Chest Food
Based on game build 714014 | Last updated: 2026-03-08
Overview
chest_food is a scenario initializer function that populates a food chest with a predefined set of raw food items upon creation. It is part of the scenario-specific setup for the Forest World and delegates the actual chest population logic to chestfunctions.AddChestItems. This file serves as a data-driven configuration, not an ECS component — it defines behavior that is invoked during world/entity creation.
Usage example
-- Internally used by the scenario system when creating a food chest entity
local inst = CreateEntity()
inst.prefab = "foodchest"
inst:AddTag("chest")
inst:AddComponent("inventoryitem")
inst:AddComponent("loot")
chestfood.OnCreate(inst, scenariorunner)
-- The chest now contains a predefined set of food items
Dependencies & tags
Components used: None (relies on external function chestfunctions.AddChestItems)
Tags: Adds chest externally (not in this file)
Properties
No public properties. This file exports only the OnCreate function.
Main functions
OnCreate(inst, scenariorunner)
- Description: Initializes a food chest entity by adding a fixed list of food items to it using
chestfunctions.AddChestItems. - Parameters:
inst(entity) — The chest entity being created. Must support item storage (e.g., have an inventory component).
scenariorunner(any) — The scenario runner context; unused in this implementation. - Returns: Nothing.
- Error states: If
chestfunctions.AddChestItemsfails (e.g.,instlacks required components), items may not be added silently.
Events & listeners
Not applicable.