Shadowtentacle
Based on game build 714014 | Last updated: 2026-03-07
Overview
shadowtentacle is a transient projectile prefab used as a boss attack in DST, specifically fired by the Ruins Bat (and potentially other sources). It manifests as a semi-transparent, slow-moving tentacle with shadow traits that damages targets on contact, reduces nearby player sanity, and automatically removes itself after 9 seconds. It is non-solid (due to SetPristine) and lacks physical collision for the player.
Usage example
This prefab is not manually instantiated by modders. It is created internally by entities like ruins_bat and slingshotammo. A typical internal instantiation looks like:
local tentacle = SpawnPrefab("shadowtentacle")
tentacle.Transform:SetPosition(x, y, z)
tentacle.owner = some_entity
tentacle.components.combat:SetDefaultDamage(new_damage)
Dependencies & tags
Components used: health, combat, sanityaura, lootdropper, physics, transform, animstate, soundemitter, network
Tags: Adds shadow, notarget, shadow_aligned.
Properties
| Property | Type | Default Value | Description |
|---|---|---|---|
scrapbook_anim | string | "atk_idle" | Animation name used in the scrapbook. |
scrapbook_inspectonseen | boolean | true | Whether inspecting the entity in scrapbook triggers on first visual appearance. |
scrapbook_hidehealth | boolean | true (server-only) | Hides health information from scrapbook. |
owner | entity reference | nil | Optional reference to the spawner, set externally (e.g., by ruins_bat). |
persists | boolean | false | Prevents serialization to world save. |
Main functions
The shadowtentacle prefab does not expose custom public methods beyond standard component APIs. Its behavior is configured via component setters during instantiation in the fn() constructor. All logic is handled by attached components and the state graph (SGshadowtentacle).
Events & listeners
The shadowtentacle prefab does not register or emit any events directly. It relies on its components (combat, health) and the state graph for internal event flow.