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Chest Totaldarkness Start

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

Overview

This script defines the OnCreate callback used to populate a chest with specific starter items when a Total Darkness scenario begins. It is a scenario initialization hook—typically invoked by the scenario runner—rather than an ECS component. It relies on chestfunctions.AddChestItems to procedurally fill the chest with a curated list of basic crafting materials and tools.

Usage example

-- This script is used internally by the scenario system and is not added directly as a component.
-- The scenario runner calls its `OnCreate` callback when creating the starting chest:
local inst = CreateEntity()
inst:AddTag("chest")
inst:AddComponent("inventory")
-- ... other setup ...
chest_totaldarkness_start.OnCreate(inst, scenariorunner)

Dependencies & tags

Components used: inventory (via chestfunctions.AddChestItems, assumed to require the target entity to have this component)
Tags: None directly managed; assumes the target entity has the chest tag and inventory component.

Properties

No public properties.

Main functions

OnCreate(inst, scenariorunner)

  • Description: Initializes the chest (inst) with a predefined set of items for Total Darkness starting gear. It is called once during chest creation as part of scenario initialization.
  • Parameters:
    • inst (entity) — The chest entity to populate. Must have the chest tag and inventory component.
    • scenariorunner (unknown) — The scenario runner instance; currently unused in this implementation.
  • Returns: Nothing.
  • Error states: Will fail if inst lacks the inventory component or if chestfunctions.AddChestItems encounters invalid item prefabs (e.g., missing prefabs).

Events & listeners

None.