Chest Crafting
Based on game build 714004 | Last updated: 2026-03-08
Overview
chest_crafting is a scenario utility script responsible for populating a chest entity with a fixed list of craftable resources upon its creation. It is invoked during world/entity initialization to ensure specific prefabs (typically associated with crafting scenarios) start with a predefined inventory. The script delegates the actual item insertion logic to chestfunctions.AddChestItems() and does not define a component — it is a procedural setup helper.
Usage example
local chest = TheSim:FindFirstEntityWithTag("chest")
if chest ~= nil then
require("scenarios/chest_crafting").OnCreate(chest, ScenarioRunner)
end
Dependencies & tags
Components used: None (the function expects the target inst to be an entity with a inventory component or compatible container interface).
Tags: None identified.
Properties
No public properties — this is a stateless script module.
Main functions
OnCreate(inst, scenariorunner)
- Description: Initializes the given chest entity with a curated list of common crafting materials. Typically called during scenario setup when a new chest prefab is spawned in the world.
- Parameters:
inst(Entity) — The chest entity to populate.scenariorunner(ScenarioRunner) — The scenario runner context (currently unused in this implementation).
- Returns: Nothing.
- Error states: Silent failure may occur if
instlacks the expected container interface (e.g., missinginventorycomponent); no error is explicitly thrown.
Events & listeners
None identified.