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Chest Terrarium

Based on game build 714014 | Last updated: 2026-03-08

Overview

chest_terrarium is a scenario hook component that populates a terrarium chest with predefined loot items upon creation and initializes trap functionality upon loading. It leverages chestfunctions to handle the item spawning and trap setup logic, and does not constitute a reusable ECS component itself—it exists as a scenario-specific initializer.

Usage example

This script is not added as a component to entities. Instead, it is used internally by the game's scenario system when a terrarium chest is created or loaded:

-- Internally invoked by scenario runner during chest setup
OnCreate(inst, scenariorunner) -- Populates the chest with loot
OnLoad(inst, scenariorunner) -- Initializes the chest trap

Dependencies & tags

Components used: chestfunctions Tags: None identified.

Properties

No public properties.

Main functions

OnCreate(inst, scenariorunner)

  • Description: Populates the target chest entity with a curated set of loot items using chestfunctions.AddChestItems. The loot includes the "terrarium" item, weapons, consumables, materials, and resources with randomized quantities and drop chances.
  • Parameters:
    • inst (entity) — The chest entity being created.
    • scenariorunner (unknown) — The scenario runner context; passed through to chestfunctions.
  • Returns: Nothing.

OnLoad(inst, scenariorunner)

  • Description: Initializes the chest trap system using chestfunctions.InitializeChestTrap. Passes a no-op callback and 0.0 as the trap delay, effectively deferring trap activation logic (e.g., visual FX or delay-based triggers) to external systems like terrariumchest_fx.
  • Parameters:
    • inst (entity) — The chest entity being loaded.
    • scenariorunner (unknown) — The scenario runner context.
  • Returns: Nothing.

Events & listeners

None identified.