📄️ Abysspillargroup
Manages spawning, tracking, collapsing, and persistence of a group of pillar entities attached to a parent entity.
📄️ Acidbatwavemanager
Manages dynamic Acid Bat attack waves during acid rain based on players' inventories, world state, and internal cooldowns.
📄️ Acidinfusible
Infuses entities with acid effects during acid rain, applying stat multipliers, visual FX, and custom callbacks based on rain immunity.
📄️ Acidlevel
Tracks an entity's acid exposure level and applies acid rain damage, rot, and sizzling effects to the entity and its items.
📄️ Activatable
Controls when and how an entity can be activated, using tags and callbacks to implement custom activation behavior.
📄️ Age
Tracks a player's in-game age in seconds and days, syncing it to the network and triggering progression milestones.
📄️ Ambientlighting
Calculates and interpolates global ambient lighting colours based on time of day, season, weather, and player night vision state.
📄️ Ambientsound
Mixes and plays dynamic ambient, wave, sanity, and enlightenment sounds around the player based on environment and player state.
📄️ Amorphous
Allows an entity to morph between defined forms based on container contents and custom enter or exit behavior.
📄️ Amphibiouscreature
Switches an entity's visuals, tags, and callbacks as it moves between land and water, tracking its current water state.
📄️ Anchor
Controls the state, physics interaction, and player-driven raising or lowering of a boat anchor.
📄️ Aoecharging
Handles charging logic, UI feedback, and release behavior for charged area-of-effect attacks.
📄️ Aoespell
Provides reusable logic for casting area-of-effect spells with custom spell functions and rich casting validations.
📄️ Aoetargeting
Manages visual targeting reticules, validation, and FX for area-of-effect abilities or items.
📄️ Aoeweapon Base
Provides shared interaction logic for area-of-effect weapons, handling work actions, picking, combat hits, and physics-based tosses.
📄️ Aoeweapon Leap
Implements a leap-style area-of-effect attack that damages and tosses targets around a chosen landing position.
📄️ Aoeweapon Lunge
Implements a lunge-style area-of-effect weapon attack that damages and tosses targets along a defined path.
📄️ Appraisable
Provides customizable logic for determining if an entity can be appraised and executing the appraisal action.
📄️ Archivemanager
Controls the archive system's global power state, toggling a world state tag and notifying listeners when power changes.
📄️ Area Trigger
Applies configured tuning overrides when the world changes to specific story areas or depth values.
📄️ Area Unlock
Manages the tracking and unlocking of narrative stories associated with specific world areas.
📄️ Areaaware
Tracks an entity's current topological area and watched tile types, pushing events when its area or tile status changes.
📄️ Armor
Manages an entity's damage absorption, durability, and breaking behavior when used as armor.
📄️ Attackdodger
Enables an entity to perform a dodge action in response to an attack, with configurable conditions and a cooldown period.
📄️ Attunable
Manages the state of an entity that players can link or 'attune' themselves to, persisting this connection across sessions.
📄️ Attuner
Manages a player's attunement links to specific entities in the world.
📄️ Aura
Manages a periodic area-of-effect that applies a customizable test function to nearby entities.
📄️ Autosaver
Manages the game's automatic saving process, coordinating save states and rollbacks between the master and secondary shards.
📄️ Autoterraformer
Manages the logic for an entity that automatically terraforms the ground tile it is currently over.
📄️ Avengingghost
Manages the temporary 'avenging' state for player ghosts, granting them combat abilities for a limited time when near a skilled Wendy.
📄️ Bait
Manages the state of an entity used as bait, linking it to a trap and notifying the trap when it is taken.
📄️ Balloonmaker
Enables an entity to spawn balloon prefabs at a specified location.
📄️ Bathbomb
Marks an entity as a bath bomb by managing the "bathbomb" tag.
📄️ Bathbombable
Manages an entity's ability to be affected by bath bombs and triggers a callback function when the interaction occurs.
📄️ Bathingpool
Manages entities entering, leaving, and occupying a defined circular area, such as a pond or oasis lake.
📄️ Batspawner
Manages the periodic spawning and tracking of bats from a central entity point.
📄️ Battery
Manages an entity's 'battery' state, allowing for custom logic to determine if it can be used and what happens upon use.
📄️ Batteryuser
Manages an entity's ability to consume charge from another entity that has a `battery` component.
📄️ Battleborn
Manages a combat-based resource that accumulates on attacks and triggers a restorative effect upon reaching a threshold.
📄️ Beard
Manages the growth, shaving, insulation, and special properties of an entity's beard over time.
📄️ Beargerspawner
Manages the seasonal spawning logic for the Bearger giant, including timers, player targeting, and warning events.
📄️ Beaverness
Manages the player's Beaverness meter, a resource that depletes over time and causes damage when empty.
📄️ Bedazzlement
Manages the "bedazzled" state of an entity, typically a spider den, which pacifies nearby spiders periodically.
📄️ Bedazzler
Manages the logic for an item to apply the 'bedazzled' effect to a target entity, including condition checks and resource consumption.
📄️ Beefalometrics
This component tracks and reports beefalo domestication and interaction events for game analytics.
📄️ Birdattractor
Provides a modifiable set of parameters to influence the attraction and spawning of birds near an entity.
📄️ Birdspawner
Manages the ambient spawning of birds and bird corpses near players based on world conditions like tile type, weather, and special events.
📄️ Blinkstaff
Manages the teleportation logic, visual effects, and sound cues for staff-like items.
📄️ Bloomer
Manages a priority-based stack of bloom visual effects for an entity and propagates them to attached child entities.
📄️ Bloomness
Manages an entity's multi-stage growth or blooming cycle, tracking its current level, duration, and response to fertilizers.
📄️ Blowinwind
Manages an entity's movement and sound to simulate being blown around by the wind.
📄️ Boatai
Manages the artificial intelligence for a boat, causing it to automatically follow other nearby boats with raised sails.
📄️ Boatcannon
Manages the state and actions of a boat-mounted cannon, including aiming, loading, and firing.
📄️ Boatcannonuser
Manages a player's interaction with a boat cannon, including the aiming state and associated visual effects.
📄️ Boatcrew
Manages a group of entities as a crew on a boat, coordinating their behavior, targets, and members.
📄️ Boatdrag
Manages the physics properties of a boat, such as drag and velocity modifiers.
📄️ Boatdrifter
Manages the physics and movement states of a boat, distinguishing between active movement and passive drifting.
📄️ Boatleak
Manages the state and behavior of a single leak on a boat, including its size, repair status, and visual/audio effects.
📄️ Boatmagnet
Manages the behavior of a 'magnet' entity that allows one boat to automatically follow another boat or a player holding a corresponding 'beacon'.
📄️ Boatmagnetbeacon
Manages the state and pairing logic for a beacon that attracts a Boat Magnet.
📄️ Boatpatch
Manages the properties of a boat patch item used for repairing boats.
📄️ Boatphysics
Manages a boat entity's movement, speed, turning, and collision physics.
📄️ Boatrace Proximitybeacon
Enables an entity to act as a beacon in the boat race system, executing callbacks when a race starts or finishes.
📄️ Boatrace Proximitychecker
Detects nearby 'boatrace_proximitybeacon' entities within a specified range after a set duration.
📄️ Boatracecrew
Manages the crew members, captain, and target of a boat participating in the Cawnival boat race.
📄️ Boatring
Manages the rotational movement, attached bumpers, and rotators for a boat entity.
📄️ Boatringdata
Manages the visual properties of a circular boat-related effect, such as its radius, segment count, and rotation state.
📄️ Boatrotator
Manages an entity's rotational interaction with a boat, allowing it to influence and synchronize with the boat's movement.
📄️ Boattrail
Manages the creation of visual water wake effects behind a moving entity.
📄️ Boattrailmover
Manages the movement and orientation of a boat's wake effect, simulating its travel and dissipation.
📄️ Book
Manages the unique actions, sanity effects, and visual feedback for readable book items.
📄️ Bottler
Manages the action of 'bottling' an entity by executing a configurable callback function on a valid target.
📄️ Brightmarespawner
Manages the dynamic spawning and population control of Gestalts (Brightmares) around players experiencing lunacy.
📄️ Brush
Acts as a marker component to identify entities that can be used as a brush.
📄️ Brushable
Enables an entity to be brushed periodically to yield a prize item.
📄️ Builder
Manages an entity's ability to craft items, learn recipes, and interact with prototyping stations.
📄️ Builder Replica
Manages the client-side representation of a player's crafting abilities, recipe knowledge, and technology levels.
📄️ Bundlemaker
Manages the data and callbacks for an entity that can create bundled items.
📄️ Bundler
Manages the process of an entity wrapping multiple items into a single bundled object.
📄️ Burnable
Manages an entity's state of being on fire, smoldering, and the visual effects associated with burning.
📄️ Butterflyspawner
Manages the periodic spawning of butterflies near active players based on environmental conditions.
📄️ Camerafade
Dynamically adjusts an entity's transparency based on its proximity to the game camera and other configurable conditions.
📄️ Canopylightrays
Manages the spawning and despawning of decorative light ray effects in a circular area around the entity.
📄️ Canopyshadows
Manages the procedural generation and lifecycle of shadow entities to create a large canopy effect around its owner.
📄️ Carefulwalker
Manages an entity's movement speed reduction when traversing uneven or hazardous ground.
📄️ Carnivaldecor
Manages an entity's status and value as a carnival decoration, registering it with nearby rankers.
📄️ Carnivaldecorranker
Calculates a cumulative decor score and rank based on nearby Carnival decorations.
📄️ Carnivalevent
Manages the server-side logic for the Year of the Beefalo Carnival event, including spawning the Carnival Host and tracking Carnival Plazas.
📄️ Carnivalgamefeedable
Enables an entity to be a target for feeding interactions within the context of a carnival game.
📄️ Carnivalgameitem
A component that marks an entity as an item intended for use in carnival games.
📄️ Carnivalgameshooter
Manages the aiming and shooting mechanics for a carnival shooting gallery game entity.
📄️ Carnivalhostsummon
Manages an entity's eligibility to be summoned by the Carnival Host by adding or removing a specific tag.
📄️ Catcher
Manages an entity's ability to track, act upon, and catch thrown projectiles within a specified range.
📄️ Cattoy
Manages an entity's behavior as a toy, triggering a custom callback function when another entity plays with it.
📄️ Caveins
Manages the visual and gameplay effects of cave-ins on non-master shards, including player-targeted warnings and boulder attacks.
📄️ Caveweather
Manages cave-specific weather systems, including moisture, precipitation, wetness, and related environmental effects.
📄️ Centipedebody
Manages the segmented body of a centipede-like creature, controlling its creation, movement, and segment behavior.
📄️ Channelable
Manages an entity's ability to be continuously interacted with over time by one or more other entities.
📄️ Channelcastable
Enables an entity to be the target of a continuous channeled action performed by a user.
📄️ Channelcaster
Manages an entity's channeling state for specific items, applying movement modifiers and synchronizing status across the network.
📄️ Chargingreticule
Manages the visual reticule used for targeting charged abilities, positioning and orienting it based on player input.
📄️ Charliecutscene
This component orchestrates the cinematic sequence where Charlie repairs the Atrium Gate and introduces the Charlie's Hand entity, managing camera and entity states.
📄️ Chessunlocks
This component manages the locked and unlocked state of chess-themed crafting sketches and trinkets, typically tied to in-game progression.
📄️ Childspawner
This component manages the spawning, tracking, and regeneration of child entities for a parent entity, including regular and "emergency" children.
📄️ Circler
This component enables an entity to orbit around a specified target entity at a variable speed and distance, dynamically adjusting its scale.
📄️ Circuitnode
This component enables an entity to form and manage connections with other compatible entities within a specified range, facilitating networked behaviors.
📄️ Clientpickupsoundsuppressor
This component temporarily suppresses an entity's pickup sound on the client, particularly for newly spawned or specific interaction scenarios.
📄️ Clock
This component manages the game world's day/dusk/night cycle, moon phases, and overall time progression.
📄️ Closeinspector
Manages custom inspection logic for an entity, allowing other components to define how it responds to inspection attempts on targets or points.
📄️ Coach
This component allows an entity to periodically inspire nearby players and their followers, granting them sanity and combat buffs.
📄️ Colouradder
This component manages and applies additive color effects to an entity by combining contributions from multiple sources and propagating the resulting color to its children.
📄️ Colouraddersync
This component synchronizes and applies additive color changes to an entity's animation state across the network.
📄️ Colourcube
This component manages ambient, insanity, and lunacy visual post-processing effects based on the player's state and environmental conditions.
📄️ Colourtweener
This component facilitates the smooth, time-based animation of an entity's multiplicative color on its AnimState.
📄️ Combat
This component manages an entity's combat-related states, actions, targeting, and damage calculations.
📄️ Combat Replica
This component synchronizes and provides client-side combat information and logic for entities, often mirroring or approximating the master simulation's combat component.
📄️ Commander
This component allows an entity to command a group of other entities, managing their membership, issuing shared directives, and tracking their proximity.
📄️ Complexprojectile
This component manages the physics and trajectory calculations for non-instant-hit projectiles, enabling customized launch and impact behaviors.
📄️ Compostingbin
This component manages the state and logic for a composting bin, handling material input, processing, and triggering the production of compost.
📄️ Constructionbuilder
This component manages an entity's capability to initiate, maintain, and complete construction projects by handling a temporary material container and interacting with construction sites.
📄️ Constructionbuilderuidata
This component manages UI-related data for construction, specifically tracking the current container and target construction entity for a player.
📄️ Constructionplans
This component manages the transformation of specific prefabs into designated construction prefabs.
📄️ Constructionsite
This component manages the state, materials, and progress of an entity that is being constructed by players.
📄️ Constructionsite Replica
This component handles the client-side representation and networked state synchronization for a construction site entity.
📄️ Container
This component provides a flexible inventory system for entities, managing item slots and handling storage, retrieval, and interaction with contained items.
📄️ Container Proxy
This component provides a proxy interface for an entity to act as a container, managing open/close states and delegating to a master container component.
📄️ Container Replica
This component manages the client-side representation and interaction logic for a container, synchronizing its state with the server and handling UI updates.
📄️ Containerinstallableitem
This component manages items that can be installed into specific containers, handling entry and exit logic and custom callbacks.
📄️ Cookable
This component marks an entity as cookable and defines its transformation or callback upon being cooked.
📄️ Cookbookupdater
This component manages a player's learned recipes and food stats, synchronizing them across the network.
📄️ Cooker
This component manages the logic for cooking items, including checking if an item can be cooked and performing the cooking action.
📄️ Cookiecutterdrill
This component manages the progress of a drilling operation, typically by a Cookie Cutter entity, to inflict damage and create a leak on a boat.
📄️ Cooldown
This component manages a timed cooldown state for an entity, allowing it to track and signal when a period of inactivity has passed.
📄️ Counter
This component provides a flexible system for managing multiple named integer counters on an entity, supporting modification, saving, and debugging.
📄️ Crabkingspawner
Handles the logic for loading and potentially re-spawning the Crab King spawner entity based on saved game data.
📄️ Craftingstation
Manages learned crafting items, recipes, and their associated crafting limits for an entity.
📄️ Crewmember
Manages an entity's role as a crewmember on a boat, enabling it to contribute to the boat's movement and participate in crew-related actions.
📄️ Crittertraits
This component tracks and manages dynamic personality traits for critters, influencing their behavior and reactions based on player interactions.
📄️ Crop
This component manages the growth cycle, maturation, withering, and harvesting functionality for crop entities.
📄️ Cursable
This component enables an entity to receive, manage, and remove various curses, often originating from cursed items in its inventory.
📄️ Curseditem
This component manages items that actively seek out players to apply a curse effect, often making the item stick to the player.
📄️ Custombuildmanager
This component dynamically manages and applies custom animation build overrides to an entity's AnimState, allowing for flexible visual changes based on predefined symbol groups.
📄️ Cyclable
This component allows an entity to cycle through a series of discrete steps or states, often used for visual changes or functional modes.
📄️ Damagereflect
This component allows an entity to reflect damage back to an attacker, optionally using a custom damage calculation function.
📄️ Damagetypebonus
This component manages and applies bonus damage multipliers based on the tags of a target entity.
📄️ Damagetyperesist
This component manages damage resistance multipliers for an entity based on various damage type tags.
📄️ Dataanalyzer
This component manages a history of collectible "data" for various creature prefabs, allowing it to regenerate over time and be spent by the entity.
📄️ Daywalkerspawner
This component manages the spawning, tracking, and power level progression of the Daywalker boss entity in Don't Starve Together.
📄️ Deathloothandler
This component stores and manages an entity's potential death loot and its associated level for persistence.
📄️ Debuff
This component manages the lifecycle and behavior of a single debuff instance attached to an entity.
📄️ Debuffable
Manages a collection of temporary status effects (debuffs) applied to an entity, handling their lifecycle, persistence, and visual attachment.
📄️ Debugger
This component provides functionality for drawing persistent debug lines on an entity using its underlying debug rendering capabilities.
📄️ Decay
Manages an entity's internal resource that depletes over time, such as fuel or durability, and triggers events based on its state.
📄️ Deciduoustreeupdater
This component manages the Deciduous Tree's transition into and behavior within its 'monster' form, including target acquisition, spawning defensive roots, and Birchnut Drakes.
📄️ Deckcontainer
This component allows an entity to manage a collection of 'cards' in a deck-like structure, offering operations such as adding, removing, shuffling, and combining.
📄️ Decoratedgrave Ghostmanager
This component dynamically manages the spawning and despawning of ghost entities from decorated graves based on nearby Wendy players and their skill progression.
📄️ Deerclopsspawner
This component manages the spawning conditions, warning phases, and targeting logic for the Deerclops boss in Don't Starve Together.
📄️ Deerherding
This component manages the collective movement, grazing, spooking, and social behaviors of a group of deer within a herd.
📄️ Deerherdspawner
This component manages the spawning, tracking, and seasonal migration of deer herds in the world.
📄️ Deployable
Manages the logic and rules for an item to be placed or "deployed" into the game world.
📄️ Deployhelper
This component allows an entity to act as a deploy helper, providing temporary beneficial effects when a player deploys an item within its range, optionally filtered by recipe or a specific key.
📄️ Desolationspawner
This component manages the desolation regrowth mechanic, allowing certain natural resources to respawn over time in areas away from player activity.
📄️ Despawnfader
This component manages the visual fading and eventual removal of an entity from the game world.
📄️ Digester
This component periodically consumes items from an associated entity's inventory, optionally filtered by a custom function.
📄️ Disappears
This component manages an entity's timed or immediate removal from the game world, often involving an animation and cleanup.
📄️ Discoverable
This component manages an entity's discovery state and its associated minimap icons.
📄️ Diseaseable
This component manages an entity's ability to become diseased, spread disease to other entities, and handle related visual effects and timers.
📄️ Distancefade
This component causes an entity to fade out based on its distance from the camera.
📄️ Distancetracker
This component calculates and stores the distance an entity has moved between updates.
📄️ Dockmanager
Manages the creation, destruction, health, and structural integrity of dock tiles within the world.
📄️ Domesticatable
This component manages an entity's domestication and obedience levels, controlling their progression, decay, and associated behavioral state changes.
📄️ Dpstracker
This component tracks and calculates an entity's damage per second based on its health changes over a defined time window.
📄️ Drawable
Manages an entity's visual representation and its ability to be drawn within the game world.
📄️ Drawingtool
This component enables an entity to identify an item's visual data and apply it to a target entity for display.
📄️ Driedsalticon
This component manages the display of a "dried salt" overlay icon on an entity's inventory image, synchronizing its state across the network.
📄️ Drownable
Manages an entity's interaction with water and void environments, handling conditions for falling, applying drowning penalties, and managing emergency teleportation.
📄️ Dryable
Manages an entity's ability to be dried, defining its dried product and visual representation.
📄️ Dryer
This component manages the process of drying items on an entity, handling timing, state transitions, and environmental interactions like rain.
📄️ Dryingrack
This component manages the drying process of items within an associated container, dynamically adjusting to environmental conditions like rain and acid rain.
📄️ Dryingracksaltcollector
This component manages and tracks salt quantities and their specific slots on an entity, particularly for objects like drying racks.
📄️ Dsp
This component manages dynamic audio digital signal processing (DSP) effects, primarily low-pass and high-pass filters, based on game state and stacked effects.
📄️ Dumbbelllifter
This component manages an entity's ability to lift and interact with a mighty dumbbell, tracking the lifting state and applying workout effects.
📄️ Dynamicmusic
This component manages dynamic music playback and stingers based on player actions, location, and various world states within Don't Starve Together.
📄️ Eater
This component manages an entity's ability to eat, defining its diet, processing food consumption, and applying resulting stat changes.
📄️ Edible
This component defines the properties of an item that can be eaten, including its nutritional values, spoilage interactions, and post-consumption effects.
📄️ Efficientuser
This component manages and applies efficiency multipliers to specific actions, allowing different game mechanics to modify action costs or effects.
📄️ Electricattacks
This component tracks various sources that apply an "electric" state to an entity and automatically removes itself when no such sources remain.
📄️ Electricconnector
Manages and establishes electrical connections between entities, creating visual field effects and handling linking/unlinking logic.
📄️ Embarker
This component manages an entity's movement and state during embarkation onto or disembarkation from a walkable platform or a specific world position.
📄️ Emitter
Manages the continuous emission of particles from an entity, coordinating with either the VFXEffect or ParticleEmitter components.
📄️ bosstargeter
---
📄️ corpsepersistmanager
📄️ Damagetracker
This component monitors and accumulates the total absolute health changes (both damage taken and healing received) for its owner, triggering a callback if a specified threshold is met.