
inst.OnEntityReplicated(OnEntityReplicated(inst))
Description: Registers this rudder with its parent mast'shighlightchildrenarray when the entity is replicated to clients (used for visual highlighting effects). Only active on non-master simulations.
Parameters:inst(Entity) — the rudder entity.
Returns: Nothing.
Error states: No effect if parent is missing, not tagged"mast", or lackshighlightchildren.