📄️ Abysspillargroup
Manages a group of abyss pillars, tracking their lifecycle, spawn points, and synchronization during save/load operations.
📄️ Acidbatwavemanager
Manages spawning and tracking of acid bat waves in response to players accumulating nitre during acid rain.
📄️ Acidinfusible
Applies and removes an acid infusion effect based on world rain state and entity rain immunity, adjusting combat stats, movement speed, and visual effects accordingly.
📄️ Acidlevel
Manages acid rain damage and effects for entities, tracking accumulated acid exposure and applying damage to health, equipment, and perishable items over time.
📄️ Activatable
Manages activation state and behavior for entities, including activation conditions, state tags, and callback execution.
📄️ Age
Tracks and manages a player entity's elapsed time since spawn, including pause/resume functionality and age-based notifications.
📄️ Ambientlighting
Manages dynamic ambient lighting color transitions based on world phase, moon phase, season, weather, and player night vision state.
📄️ Ambientsound
Manages dynamic ambient and wave sound mixing based on the player's location, season, weather, and sanity states.
📄️ Amorphous
Manages shape-shifting behavior for an entity by switching between predefined forms based on inventory contents.
📄️ AmphibiousCreature
Manages automatic swimming state and animation bank switching for entities that transition between land and water tiles.
📄️ Anchor
Manages the raising and lowering state of an anchor attached to a boat, handling drag physics, animation timing, and multiplayer coordination via sailor tasks.
📄️ Aoecharging
Manages the state and visual feedback for a charging area-of-effect attack, synchronizing charge progress and owner tracking across networked clients.
📄️ Aoespell
Manages casting and validation logic for area-of-effect (AoE) spells in DST, integrating with targeting, spellbook, inventory, and world constraint systems.
📄️ Aoetargeting
Manages AOE (area-of-effect) targeting state and visual feedback for deployable items, including reticule management, range validation, and FX spawning.
📄️ Aoeweapon Base
Provides area-of-effect weapon functionality with configurable targeting, damage, and interaction callbacks.
📄️ Aoeweapon Leap
Extends AOEWeapon_Base to provide leap attack functionality with area-of-effect damage and target tossing.
📄️ Aoeweapon Lunge
Extends the base AOE weapon component to enable lunge attacks that hit multiple targets along a trajectory path.
📄️ Appraisable
Provides callback hooks for entities to validate and perform appraisal actions on targets.
📄️ Archivemanager
Manages the power state of the Archive structure and synchronizes world state tags.
📄️ Area Trigger
Manages area-based trigger events that apply tuning overrides when players enter specific story zones.
📄️ Area Unlock
Tracks and updates the unlock status of specific stories associated with an entity.
📄️ Areaaware
Tracks an entity's current map area node and tile type, pushing events when location changes occur.
📄️ Armor
Manages durability, damage absorption, and weakness modifiers for armor entities in combat.
📄️ Attackdodger
Manages evasion mechanics and cooldown periods for entities avoiding attacks.
📄️ Attunable
Manages persistent links between entities and players, enabling attunement mechanics for items like resurrection effigies.
📄️ Attuner
Manages attunement relationships between a player and attunable entities.
📄️ Aura
Manages periodic area-of-effect damage or effects around an entity.
📄️ Autosaver
Manages automatic world saving intervals and shard synchronization states.
📄️ Autoterraformer
Automatically transforms the terrain tile beneath an entity by repeatedly replacing it with the first item in its container.
📄️ Avengingghost
Manages the avenging ghost state for Wendy, increasing damage over time while in ghost form if a nearby player has the 'wendy_avenging_ghost' skill activated.
📄️ Bait
Manages bait behavior for traps, handling attachment to and detachment from trap entities via lifecycle events.
📄️ Balloonmaker
Spawns a balloon entity at a specified world position.
📄️ Bathbomb
Marks an entity as a bath bomb item by adding the 'bathbomb' tag.
📄️ Bathbombable
Manages whether an entity can be transformed by bath bombs, tracking its bath-bombable state and providing a callback hook for bath-bomb activation.
📄️ Bathingpool
Manages entities entering and occupying a bathing pool, tracking occupants, enforcing space limits, and calculating valid entry positions.
📄️ Batspawner
Manages the spawning and tracking of bats for a given entity, ensuring bats are only active when the owner is awake and respecting spawn limits.
📄️ Battery
Manages whether an entity can be used as a power source and tracks usage callbacks for gameplay interactions.
📄️ Batteryuser
Enables an entity to consume power from a battery component, handling charge verification and callback execution.
📄️ Battleborn
Manages the "Battleborn" mechanic—accumulating a resource when attacking enemies and consuming it to heal, repair equipment, or restore sanity when a threshold is reached.
📄️ Beard
Manages beard growth, appearance, and related inventory mechanics for bearded characters in DST.
📄️ Beargerspawner
Manages spawning and timers for Bearger events in DST, tracking players, seasonal logic, and countdown warnings.
📄️ Beaverness
Manages the beaver-related "beaverness" hunger subtype for entities, including starvation state, time-based decay, and network synchronization.
📄️ Bedazzlement
Manages the bedazzled state for a spider den, applying visual and gameplay effects such as pacifying nearby spiders and altering creep radius.
📄️ Bedazzler
Determines whether a target entity can be bedazzled and performs the bedazzlement action, consuming uses if applicable.
📄️ Beefalometrics
Records and reports metric events related to beefalo domestication, riding, attacks, and death for analytics purposes.
📄️ Birdattractor
Stores and calculates spawn limits and timing modifiers for bird-related world entities via a additive source modifier list.
📄️ Birdspawner
Manages the spawning and behavior of birds in the game world, including timed spawning for players, lunar hail event responses, and dynamic environmental adjustments.
📄️ Blinkstaff
Handles teleportation logic and visual/audio effects for the Blink Staff item in DST.
📄️ Bloomer
Manages bloom effect stacking and propagation for entities and their children, supporting priority-based bloom layering and automatic cleanup on source removal.
📄️ Bloomness
Manages the growth stage and bloom progression of a plant entity, including timer-based progression, fertilization effects, and rate calculation.
📄️ Blowinwind
Simulates wind-driven movement and speed variation for an entity by accumulating velocity in the wind direction and applying it to the locomotor component.
📄️ Boatai
Controls a boat's AI behavior by scanning for nearby sail-raised vessels and adjusting its own sail to follow them.
📄️ Boatcannon
Manages loading, aiming, and firing operations for a boat-mounted cannon, including ammo state tracking and projectile launch with recoil physics.
📄️ Boatcannonuser
Manages the state and synchronization of boat cannon aiming for a player entity, handling client-side aiming visuals and server-side cannon assignment.
📄️ Boatcrew
Manages the crew roster, AI behavior state, and loot tracking for a boat entity in pirate encounters.
📄️ Boatdrag
Calculates and applies drag and velocity modifiers to watercraft entities during movement.
📄️ Boatdrifter
Manages the physics and movement state of a boat entity, including drift detection, physics activation/deactivation, and wake test lifecycle.
📄️ Boatleak
Manages visual, audio, and state transitions for boat leaks and repairs in DST, including plugged/unplugged states, repair timers, and integration with HullHealth for dynamic leak tracking.
📄️ Boatmagnet
Manages the magnetic attraction behavior of a boat toward a paired beacon, calculating forces and velocity to pull the boat toward the beacon's location while avoiding collisions and adapting to motion.
📄️ Boatmagnetbeacon
Coordinates beacon behavior for boat magnet pairs, including pairing/unpairing logic, beacon activation state, and platform (boat) tracking.
📄️ Boatpatch
Assigns the `boat_patch` tag to an entity and provides basic patch type tracking for boat-related environmental patches.
📄️ Boatphysics
Manages boat movement, physics, steering, sail/magnet forces, drag, and collision response for watercraft entities.
📄️ Boatrace Proximitybeacon
Registers event callbacks for boat race start and finish events on an entity, enabling custom logic when a boat race begins or ends.
📄️ Boatrace Proximitychecker
Checks for proximity to boatrace proximity beacons and triggers detection events after a sustained overlap period.
📄️ Boatracecrew
Manages a crew of entities assigned to a boat, tracking members, handling their life-cycle events, and supporting network serialization.
📄️ Boatring
Manages rotation behavior and bumper collision detection for a boat entity in the game world.
📄️ Boatringdata
Stores and synchronizes visual ring configuration data for boat-related effects, including radius, segment count, and rotation state.
📄️ Boatrotator
Manages the rotation direction synchronization between a character entity and its current boat platform.
📄️ Boattrail
Generates visual water wake effects behind a boat entity as it moves.
📄️ Boattrailmover
Manages movement and trajectory tracking for a boat entity in the game world.
📄️ Book
Manages interactive reading and perusing behavior for books, including sanity effects, use consumption, and optional visual FX.
📄️ Bosstargeter
Tracks and manages boss entities for gameplay systems that need to know when a boss is present in the world.
📄️ Bottler
Provides a mechanism to bottle certain entities, invoking a customizable callback when the action succeeds.
📄️ Brightmarespawner
Tracks players in Lunacy Mode and periodically spawns Brightmare Gestalt entities based on player sanity levels and population rules.
📄️ Brush
A placeholder component with no implemented functionality, likely reserved for future use or placeholder objects.
📄️ Brushable
Manages brushable interactions for an entity, calculating prizes awarded based on time elapsed since last brushing and handling brush events.
📄️ Builder
The Builder component handles recipe unlocking, tech tree evaluation, prototyper interaction, ingredient management, crafting logic, recipe validation, item spawning, and build buffering for entities.
📄️ Builder Replica
Synchronizes server-side crafting logic and tech tree state to the client for UI and validation.
📄️ Bundlemaker
Stores configuration for bundling items, including the source and target prefabs, optional skin data, and a callback for when bundling begins.
📄️ Bundler
Manages the bundling workflow for items, including spawning bundling containers, wrapping items, and persisting state across saves.
📄️ Burnable
Manages the burning and smoldering state of an entity, including fire effects, propagation, fuel consumption, and lifecycle hooks.
📄️ Butterflyspawner
Manages butterfly spawning behavior based on active players and world conditions.
📄️ Camerafade
Manages dynamic camera-based fading of entity visuals based on distance and screen position.
📄️ Canopylightrays
Spawns and manages reusable light ray prefabs in a radial area around the owner entity for visual canopy effects.
📄️ Canopyshadows
Manages the spawning and despawning of leaf canopy shadow tiles around an entity within a configurable radius.
📄️ Carefulwalker
Monitors nearby terrain anomalies and adjusts walking speed to slow the entity when moving over uneven ground.
📄️ Carnivaldecor
Tracks and reports the decorative value of an entity for carnival ranking systems by integrating with nearby CarnivalDecorRanker components.
📄️ Carnivaldecorranker
Tracks and calculates the total decorative value and rank of carnival-themed decorations within proximity of an entity.
📄️ Carnivalevent
Manages the lifecycle and world presence of the Carnival Host during the Carnival event, including spawning, plaza tracking, and summoning logic.
📄️ Carnivalgamefeedable
Manages whether an entity can be fed during carnival minigames by toggling the `carnivalgame_canfeed` tag and providing a callback hook for feeding logic.
📄️ Carnivalgameitem
A placeholder component for items used in carnival minigames.
📄️ Carnivalgameshooter
Manages the aiming and shooting mechanics for the carnival shooting mini-game, controlling projectile launch parameters and aim animation.
📄️ Carnivalhostsummon
Manages the `carnivalhostsummon` tag on an entity, allowing the entity to be recognized as a carnival host summon.
📄️ Catcher
Manages the ability to catch thrown projectiles based on proximity and state.
📄️ Cattoy
Manages a callback-based interaction handler for cat toy items in DST, invoked when an entity plays with the item.
📄️ Caveins
Manages cave-in events triggered by sinkholes, including debris spawning, camera shake, and player warnings in the caves.
📄️ Caveweather
Manages weather simulation including precipitation, moisture, wetness, and associated visual/audio effects in the Cave biome.
📄️ Centipedebody
Manages the physical structure and movement coordination of a multi-segment centipede-like entity, including segment spawning, constraint linking, rotation synchronization, and brain control handover.
📄️ Channelable
Manages entity channeling behavior, supporting single or multiple simultaneous channelers with state transition control.
📄️ Channelcastable
Manages the state and callbacks for an item being channel-cast by a user, including tracking the active user and handling startup/shutdown logic.
📄️ Channelcaster
Manages channeling state and item usage for entities performing channel-based actions, such as casting spells or using artifacts.
📄️ Chargingreticule
Manages a visual reticle that follows a target entity and points toward a dynamic aim direction (mouse or controller), used for indicating where a charging attack will land.
📄️ Charliecutscene
Manages the Charlie cutscene event for the Atrium gate, including camera control, NPC spawning, gate repair logic, and world state synchronization.
📄️ Chessunlocks
Manages locking and unlocking of chess piece sketches and associated trinkets in the Don't Starve Together chess minigame system.
📄️ Childspawner
Manages the spawning, tracking, and regeneration of child entities for parent entities such as bosses or nest structures.
📄️ Circler
Positions and animates an entity in a circular orbit around a target entity, modulating speed and scale using sine-based interpolation.
📄️ Circuitnode
Manages networked connections between entities within a specified range, enabling bidirectional node relationships for circuit-based logic.
📄️ Clientpickupsoundsuppressor
Temporarily suppresses pickup sound playback for an entity on the client to avoid duplicate sounds during network synchronization.
📄️ Clock
Manages game time, day/night cycles, and moon phase progression for the world.
📄️ Closeinspector
Adds a tag to an entity and provides hooks for custom inspect target and inspect point validation logic, typically used to restrict or customize inspector interactions.
📄️ Coach
Provides periodic support effects (sanity and fight buffs) to nearby players and followers when the host entity is tagged as "coaching".
📄️ Colouradder
Manages additive colour blending stacks for an entity and propagates colour updates to child entities and render systems.
📄️ Colouraddersync
Synchronizes colour addition data from the server to clients and triggers visual updates and callbacks when the colour changes.
📄️ Colourcube
Manages dynamic colour grading via colour cubes (LUTs) to reflect in-game conditions such as time of day, season, sanity, and environment (caves or overworld).
📄️ Colourtweener
Animates an entity's colour over time using linear interpolation.
📄️ Combat
Manages combat logic including targeting, attack readiness, damage calculation, attack execution, and aggro behavior for entities.
📄️ Combat Replica
Provides a network-replicated interface for combat-related operations, synchronizing combat state (target, panic, range) and attack logic between client and server in Don't Starve Together.
📄️ Commander
Manages a group of unit entities (soldiers) that respond to shared commands such as targeting, wake/alert, and distance tracking.
📄️ Complexprojectile
Manages physics-based projectile trajectories with configurable launch conditions, gravity, and hit/miss callbacks for ranged attacks.
📄️ Compostingbin
Manages composting progress and material storage for composting bins, calculating processing time based on green-to-brown material ratios.
📄️ Constructionbuilder
Manages the construction state and UI container for a builder entity performing construction tasks.
📄️ Constructionbuilderuidata
Provides UI-facing accessor methods for construction-related data, specifically the container and target entities of a construction builder, and helper functions to query construction plan ingredients.
📄️ Constructionplans
Manages blueprint mappings for construction sites, enabling conversion of target prefabs into their corresponding construction site prefabs.
📄️ Constructionsite
Manages the state and materials required to construct a building or object at a construction site.
📄️ Constructionsite Replica
Provides a network-replicated interface for client-side access to construction site state, mirroring server-side construction data.
📄️ Container
Manages item storage and interactions for entities, providing slot-based inventory logic, opening/closing behavior, and item transfer operations.
📄️ Container Proxy
Acts as a proxy layer between a container's master entity and its openers, managing network synchronization and opener lifecycle for multiplayer consistency.
📄️ Container Replica
Manages the client-side replica of a container's state and user interaction, synchronizing with the server-hosted container component for UI and network coordination.
📄️ Containerinstallableitem
Manages installation and uninstallation behavior for items that can be placed into containers or wielded by entities.
📄️ Cookable
Enables an entity to be transformed into a cooked product when processed in a cooking station.
📄️ Cookbookupdater
Manages recipe and food stat acquisition for the in-game cookbook, handling both local updates and network synchronization between server and clients.
📄️ Cooker
Validates and executes cooking operations for items placed on a cooking entity, ensuring required conditions are met and handling side effects like sound playback and event callbacks.
📄️ CookieCutterDrill
Manages the drilling progression for a cookie-cutter boat leak repair mechanism, handling animation state and damage application upon completion.
📄️ Cooldown
Manages charging and recharging states for an entity's abilities, tracking cooldown duration and triggering callbacks when fully charged.
📄️ Corpsepersistmanager
Manages corpse persistence logic by tracking registered corpses and applying persistence sources based on configured callback functions.
📄️ Counter
Manages named numeric counters with support for increment/decrement, per-counter save filtering, and save/load persistence.
📄️ Crabkingspawner
Manages the spawning and respawn timing of the Crab King boss during world generation restoration.
📄️ Craftingstation
Tracks which items and recipes a crafting station has learned and manages per-recipe crafting limits.
📄️ Crewmember
Manages the rowing behavior and boat association for entities acting as crew members on boats.
📄️ Crittertraits
Manages a critter entity's personality traits, including tracking scores for behaviors like combat, playfulness, and crafting, and determining the dominant trait that influences the critter's emotes and stats.
📄️ Crop
Manages growth, maturation, fertilization, and harvesting logic for plant entities in the game world.
📄️ Cursable
Manages application, removal, and state tracking of curses on an entity, primarily by interacting with cursed items and inventory.
📄️ Curseditem
Manages cursed inventory item behavior, including pursuit and forced attachment to a player or target when dropped.
📄️ Custombuildmanager
Manages visual symbol overrides for entity build groups, allowing dynamic replacement of animation symbols based on current build configuration.
📄️ Cyclable
Manages cyclic step-based states for entities, such as toggling between multiple modes or phases.
📄️ Damagereflect
Provides a callback-based mechanism for reflecting damage back to attackers, typically used by the combat component.
📄️ Damagetracker
Tracks cumulative damage dealt by an entity and triggers a callback when a specified damage threshold is reached.
📄️ Damagetypebonus
Calculates multiplicative damage bonuses based on target tags by aggregating source-specific modifiers per tag.
📄️ Damagetyperesist
Manages resistances to damage based on the tag(s) of the attacker or weapon applying the damage.
📄️ Dataanalyzer
Manages creature data collection, regeneration, and consumption for scanner-like entities in the game.
📄️ Daywalkerspawner
Manages spawning and tracking of Daywalker boss arenas based on world time and configured spawning points.
📄️ Deathloothandler
Stores and persists loot information associated with an entity's death, such as item prefabs and an optional level value.
📄️ Debuff
Manages the attachment, detachment, extension, and symbol-following behavior of a debuff applied to a target entity.
📄️ Debuffable
Manages application, tracking, and removal of debuff effects on an entity, including persistence across save/load cycles and entity transfers.
📄️ Debugger
Provides runtime line-drawing debug visualization for entities by rendering debug lines between specified origin and target points.
📄️ Decay
Manages a consumable fuel meter that decays over time and triggers events when fuel is spent or added.
📄️ Deciduoustreeupdater
Manages the transformation of a deciduous tree into a hostile monster state, controlling drake spawning, root attacks, and state transitions.
📄️ Deckcontainer
Manages a collection of playing cards as a deck, supporting add, remove, shuffle, split, and merge operations.
📄️ Decoratedgrave Ghostmanager
Manages the spawning, tracking, and despawning of grave guard ghosts for Wendy's skill-related grave mechanics.
📄️ Deerclopsspawner
Manages the spawning, timing, and targeting logic for Deerclops boss attacks in DST.
📄️ Deerherding
Manages collective behavior and movement logic for deer herds, including grazing, roaming, spook responses, and herd cohesion.
📄️ Deerherdspawner
Manages seasonal spawning, migration, and population control of deer herds in the world.
📄️ Deployable
Manages deployment behavior and constraints for inventory items that can be placed into the world, such as walls, plants, boats, and masts.
📄️ Deployhelper
Manages activation and deactivation of deployable helper entities based on recipe or key triggers within a specified range.
📄️ Desolationspawner
Manages timed regrowth of trees and plants in desolation zones based on world topology and time multipliers.
📄️ Despawnfader
Manages visual fading and removal of an entity when it is marked for despawning.
📄️ Digester
Periodically digests random non-irreplaceable items from an entity's inventory at fixed intervals.
📄️ Disappears
Manages scheduled or immediate entity removal with optional animation, sound, and pickup inhibition.
📄️ Discoverable
Manages the discovery state and visual representation (icon) of an entity on the minimap and UI.
📄️ Diseaseable
Manages disease progression, symptoms, and transmission for entities, including timed warnings, environmental effects, and spread mechanics.
📄️ Distancefade
Controls the visual fade effect of an entity based on its distance from the camera relative to the ground plane.
📄️ Distancetracker
Tracks the distance an entity travels between update frames by recording its position and computing Euclidean displacement.
📄️ Dockmanager
Manages the creation, destruction, health tracking, and structural integrity of monkey docks on Monkey Island maps.
📄️ Domesticatable
Manages the domestication and obedience mechanics for tameable entities, tracking changes via periodic decay tasks and broadcasting relevant events.
📄️ DpsTracker
Tracks damage per second (DPS) by monitoring health changes over a sliding time window.
📄️ Drawable
Manages the visual appearance of an entity by storing and synchronizing image, atlas, and background assets for rendering in the UI or world.
📄️ Drawingtool
Facilitates the selection and application of drawable assets from nearby entities during a drawing action.
📄️ Driedsalticon
Manages the visibility and overlay image of a dried salt icon on an inventory item in DST's UI and world representation.
📄️ Drownable
Manages drowning and void-falling logic for entities, including damage application, item dropping, and teleportation behavior.
📄️ Dryable
Marks an entity as capable of being dried and stores associated drying data, such as product yield, drying time, and associated build files for raw and dried states.
📄️ Dryer
Manages the drying process of ingredients into preserved food products, handling timers, rain exposure, and state transitions.
📄️ Dryingrack
Manages drying behavior for items placed in a container, handling time-based drying, weather effects (rain/acid rain), and state persistence.
📄️ Dryingracksaltcollector
Tracks salt slots in a drying rack and manages salt count changes with optional callback notification.
📄️ Dsp
Manages dynamic audio filtering (low-pass and high-pass) based on player season, temperature, and runtime DSP stacks.
📄️ Dumbbelllifter
Manages the ability for an entity to lift and use a dumbbell for workout-related gameplay effects.
📄️ Dynamicmusic
Manages adaptive background music for the player entity based on gameplay context such as location, actions, time of day, season, and nearby events.
📄️ Eater
Manages an entity's ability to consume food items, applying health, hunger, and sanity effects while handling diet restrictions and spoilage tolerance.
📄️ Edible
Manages nutritional and thermal properties of food items, including health/hunger/sanity restoration, spoilage effects, and temperature impact on consumers.
📄️ Efficientuser
Manages action-specific multipliers using source-modifiable lists to support flexible, multi-source efficiency calculations.
📄️ Electricattacks
Manages a collection of electric attack sources on an entity, automatically removing itself when no sources remain.
📄️ Electricconnector
Manages electrical connections between electric fence segments by creating visual beam effects and tracking bidirectional links.
📄️ Embarker
Manages the movement and positioning of an entity during embarkation or disembarkation onto/from a platform or designated position.
📄️ Emitter
Manages particle emission for an entity by scheduling and dispatching particles over time using a custom update loop.
📄️ Entitytracker
Manages a set of named entity references and tracks their lifecycle to prevent dangling references.
📄️ Epicscare
Triggers a scare effect on nearby entities within a specified radius, excluding certain tags and including only entities matching one of a set of required tags.
📄️ Equippable
Manages item equipping behavior, including slot assignment, unequip prevention, movement speed modifiers, dapperness, moisture, and equip/unequip callbacks for entities in DST.
📄️ Equippable Replica
Manages network-replicated equipment slot and restriction logic for equippable items in DST's client-server architecture.
📄️ Erasablepaper
Manages the conversion of a paper item into a configurable number of erasure产物 (e.g., papyrus), handling stack splitting and item distribution.
📄️ Experiencecollector
Periodically awards experience points to eligible characters based on in-game time.
📄️ Expertsailor
Controls configuration values that modify boat sailing physics and anchor behavior for a boat entity.
📄️ Explosive
Manages the behavior and effects of explosive entities, including area-of-effect damage, building destruction, ignition of flammable objects, and camera effects upon detonation.
📄️ Explosiveresist
Manages resistance to explosive damage over time, including accumulation and gradual decay.
📄️ Fader
Manages time-based value interpolation (fading) between start and end values using custom setter callbacks.
📄️ Fan
Provides configurable callback-based functionality for channeling and fanning actions on an entity, optionally managing the 'channelingfan' tag.
📄️ Farming Manager
Manages soil moisture, nutrients, and farming-related systems across the world map, including plant growth, weed spawning, and Lord Fruit Fly behavior.
📄️ Farmplantable
Enables a seed or item to be planted into soil by spawning a plant prefab at the target's position.
📄️ Farmplantstress
Tracks and evaluates stress conditions on farm plants to determine their final stress state based on environmental and gameplay factors.
📄️ Farmplanttendable
Controls whether a farm plant entity can be tended to, managing the `tendable_farmplant` tag and tend completion logic.
📄️ Farmsoildrinker
Tracks and calculates the time a soil entity spends in wet and dry states for farming-related moisture logic.
📄️ Farmtiller
Provides functionality to till soil at a given point in the world.
📄️ Feasts
Manages group coordination, buff application, and announcement logic for winter feast events when multiple players and tables interact.
📄️ Fencerotator
Rotates a target entity's orientation and spawns a visual effect upon completion.
📄️ Fertilizable
Provides a callback hook for handling fertilizer application on an entity.
📄️ Fertilizer
Stores nutrient data and handles application logic for fertilizer items, including usage consumption and cleanup upon depletion.
📄️ Fertilizerresearchable
Enables an entity to provide researchable fertilizer data to the game, typically used by compost bins or similar structures in biomes like the Ruins.
📄️ Fillable
Manages the logic for transforming an empty container or vessel into a filled version when interacting with a water source.
📄️ Finiteuses
Manages a finite number of uses for an entity's actions, updating repair status and tags as uses deplete.
📄️ Firebug
Triggers periodic announcements and spawns a prefab when an entity's fire timer expires, optionally subject to sanity thresholds.
📄️ FireDetector
Monitors entities within range for fire-related hazards, supporting normal fire detection and emergency mode responses based on burning, smoldering, or withering targets.
📄️ Firefx
Manages visual and audio effects for fire-based entities, including dynamic lighting, sound, and animation transitions across multiple intensity levels.
📄️ Fishable
Manages a pool of fish that can be caught via fishing mechanics, including respawning, freezing states, and hooking/release logic.
📄️ Fishingnet
Manages the casting of a fishing net by spawning and configuring a visualizer prefab to handle the animation and trajectory.
📄️ Fishingnetvisualizer
Manages visual behavior and logic for a fishing net entity during casting, opening, retrieving, and final pickup phases.
📄️ Fishingrod
Manages the fishing mechanic for a fishing rod, including casting, nibbling, strain, and reeling interactions with a fishable entity.
📄️ Fishingrod Replica
Manages networked state for a fishing rod entity, tracking hooked and caught fish across the client-server boundary.
📄️ Fishschool
Manages a fish school entity that spawns fish when caught by a fishing net and replenishes its fish over time.
📄️ Floater
Manages visual and behavioral effects when an entity enters or remains in water, including wetness application, splash spawning, and floating animations.
📄️ Flotationdevice
Prevents drowning damage and optionally executes custom logic when drowning is prevented.
📄️ Flotsamgenerator
Spawns and manages floating debris (flotsam) in ocean environments, including scheduled natural spawns and guaranteed items like message bottles.
📄️ Focalpoint
Manages camera focal point targeting on the client, updating camera offset based on prioritized sources and distance constraints.
📄️ Follower
Manages an entity's relationship to a leader, including loyalty mechanics, teleportation on separation, and handling player reconnection or respawning.
📄️ Follower Replica
Manages networked references to an entity's leader or item owner for follower behavior synchronization between client and server.
📄️ Followerherder
Manages herd behavior for a leader entity, toggling hostile state of all followers and consuming finite uses when triggered.
📄️ Followermemory
Remembers and tracks a follower's last known leader across sessions and entity state changes, enabling reunification when the leader returns.
📄️ Foodaffinity
Manages hunger bonus bonuses a character receives when eating food, based on prefab, foodtype, or tag matches.
📄️ Foodmemory
Tracks remembered food items and calculates consumption-based multipliers for an entity over time.
📄️ Forcecompostable
Marks an entity as capable of being composted, with optional green/brown categorization for composting mechanics.
📄️ Forestdaywalkerspawner
Manages the spawning and state tracking of the Day Walker boss in the Forest world, coordinating with the junk pile and shard-level spawner.
📄️ Forestpetrification
Tracks nearby petrifiable entities and periodically triggers large-scale petrification events in the forest based on cooldown cycles.
📄️ Forestresourcespawner
Manages periodic spawning of renewable forest resources such as flint, saplings, and berry bushes near spawn points when no players are nearby.
📄️ Forgerepair
Handles repair of damaged equipment using forge-based materials, consuming itself in the process and updating entity tags based on the repair material used.
📄️ Forgerepairable
Tracks and manages forge-repair eligibility of an entity based on repair material compatibility and current condition.
📄️ Formationfollower
Manages an entity's participation in a formation, including leader detection, positioning updates, and sleep/wake lifecycle handling.
📄️ Formationleader
Manages a group of followers arranged in a dynamic formation around a target entity, handling formation membership, positioning, and disbanding.
📄️ Freezable
Manages freeze states, coldness accumulation, and thawing behavior for entities, including visual tinting, shatter effects, and resistance mechanics.
📄️ Freezefx
Manages dynamic visual and audio effects for fire-based entities, including flickering light, radius scaling, intensity control, and sound effects across multiple flame levels.
📄️ Friendlevels
Manages friendship progression and reward distribution for friendly NPC entities based on completed tasks.
📄️ Frograin
Manages the spawning and lifecycle of frogs during rainy spring weather, including logic for lunar rift influence and player-specific spawning.
📄️ Frostybreather
Manages visual frost breath effects based on environmental temperature and entity state.
📄️ Fuel
Manages fuel properties and behavior for entities, including fuel type tagging and fuel consumption events.
📄️ Fueled
Manages fuel consumption, storage, and state transitions for entities that consume fuel over time.
📄️ Fueler
Tracks and manages the fuel properties and consumption behavior of an entity within the game's burning system.
📄️ Fuelmaster
Manages fuel-burning multiplier bonuses for entities that consume fuel, such as fire sources or lanterns.
📄️ Fumarolelocaltemperature
Calculates and provides local temperature values near fumaroles based on seasonal cycles, noise, and multipliers, for use by the temperature override system.
📄️ Furnituredecor
Manages the visual and logical state of furniture decorations, such as being enabled and whether it's placed on furniture.
📄️ Furnituredecortaker
Manages the attachment and detachment of decorative items to furniture entities in the game.
📄️ Gelblobspawner
Manages the spawning and lifecycle of gel blobs in response to active rifts, player proximity, and spawner cooldowns in DST.
📄️ Gestaltcage
Manages targeting and capturing of Gestalt creatures using a cage item.
📄️ Gestaltcapturable
Tracks targeting and capture state for Gestalt-based entities, enabling them to be captured by the Gestalt Cage.
📄️ Ghostbabysitter
Manages the tracking and lifecycle of ghosts being watched over by an entity, handling state tags and persistence.
📄️ Ghostgestalter
Manages activation flags and mutation logic for ghost entities in the world.
📄️ GhostlyBond
Manages a spectral companion (ghost) tied to a player, handling summoning, recall, bonding progression, and state synchronization.
📄️ Ghostlyelixir
Handles the application of ghostly elixir effects to a target entity, consuming the item upon successful application.
📄️ Ghostlyelixirable
Marks an entity as a ghostly elixir item by adding the `ghostlyelixirable` tag for use in gameplay logic.
📄️ Giftreceiver
Manages the receiver side of gift items, tracking gift count and coordinating with gift machines.
📄️ Gingerbreadhunter
Manages the spawning and progression of gingerbread-themed hunts during events, including generating crumb trails and spawning gingerbread pigs or houses.
📄️ Grabbable
Marks an entity as grabbable by players and provides a callback for custom grab conditions; however, this component is deprecated in favor of using the inventoryitem component's grabbableoverridetag.
📄️ Gravediggable
Marks an entity as diggable by grave-digging actions and provides a hook for custom dig behavior.
📄️ Gravedigger
A callback-triggering component invoked when a gravesite is used, commonly attached to grave-related prefabs.
📄️ Grogginess
Manages temporary impairment effects including grogginess, knockouts, and associated speed penalties on an entity.
📄️ Groomer
Manages clothing and grooming interactions for dressable entities, handling entering/exiting the grooming state, skin changes, and shared/single-user access.
📄️ Grottowarmanager
Manages Grotto War dynamic spawners and population logic, spawning nightmares and brightmares near players based on area and population limits.
📄️ Grottowaterfallsoundcontroller
Manages dynamic spatial audio for grotto waterfalls by tracking nearby pools and assigning sound emitters to the closest valid ones.
📄️ Groundcreep
Enables serialization and deserialization of a ground creep object attached to an entity, primarily for world persistence across sessions.
📄️ Groundpounder
Simulates a radial ground pound attack that triggers delayed damage, destruction, platform pushing, and inventory item launch effects across concentric rings.
📄️ Groundshadowhandler
Manages a ground shadow effect that dynamically scales and positions beneath an entity based on its vertical height.
📄️ Grouptargeter
Implements weighted target selection and dynamic weight redistribution for entities managing multiple potential targets.
📄️ Growable
Manages staged growth progress for entities, supporting timed, paused, and sleep-aware growth with stage transitions and save/load persistence.
📄️ Grower
Manages crop growth and fertility for plot-like entities, tracking soil cycles and planted crops.
📄️ Grue
Manages the darkness-based threat system that damages entities when they remain in darkness for extended periods.
📄️ Guardian
Manages the lifecycle of a summoned guardian entity, tracking summon progress, spawning and dismissing the guardian, and handling its death.
📄️ Gym
Manages training interactions with a trainee entity, including training timer management, perishability checks, music state transitions, and phase-based rest behavior.
📄️ Halloweenmoonmutable
Provides mutation functionality for entities under the influence of the Halloween Moon, allowing them to transform into a different prefab or be processed via a custom override function.
📄️ Halloweenpotionmoon
Consumes a Halloween potion item to mutate a target entity via the HalloweenMoonMutable component.
📄️ Hallucinations
Manages the spawning and tracking of hallucination entities based on player sanity, time of day, and environment lighting.
📄️ Harvestable
Manages plant-like entities that grow over time and can be harvested to yield items, handling growth progress, pausing, and item dropping.
📄️ Hatchable
Manages the incubation process for eggs, tracking progress toward hatching or failure based on thermal conditions and time.
📄️ Hauntable
Manages haunting mechanics—including cooldowns, visual flicker effects, and haunted state—for entities that can be haunted or cause haunting.
📄️ Healer
Applies healing to a target entity and consumes the healer item upon use.
📄️ Health
Manages entity health state, including damage, healing, regeneration, penalties, and fire damage handling.
📄️ Health Replica
Manages network-synchronized health state for player entities, mirroring properties from the master-side Health component for client-side UI and logic.
📄️ Healthbar
Renders a visual health bar and percentage label above an entity, updating in response to health changes.
📄️ Healthsyncer
Synchronizes health status and percentage between server and client, tracking health regen/degen sources for UI indicators.
📄️ Healthtrigger
Triggers custom callbacks when an entity's health percentage crosses specified thresholds during damage or healing events.
📄️ Heater
Manages thermal output properties and behavior for an entity, supporting configurable heat sources, carried heat, and endothermic/exothermic states.
📄️ Heavyobstaclephysics
Manages dynamic physics behavior for large in-game obstacles that transition between solid, falling, and pushed states based on proximity and interactions.
📄️ Heavyobstacleusetarget
Controls whether an entity can interact with heavy obstacles and updates the `can_use_heavy` tag accordingly.
📄️ Herd
Manages a group of herd members (e.g., beefalo) around a central entity, handling membership, gathering, merging, position updates, and persistence.
📄️ Herdmember
Tracks herd membership for an entity and manages herd creation or rejoining when enabled.
📄️ Hermitcrab Relocation Manager
Manages teleportation and rotation-aware positioning of Hermitcrab-related entities (pearls and structures) relative to Monkey Island during world loading and relocation.
📄️ Hideandseeker
Monitors a seeker entity’s distance from a hide-and-seek game instance and triggers announcements or removal when the entity strays too far or returns within range.
📄️ Hideandseekgame
Manages the Hide and Seek minigame logic, tracking seekers, hiding spots, game state, and rewards.
📄️ Hideandseekhider
Manages hide-and-seek gameplay logic for an entity acting as a hider, including hiding spot assignment, timing, and state transitions.
📄️ Hideandseekhidingspot
Manages the logic for a location where a Hider entity can be concealed, including spawn, eviction, and cleanup.
📄️ Hideout
Manages an internal inventory of creatures, allowing an entity to store and release creature entities as needed—typically used for nest-like or lair-like behaviors.
📄️ Highlight
Manages dynamic highlight color effects (including flashing and persistent highlights) on entity renderables.
📄️ Highlightchild
Manages the highlighting of an entity when it is associated with a specific owner entity, primarily for visual feedback in non-dedicated server environments.
📄️ Hitchable
Manages the hitched state of an entity, allowing it to be attached to or detached from another entity via a hitching mechanic.
📄️ Hitcher
Manages hitching state and tag synchronization for entities that can be hitched to or from other entities.
📄️ Homeseeker
Tracks and provides navigation logic to a designated home entity for an actor.
📄️ Hounded
Manages timed, escalating hound waves targeting players based on world age and group proximity.
📄️ Houndedtarget
Manages weighting for entity selection as a hound target and tracks sources that qualify it as a hound thief.
📄️ Hudindicatable
Marks an entity as eligible for HUD tracking by the HUD indicatable manager.
📄️ Hudindicatablemanager
Manages a collection of HUD-indicatable items on the client side for display purposes.
📄️ Hudindicatorwatcher
Manages on-screen HUD target indicators for nearby entities tracked via the hudindicatable system.
📄️ Hull
Manages visual and logical attachment of boat-related accessories (plank, lip) and handles entity attachment offsets during boat placement.
📄️ Hullhealth
Manages hull integrity and leak damage for boats, handling collision impacts, degradation over time, and dynamic leak indicators.
📄️ Hunger
Manages hunger and starvation mechanics, including decay, damage application, and synchronization with the health component.
📄️ Hunger Replica
Provides network-replicated access to hunger state (current, max, and starvation status) for entities on client or non-master simulation instances.
📄️ Hunter
Manages dynamic monster hunting sequences triggered by players investigating dirt piles, including track generation, beast selection, and spawn logic based on world state and active shrines.
📄️ Incinerator
Handles the destruction of items inside a container when triggered, including optional sound playback, event dispatching, and kill/murder event propagation for living items.
📄️ IncrementalProducer
Manages incremental resource production on an entity, with configurable delay, capacity limits, and custom callbacks for production logic and state queries.
📄️ Inkable
Tracks and manages temporary ink status on players affected by squid attacks.
📄️ Inspectable
Manages inspection behavior and dynamic description/status reporting for entities.
📄️ Inspectaclesparticipant
Manages the state and behavior of the Inspectacles minigame system for an entity, including puzzle generation, game setup, reward granting, and client-server synchronization.
📄️ Instrument
Manages the playback logic and event callbacks for in-game musical instruments, including range-based listener detection and custom asset overrides.
📄️ Insulator
Tracks and manages insulation level and seasonal type for entities to determine cold resistance.
📄️ Inventory
Manages the storage, equipping, and inventory interactions for player entities, including slot-based item management, equipment handling, and container integration.
📄️ Inventory Replica
Synchronizes inventory state and actions between the server and client by acting as a network-replicated proxy for the real inventory component.
📄️ Inventoryitem
Manages item properties and behavior related to inventory interaction, moisture, physics, and owner relationships.
📄️ Inventoryitem Replica
Manages network-replicated properties and synchronization of inventory items between server and client, including pickup restrictions, deploy modes, weapon stats, and usage state serialization.
📄️ Inventoryitemholder
Holds a single item for indirect interaction, allowing other entities to take or stack items under controlled conditions.
📄️ Inventoryitemmoisture
Manages moisture level and wet state for inventory items, synchronizing them with environmental conditions, owner state, or external control.
📄️ Itemaffinity
Manages a priority-based sanity bonus for characters based on specific items carried in inventory.
📄️ Itemmimic
Manages the transformation of an item mimic from an inert object into a hostile entity upon player interaction or time-based triggers.
📄️ Itemstore
Manages a storage list of item records for an entity, supporting adding, retrieving, saving, and loading of items without persisting the actual item instances.
📄️ Itemweigher
Manages trophy scale type tagging and provides a hook for weighing in items.
📄️ Joustsource
Manages the lance-based melee attack logic for jousting entities, including collision detection against targets within the lance's arc and pushback/knockback behavior.
📄️ Joustuser
Manages joust-specific logic and callbacks for entities capable of performing jousting actions, including edge detection and custom validation.
📄️ Key
Manages the type of key associated with an entity and provides callbacks for lock interactions.
📄️ Kitcoon
A placeholder component with no functional behavior; provides a minimal implementation for debugging or future expansion.
📄️ Kitcoonden
Manages a collection of kitcoons associated with an entity, tracking their presence and responding to their removal.
📄️ Klaussackkey
Manages the state and lifecycle of a Klaus sack key item, including tag management and delayed restoration logic for true keys.
📄️ Klaussacklock
Manages keyed interaction logic for Klaus sack locks, allowing or denying access based on a callback function and key consumption behavior.
📄️ Klaussackloot
Generates and manages loot tables for Klaus boss encounters, including seasonal (Winters' Feast) and standard loot pools.
📄️ Klaussackspawner
Manages spawning and respawning of Klaus sacks in winter, tracking spawn counts and coordinating with world timers and spawner locations.
📄️ Knowndynamiclocations
Manages named dynamic positions associated with an entity, supporting platform-relative storage and persistence across saves.
📄️ Knownlocations
Manages a collection of named coordinate positions associated with an entity for persistent tracking and recall.
📄️ Kramped
Manages the Krampus spawning system by tracking player naughtiness and spawning Krampus entities when thresholds are exceeded.
📄️ Lavaarenaeventstate
Manages the state and progression of the Lava Arena event, including round tracking, victory condition reporting, and player quest data for network synchronization.
📄️ Lavaarenamobtracker
Tracks entities designated as mobs in the Lava Arena minigame, supporting querying by radius and tags.
📄️ Lavaarenamusic
Manages background music playback for the Lava Arena event based on the currently activated player and level state.
📄️ Leader
Manages a group of follower entities, coordinates shared combat targets, and handles follower lifecycle events.
📄️ Lighter
Enables an entity to ignite burnable targets by calling Ignite on their burnable component.
📄️ Lightningblocker
Manages lightning protection range and strike handling for an entity, adding or removing the `lightningblocker` tag based on block range.
📄️ Lightpostpartner
Manages shackle relationships between a lantern post and connected light sources in Don't Starve Together.
📄️ Lighttweener
Interpolates light properties (radius, intensity, falloff, colour) over time for an entity's attached light component.
📄️ Linkeditem
Manages networked ownership and equipping restrictions for items that can be linked to a specific player.
📄️ Linkeditemmanager
Manages persistent associations between player entities and linked items, ensuring items track their creator/owner and respond appropriately when players join or leave the world.
📄️ Lock
Manages lock/unlock state and key-based access control for entities such as doors and containers.
📄️ Locomotor
Manages entity movement, pathfinding, and speed calculations, including walking, running, platform hopping, and speed modifier interactions.
📄️ Lootdropper
Handles the generation, modification, and spawning of loot items dropped by an entity upon destruction or deconstruction.
📄️ Lordfruitflytrigger
Monitors entities within a range to activate or deactivate fruit fly spawners when they enter or remain inside the trigger zone.
📄️ Luckitem
Manages luck contribution from an item to its owner, adjusting based on equipped state and stack size.
📄️ Luckuser
Manages luck modifiers and adjusts hounded target behavior based on cumulative luck value.
📄️ Lunaralterguardianspawner
Manages the spawning and lifecycle of lunar rift guardian entities at designated locations in the world.
📄️ Lunarfissureburning
Applies periodic lunar burn damage to an entity and its mount while the entity stands over a fissure, managing visual FX and health state updates.
📄️ Lunarhailbirdsoundmanager
Manages audio levels for the lunar hail bird event, controlling ambient sound playback based on event intensity.
📄️ Lunarhailbuildup
Manages the lunar hail buildup mechanic for a structure, tracking accumulation and decay during lunar hail events, and handling work required to remove the buildup.
📄️ Lunarhailmanager
Manages spawning, physics, and impact behavior of falling debris during lunar hail storms, including damage application, shelter detection, and interaction with the world topology.
📄️ Lunarplant Tentacle Weapon
Spawns lunar tentacles as secondary attacks when equipped and used in combat, conditional on skill tree activation.
📄️ Lunarriftmutationsmanager
Manages thequest progression and defeated mutation tracking for lunar rift boss encounters, including Wagstaff NPC appearances and reward logic.
📄️ Lunarsupernovablocker
Manages visual and gameplay effects for the Lunar Supernova ability by tracking blocking sources and updating related FX and colour properties.
📄️ Lunarsupernovaburning
Applies and manages damage and visual effects for the Alter Guardian's lunar supernova ability during Phase 4.
📄️ Lunarthrall Plantspawner
Manages the spawning and wave-based infestation of Lunarthrall plants by spawning Gestalt entities and infesting target plants during lunar rift events.
📄️ Lureplantspawner
Manages the seasonal spawning of Lureplants during spring by tracking player movement trails and probabilistically placing them around active players.
📄️ Machine
Manages machine state including power (on/off), cooldowns, and interaction permissions.
📄️ Madsciencelab
Manages a multi-stage lab-based science-generating process with stage timing and persistence support.
📄️ Magician
Manages the state and lifecycle of a magician tool currently being used by an entity, including equipping, holding, and dropping behavior.
📄️ Magiciantool
Manages the usage lifecycle of magical tools by tracking user context and invoking custom callbacks when tools are started or stopped being used.
📄️ Malbatrossspawner
Manages the spawning and tracking of Malbatross entities near fish shoals in the game world.
📄️ Map
Provides world geometry and terrain query utilities for placement, navigation, and arena validation.
📄️ Maprecorder
Stores and manages recorded map data for teaching exploration progress between players.
📄️ Maprevealable
Manages dynamic map revealed areas by spawning and tracking mini-map icons based on nearby map revealers and custom sources.
📄️ Maprevealer
Reveals map areas to players in a轮播 manner across multiple ticks, typically used by map-related entities like the Map Room or Map Table.
📄️ Mapspotrevealer
Adds functionality to an entity to reveal map areas at specified locations, supporting pre-reveal hooks and conditional map opening.
📄️ Markable
Manages a pool of integer identifiers to track which entities have marked this instance, supporting mark/unmark operations with optional callbacks.
📄️ Markable Proxy
Provides a proxy interface to an underlying entity's Markable component, forwarding mark operations and managing the "markable_proxy" tag based on markability state.
📄️ Mast
Manages sail state and forces for a boat mast, including furling/unfurling mechanics, physics interaction with the boat, and animation synchronization.
📄️ Maxhealer
Applies a health penalty reduction to a target entity when consumed, typically used for revive-like consumable items.
📄️ Maxlightspawner
Spawns and manages a fixed number of light prefabs in a circular pattern around an entity.
📄️ Maxwelltalker
Manages scripted dialogue and cutscenes for Maxwell, handling speech synchronization, input skipping, player control disable/enable, and camera control during narrative events.
📄️ Mermcandidate
Tracks calorie consumption to determine if a merm should transform into a stronger variant.
📄️ Mermkingmanager
Manages the lifecycle of Merm Kings, including throne selection, candidate transformation, and world-wide king state tracking in Don't Starve Together.
📄️ Messagebottlemanager
Manages message bottle treasure hunts and hermit crab interactions in DST's ocean world.
📄️ Meteorshower
Manages timed meteor shower events on a map spawner entity, including level selection, spawning logic, cooldown handling, and save/load state persistence.
📄️ Miasmamanager
Manages miasma cloud generation, spread, strength, and decay in the world map, primarily in relation to rifts and vents.
📄️ MiasmaWatcher
Tracks whether an entity is inside a miasma cloud and applies movement speed penalties accordingly.
📄️ Mightiness
Manages Wolfgang's physical transformation system based on his current mightiness level, dynamically adjusting stats, animations, sounds, and gameplay modifiers.
📄️ Mightydumbbell
Manages workout and attack interactions for strongman characters, dynamically adjusting mightiness gain rates and consumption based on current mightiness state.
📄️ Mightygym
Manages weight loading, workout state, and visual/sound feedback for the Mighty Gym structure in the game.
📄️ Migrationmanager
Manages population groups of migratory creatures (e.g., Crystal-Crested Buzzards) by tracking their location in world nodes, migration paths, and group membership.
📄️ Migrationpetowner
Provides a lightweight mechanism for an inventory item to store and retrieve one or more associated migration-capable pets via a callback function.
📄️ Migrationpetsoverrider
Provides a mechanism to override positioning logic for migration pets spawned by the player spawner system.
📄️ Mine
Triggers an explosion effect when a valid nearby entity enters its detection radius, commonly used for traps.
📄️ Minigame
Manages the lifecycle and participant/spectator logic for minigame events in the world.
📄️ Minigame Participator
Tracks and manages an entity’s participation in a minigame, including automatic cleanup, follower disengagement, and timeout handling.
📄️ Minigame Spectator
Attaches an entity as a passive spectator to a minigame, automatically removing itself when the minigame ends or is deactivated.
📄️ Minionspawner
Spawns and manages groups of minion entities around a central spawner entity, tracking their positions, lifecycle, and synchronization across network sessions.
📄️ Moisture
Manages a character's moisture level, including precipitation absorption, drying rates, waterproofing modifiers, and state transitions like wet or soaked.
📄️ Moisture Replica
Tracks and synchronizes whether an entity is wet across the network in Don't Starve Together.
📄️ Moistureabsorbersource
Provides a source of drying capability for entities equipped with moisture absorption items.
📄️ Moistureabsorberuser
Manages active moisture-absorbing items equipped or held by an entity and computes their combined drying effect.
📄️ Moistureimmunity
Grants temporary immunity to moisture accumulation by forcing an entity's moisture level to remain dry via external sources.
📄️ Mood
Manages timed and seasonal mood states for entities, such as mating behavior in beefalo, by tracking mood duration, season-based activation, and world settings multipliers.
📄️ Moonaltarlink
Manages bidirectional linking between an entity and a set of moon altar targets, updating positions and triggering callbacks on connection or disconnection.
📄️ Moonaltarlinktarget
Enables moon altars to detect and link with nearby altars of compatible types to form a valid triangle for cosmic events.
📄️ Moonbeastspawner
Manages periodic spawning of moonbeasts (moonhounds and moonpigs) near the Moon Base entity and handles petrification of nearby ghouls when active.
📄️ Moonrelic
A minimal placeholder component with no functional behavior; intended for future extension or as a stub.
📄️ Moonsparkchargeable
Increases the fuel level of an entity's Fueled component when triggered, based on a configured charge amount.
📄️ Moonstormlightningmanager
Manages periodic ground lightning spawns during moonstorms based on player proximity and network node data.
📄️ Moonstormmanager
Manages moonstorm events, wagstaff hunts, and storm-related gameplay progression in DST's Moon Altar and Wagboss systems.
📄️ Moonstorms
Manages the active moonstorm zones and calculates moonstorm intensity for entities based on their position relative to node indices in the world topology.
📄️ Moonstormstaticcapturable
Tracks whether an entity is being targeted by moonstormstaticcatcher components and manages callbacks and events for targeting and catching interactions.
📄️ Moonstormstaticcatcher
Tracks and captures moonstorm static charges by interacting with capturable entities during targeting and catch operations.
📄️ Moonstormwatcher
Manages moonstorm-related speed penalties for entities based on storm intensity and vision state.
📄️ Moontrader
Manages acceptance and processing of offerings for moon-based trading interactions, typically used by entities like Moon Moths or Moon Altars.
📄️ Moosespawner
Manages the spawning and scheduling of moose entities in relation to moose nesting grounds during spring season.
📄️ Murderable
Adds the `murderable` tag to an entity, marking it as a valid target for murder-related game logic.
📄️ Mutatedbirdmanager
A deprecated and unused component that previously handled mutated bird logic (e.g., migration and buzzard behavior) but now serves no functional purpose.
📄️ Mutatedbuzzardcircler
Controls the circling behavior of a mutated buzzard around a target entity, managing movement, migration, and interactions like flare detonations and corpse landings.
📄️ Mutatedbuzzardmanager
Manages mutated buzzard gestalt populations, tracks circling shadows for players, and controls spawning/dropping behavior in response to rift states, megaflares, and deaths.
📄️ Nabbag
Implements the Wortox ability to pick up multiple items in a forward cone and net multiple entities in sequence.
📄️ Named
Assigns and manages a custom display name for an entity, including support for formatting, author tracking, and network replication.
📄️ Named Replica
Manages network-replicated name and author information for entities in DST's multiplayer system.
📄️ Nightlightmanager
Manages registration, tracking, and filtering of night light entities within the world for master simulation.
📄️ Nightmareclock
Manages the cyclical nightmare phase transitions and audio cues in the Caves, synchronizing timing and sound states across networked clients.
📄️ Nis
Manages non-interactive cinematic sequences, including script execution, skip handling, and cleanup.
📄️ Nonslipgritpool
Provides logic to determine whether a point on the ground is covered in non-slip grit, used to prevent entities from sliding on ice or slippery surfaces.
📄️ Nonslipgritsource
Acts as an inventory-based source of non-slip grit that can be applied to entities with slippery feet, enabling temporary traction.
📄️ Nonslipgrituser
Manages nonslip grit sources (e.g., items) on an entity and propagates delta updates to them.
📄️ Npc Talker
Manages a queue of NPC dialogue lines and associated sounds for sequential, non-blocking speech.
📄️ Nutrients Visual Manager
Manages visibility and rendering state of nutrient-related visual effects based on the player's nutrient vision toggle.
📄️ Oar
Handles rowing mechanics for boats, applying directional force and managing rowing success/fail behavior.
📄️ Oasis
Checks entity proximity to a circular oasis area and calculates proximity levels relative to its boundary.
📄️ Objectspawner
Manages a collection of spawned prefabs as owned objects, tracking them for persistence and event handling.
📄️ Occupiable
Manages an entity's ability to be occupied by another entity, handling tag updates, nesting, and lifecycle callbacks.
📄️ Occupier
Stores and manages ownership information for an entity, typically used for map regions or structures claimed by a specific entity (e.g., a boss or character).
📄️ Ocean
Manages ocean surface wave direction and speed for rendering or simulation.
📄️ Oceancolor
Manages dynamic color and texture blending for the ocean floor and sky based on time of day phases (day, dusk, night, no_ocean).
📄️ Oceanfishable
Manages the fishable state and behavior of ocean creatures when interacting with fishing rods, including stamina-based struggle mechanics and movement speed adjustments based on line tension.
📄️ Oceanfishinghook
Manages fishing lure behavior and fish attraction mechanics in the ocean, including charm calculation, interest tracking, and reel-based modifiers.
📄️ Oceanfishingrod
Manages the ocean fishing rod's casting, targeting, tension tracking, and fish capture logic, acting as the central controller for ocean fishing interactions.
📄️ Oceanfishingrod Replica
Manages networked state for the ocean fishing rod, including hook target, line tension level, and maximum cast distance.
📄️ Oceanfishingtackle
Manages casting data and lure configuration for ocean fishing mechanics.
📄️ Oceanicemanager
Manages dynamic creation, damage, and destruction of ocean ice tiles in the world map, including entity interactions and visual effects.
📄️ Oceanthrowable
Manages the attachment and configuration of the complexprojectile component for entities intended to be thrown into ocean water.
📄️ Oceantrawler
Manages the catching, storage, and release of ocean fish in a trawler net, including timing-based collection while sleeping, overflow handling, and animation synchronization.
📄️ Oceanwhirlportalphysics
Simulates physics forces (pull and radial rotation) on entities near an ocean whirlpool portal, and handles interaction with static objects and winch targets.
📄️ Oldager
Manages time-based aging mechanics by converting accumulated damage into health damage over time, simulating biological aging effects on entities.
📄️ Papereraser
Enables an entity to erase erasable paper items, converting them into their erased form via the ErasablePaper component.
📄️ Parryweapon
Provides parry detection logic and event hooks for combat weapons, validating whether an attack can be successfully parried based on angular alignment and stimuli type.
📄️ Pearldecorationscore
Calculates and maintains a scoring value for pearl-based decorations based on nearby entities and terrain tiles, used for Hermit Crab home aesthetics.
📄️ Penguinspawner
Manages penguin flock spawning, colony formation, and seasonal population control in winter.
📄️ Periodicspawner
Manages periodic spawning of prefabs at or around an entity with configurable timing, spatial density, and conditional logic.
📄️ Perishable
Manages spoilage progress, state transitions (fresh/stale/spoiled), and lifecycle events for perishable items in response to environmental and ownership conditions.
📄️ Pethealthbar
Manages network-synchronized pet health visualization and status indicators for companion entities.
📄️ Petleash
Manages a set of pet entities associated with an owner, including limits, spawning, attaching, and despawning.
📄️ Petrifiable
Enables an entity to be petrified and chain-petrify nearby petrifiable entities within a radius.
📄️ Physicsmodifiedexternally
Manages externally applied velocity contributions to an entity's physics, aggregating multiple sources and updating physics and locomotor state.
📄️ Pickable
Manages the harvestable lifecycle of entities that regrow over time, including regen timers, fertility states, and loot dropping behavior.
📄️ Pinnable
Manages the pinned state and visual wear-off effect for entities that can be stuck by goo-based attacks.
📄️ Piratespawner
Manages the spawning, behavior, and persistence of pirate raids and associated assets (boats, captains, crew, loot stash) in the game world.
📄️ Placer
Manages placement positioning, orientation, and visual feedback for deployable structures and items in the game world, including support for axis-aligned placement and boat edge snapping.
📄️ Planardamage
Calculates and manages planar damage by combining a base value with additive bonuses and multiplicative multipliers.
📄️ PlanarDefense
Manages planar defense values for an entity, combining base defense with external multiplicative and additive modifiers.
📄️ Planarentity
Modifies incoming damage to follow a non-linear scaling curve and triggers planar-specific visual effects for resistances or vulnerabilities.
📄️ Plantable
Initializes core growth parameters for plants, such as grow time and final product.
📄️ Plantregistryupdater
Manages plant and fertilizer discovery data for a player, syncing learned content across clients in multiplayer.
📄️ Plantregrowth
Manages periodic regrowth of plants by tracking per-prefab timers and spawning nearby instances when growth conditions are met.
📄️ Plantresearchable
Enables an entity to provide researchable plant information and supports unlocking plant stages for research purposes.
📄️ Platformhopdelay
Manages a delay period measured in frame ticks before allowing a platform-hopping action (e.g., moving between floating platforms) to occur.
📄️ Playbill
Manages state for a theatrical playbill, tracking the current act and persisting it across save/load cycles.
📄️ Playbill Lecturn
Manages the interactive lecturn that displays and tracks the current playbill, synchronizes with the stage performance, and handles playbill item swapping.
📄️ Playeractionpicker
Determines valid player actions based on context (mouse position, target, held item, and modifiers).
📄️ Playeravatardata
Manages player avatar data including name, skins, age, and equipment, with support for network replication and save/load operations.
📄️ Playercontroller
Manages player input, locomotion prediction, targeting, placement, and combat actions for the player entity in Don't Starve Together.
📄️ Playerfloater
Manages equipping and deployment behavior for player-held floating items, such as the Cloud In A Bottle.
📄️ Playerhearing
Manages dynamic audio DSP filters applied to the player based on equipped items, such as muffling hats.
📄️ Playerinspectable
Syncs player equipment and skill selections to the network for client-side rendering of character appearance.
📄️ Playerlightningtarget
Determines whether and how a player entity is affected when struck by lightning, including chance calculation and strike response logic.
📄️ Playermetrics
Tracks player-related gameplay events and forwards them to the metrics system for analytics.
📄️ Playerprox
Monitors proximity of players to an entity and triggers callbacks when players enter or leave defined zones.
📄️ Playerspawner
Manages player spawning logic, including position selection, spawn protection, and migration handling in the master simulation.
📄️ Playerspeedmult
Manages non-stacking speed multipliers for players by overriding the locomotor's runspeed, supporting both server-authoritative and client-predicted multipliers with optional hard caps.
📄️ Playertargetindicator
Tracks players who should display target indicators on screen and manages their visibility based on frustum culling and tracking eligibility.
📄️ Playervision
Manages player visual modifiers (e.g., night vision, ghost vision, nightmare vision) by controlling colour cube overrides and related events.
📄️ Playervoter
Manages player vote state and submission for shared world voting systems.
📄️ Playingcard
Manages the identity (suit and pips) of a playing card entity in the game.
📄️ Playingcardsmanager
Manages the pool of available playing card IDs and handles the creation and lifecycle of playing card prefabs and decks.
📄️ Pocketwatch
Controls whether an entity can cast spells based on its inactive state and optional custom casting conditions.
📄️ Pocketwatch Dismantler
Validates and executes the dismantling of pocket watch–related items into component parts when used by a Clockmaker.
📄️ Pointofinterest
Manages visual indicators (HUD and world-space) for points of interest tied to entities, particularly when they are unlocked in the scrapbook and visible to the player.
📄️ Pollinator
Manages flower collection and planting behavior for entities capable of pollinating and reproducing flora.
📄️ Poppable
Manages a one-time "pop" event trigger for an entity, optionally invoking a callback when popped.
📄️ Portablestructure
Provides a callback mechanism for custom dismantling logic when a portable structure is disassembled.
📄️ Positionalwarp
Caches entity position history for rollback-style teleportation and manages visual position markers.
📄️ Possessedaxe
Manages the transformation and reversion logic for Lucy, a possessed axe that links to a woodcutter player and reverts to a standard axe under specific conditions.
📄️ Powerload
Stores and manages a numeric power load value and idle state for an entity.
📄️ Preservative
Stores configuration for how preservation affects item decay rates, primarily used by the game's preservation and spoilage systems.
📄️ Preserver
Controls how perish and temperature decay rates are multiplied for an entity's items or contents.
📄️ Projectedeffects
Manages animated transparency and shader parameters for projected visual effects on entities, such as fading in or out using an erosion shader.
📄️ Projectile
Handles the logic for projectiles, including trajectory, homing, collisions, and throwing behavior in DST.
📄️ Propagator
Manages heat propagation and thermal effects (e.g., fire melting, freezing relief, damage) between nearby entities.
📄️ Prophider
Manages temporary visibility toggling of an entity using a placeholder prop, with optional callbacks and scheduled re-emergence logic.
📄️ Prototyper
Manages prototype unlock states for crafting stations by tracking active doers and maintaining linked tech trees.
📄️ Pumpkincarvable
Manages carving, visual rendering, and state persistence of pumpkins in the game, including cut shapes, lighting effects, and synchronization between client and server.
📄️ Pumpkincarver
A placeholder component with no functional logic, likely reserved for future implementation of pumpkin carving mechanics.
📄️ Pumpkinhatcarvable
Manages the carving interaction and face customization logic for pumpkin-based wearable items, including validation, state transitions, and tool requirements.
📄️ Pushable
Enables an entity to be pushed by another entity and maintains relative positioning during the push.
📄️ Quagmire Hangriness
Manages the hangriness meter and progression system for Quagmire-era entities, including hunger depletion simulation, acceleration-based speed modeling, and rumble sound triggering.
📄️ Quagmire Map
Extends the world map functionality with Quagmire-specific terrain checks, specifically identifying farmable Quagmire soil and evaluating tillability at a given point.
📄️ Quagmire Music
Manages background music playback for the Quagmire arena based on world level and win state, synchronized across clients.
📄️ Quagmire Recipebook
Manages the discovery and network sync of Quagmire recipes, queueing and broadcasting recipe data across clients in the Quagmire DLC.
📄️ Quagmire Recipeprices
Manages the cooking recipe appraisal queue and network synchronization of recipe prices, dish types, and craving matches for Quagmire mode.
📄️ Quaker
Manages environmental quaking events that spawn falling debris and trigger player-specific particle and audio effects in response to time, explosions, or forced triggers.
📄️ Questowner
Manages quest state and lifecycle events for an entity, including tracking whether a quest is active or completed, and invoking custom callbacks for begin, abandon, and complete operations.
📄️ Rabbitkingmanager
Manages the Rabbit King’s lifecycle, including spawning, leashing to players, state transitions (passive/aggressive/lucky), and interaction tracking via carrot-feeding or naughtiness.
📄️ Raindome
Manages a dynamic rain-shield dome entity that grants rain immunity to nearby entities within its active radius.
📄️ Raindomewatcher
Tracks whether an entity is inside a rain dome and notifies the entity upon entering or exiting.
📄️ Rainimmunity
Grants and manages immunity to rain damage for an entity by tracking external sources of immunity.
📄️ Rampingspawner
Manages progressive spawning of entities in waves, ramping up spawn count over time based on wave progression.
📄️ Reader
Enables an entity to read books and track bookworm status and sanity penalties.
📄️ Recallmark
Marks a specific world position as a recall point for teleportation, storing coordinates and shard ID for later use.
📄️ Rechargeable
Manages charge progression and recharge logic for inventory items and other entities with variable charge capacity.
📄️ Recipescanner
Enables scanning of entities to automatically unlock associated recipes for a builder.
📄️ Recipestockpile
Tracks and manages the inventory and restocking behavior of crafted recipes for an entity.
📄️ Regrowthmanager
Manages the scheduled regrowth of harvestable plants and structures after they are collected, using time-based timers and world state conditions.
📄️ Reloaditem
A placeholder component with no functionality; does not implement any logic, properties, or event handling.
📄️ Remoteteleporter
Handles remote teleportation logic by selecting a valid destination pad and moving the doer and nearby items.
📄️ Repairable
Manages repair logic and tags for entities based on their state (health, durability, perishability, uses) and associated repair materials.
📄️ Repairer
Adds repair capability to an entity by exposing material-specific repair properties and managing associated tags.
📄️ Repellent
Causes nearby entities with specified repel tags to stop following their leader or drop combat targets when activated.
📄️ Replayproxy
Stores and provides access to the GUID and prefab name of a real entity during replay playback.
📄️ Researchpointconverter
A placeholder component that provides stub methods for activation and toggle states; it is intended to be replaced by prototyper.lua.
📄️ Resistance
Manages damage resistance by tracking tags that grant immunity or mitigation against specific damage sources.
📄️ Reticule
Manages the visual targeting reticule for controller-based items, handling position updates, validity checks, and twin-stick aiming modes.
📄️ Retrofitcavemap Anr
Applies worldgen retrofits for "A New Reign" and other DLC content to existing worlds by spawning missing prefabs, adjusting topology, and scheduling server resets.
📄️ Retrofitforestmap Anr
Applies world-retrofitting changes for post-launch content (e.g., Return of Them, Terraria, Balatro) by dynamically spawning, repositioning, or removing prefabs after world generation completes.
📄️ Revivablecorpse
Manages whether an entity can be revived from its corpse state and controls revive behavior, including health restoration and speed modifiers based on reviver tags.
📄️ Rideable
Manages the ability for an entity to be ridden, including saddle attachment, rider assignment, and ride-tick events.
📄️ Rider
Manages a player entity mounting and dismounting rideable creatures (such as beefalo), handling animations, physics, damage redirection, and serialization.
📄️ Rider Replica
Manages networked state and replicated data for a rider entity, synchronizing mount, saddle, and riding status between server and client.
📄️ Riftspawner
Manages the spawning, tracking, and state of lunar and shadow rifts in the game world based on difficulty settings and world conditions.
📄️ RiftThrallType
Stores and manages the type classification for a rift thrall entity.
📄️ Rooted
Prevents an entity from moving by stopping physics and applying a speed multiplier of 0 via the locomotor component, while managing lifecycle via sources.
📄️ Ropebridgemanager
Manages rope bridge creation, destruction, health tracking, and earthquake damage response across the world grid.
📄️ Roseinspectable
Manages callbacks and configuration for rose inspection interactions and residue handling.
📄️ Roseinspectableuser
Manages the Rose Glasses' inspection logic, including cooldown tracking, residue spawning, and interaction with roseinspectable targets.
📄️ Ruinsshadelingspawner
Manages spawning and lifecycle of a shadeling entity tied to an unsittable chair in a Nightmare-zone node, with cooldown enforcement.
📄️ Saddler
Manages item-saddle modifiers such as bonus damage, speed multiplier, and damage absorption, and applies modified damage calculations during combat.
📄️ Saltlicker
Manages the salt-licking behavior for entities, including detecting nearby saltlicks, applying timed salted states, and consuming uses from the saltlick.
📄️ Sandstorms
Manages global sandstorm state and calculates storm intensity based on season, weather, location, and nearby oases.
📄️ Sandstormwatcher
Manages movement speed penalties during sandstorms based on vision state, mounting, and storm intensity.
📄️ Sanity
Manages sanity value, mode (Insanity/Lunacy), and related mechanics for an entity, including dynamic rate calculation from environmental and aura sources.
📄️ Sanity Replica
Network-replicated component that synchronizes sanity state, mode, and related properties between server and client for player entities.
📄️ Sanityaura
Computes and provides sanity-affecting aura values for an entity within a defined radius.
📄️ Sanityauraadjuster
Manages periodic adjustment of sanity aura effects by running a custom callback function on a timer.
📄️ SavedRotation
Persists and restores an entity's rotation during save/load operations, primarily for entities that must maintain orientation relative to moving platforms like boats.
📄️ Savedscale
Stores and restores non-default scale values for an entity's transform during save/load operations.
📄️ Scaler
Manages the uniform scaling of an entity's visual representation by applying a scale factor to its transform.
📄️ Scenariorunner
Manages loading, executing, and cleaning up scenario scripts associated with an entity.
📄️ Schoolspawner
Spawns fish schools and triggers special ocean predators like gnarwails and sharks in oceanic regions based on player proximity and environmental conditions.
📄️ Scrapbookable
Enables an entity to be taught or learned via a callback function when interacted with in the scrapbook system.
📄️ Seamlessplayerswapper
Handles seamless in-game player character transitions without exiting to character select, preserving inventory, tags, and clothing while updating prefabs.
📄️ Searchable
Provides search interaction logic for entities, including tagging, search callbacks, and removal behavior.
📄️ Seasons
Manages seasonal cycles, progression, and world clock segment assignment for the game world.
📄️ Selfstacker
Enables an item to automatically find and merge with another identical item within range when it is stationary, not held, not burning, not in a trap, and not fully stacked.
📄️ Sentientaxe
Manages sentient behavior and speech for the Lucy (Woodie's axe) entity, including owner interaction, transformation alerts, and conversational triggers.
📄️ Setbonus
Manages equipment set bonus logic for entities, enabling or disabling set-based effects when matching gear is equipped.
📄️ Sewing
Enables repair of entities with the 'needssewing' tag using fuel-based or consumable sewing kits.
📄️ Shadowcreaturespawner
Manages the spawning, tracking, and population control of shadow creatures (e.g., Crawling Horrors, Ocean Horrors, Terrorbeaks) for players based on sanity levels and game mode.
📄️ Shadowdominance
Manages the "shadowdominance" tag on an entity based on equip state and presence of other shadow-dominant items.
📄️ Shadowhandspawner
Spawns shadow hands for players during nighttime when they meet specific conditions, including sanity thresholds, proximity to fire or repairable boats, and vault room restrictions.
📄️ Shadowlevel
Manages the shadow level state of an entity by storing a base level and an optional dynamic level function.
📄️ Shadowparasitemanager
Manages shadow parasite waves and host spawning for the Shadow Thrall mechanic during rift events.
📄️ Shadowsubmissive
Grants an entity the `shadowsubmissive` tag and manages its behavioral response to shadow-dominant entities by tracking attacks and restoring the `shadowdominance` tag after a delay if conditions are met.
📄️ Shadowthrall Mimics
Manages spontaneous spawning of item mimics for the Shadowthrall boss during Cavenights when shadow rifts are active.
📄️ Shadowthrallmanager
Manages the lifecycle of shadow fissures and their associated thralls during nightmare events, including spawning, tracking, and releasing fissures and their thralls.
📄️ Shard Autosaver
Synchronizes snapshot state between the master shard and shard instances for world autosave coordination.
📄️ Shard Clock
Manages synchronization of clock-related state (phases, cycles, moon data) across the network for the master shard and game clients.
📄️ Shard Daywalkerspawner
Manages networked location state for the Daywalker boss between cave and surface spawns.
📄️ Shard Mermkingwatcher
Tracks and synchronizes the presence of merm king artifacts (king, trident, crown, pauldron) across shards in multiplayer.
📄️ Shard Players
Tracks and synchronizes the total number of players and ghosts across the local shard and secondary shards in a dedicated server environment.
📄️ Shard Seasons
Manages season state synchronization between master shard and clients for a specific shard entity in Don't Starve Together.
📄️ Shard Sinkholes
Manages network synchronization of sinkhole target data between master and shard.
📄️ Shard Wagbossinfo
Tracks whether the Wagboss boss has been defeated on the master shard, for use across shards in DST's networked world.
📄️ Shard Worldreset
Manages network synchronization of world reset countdown state between master shard and non-master shards.
📄️ Shard Worldvoter
Manages network synchronization of world voting state between master shard and other shards in a DST shard setup.
📄️ Shardstate
Manages the master session identifier for network synchronization in DST's shard system.
📄️ Shardtransactionsteps
Manages multi-step shard-to-shard transaction lifecycle to safely transfer data and items between game shards and save states.
📄️ Sharkboimanager
Manages the Sharkboi arena lifecycle including creation, shrinking, boss spawning, and fishing interactions during ocean winter events.
📄️ Sharkboimanagerhelper
Helper component for managing and querying the Sharkboi arena’s spatial boundaries in the game world.
📄️ Sharklistener
Tracks nearby sharks and adjusts shark sound parameters for players based on proximity and shark state.
📄️ Shatterfx
Manages animated shatter effects for an entity by cycling through pre-defined animation sequences based on a numeric level.
📄️ Shaveable
Manages the ability for an entity to be shaved, producing configurable loot items upon successful shaving.
📄️ Shaver
Placeholder component with no implemented logic; exists solely to register custom actions via componentactions.lua.
📄️ Shedder
Manages periodic or burst shedding of items from an entity at a specified height.
📄️ Shelf
Manages items stored on a shelf entity, including item placement, retrieval, and accessibility state.
📄️ Sheltered
Tracks whether an entity is under cover (e.g., from trees or structures) and manages shelter state transitions, including communication and networking.
📄️ Sheltered Replica
Manages the dynamic shadeoverride state for an entity's animation based on its sheltered status, with smooth interpolation between exposed and sheltered values.
📄️ Shop
Handles the delivery and spawning of shop-purchased items above the entity's position in the world.
📄️ Simplebook
Provides a read interaction for simple books, triggering a custom callback when read by an entity.
📄️ Simplemagicgrower
Triggers incremental growth stages on an entity using repeated automatic calls to Growable:DoGrowth until a target stage is reached.
📄️ Singable
Provides a sing interaction that triggers a song effect on a singer with the SingingInspiration component.
📄️ Singinginspiration
Manages a player's inspiration resource and active battle songs, handling inspiration gain/loss, song activation, and buff application to nearby allies.
📄️ Singingshellmanager
Manages active singing shell entities and controls whether players should update their shell detection logic.
📄️ Singingshelltrigger
Triggers activation callbacks for nearby singing shell entities when the owner is alive, based on a configurable range.
📄️ Sinkholespawner
Manages the spawning and timing of antlion sinkhole attacks targeting specific players during the Antlion event.
📄️ Sisturnregistry
Tracks the presence and activation state of sisturns attached to an entity and broadcasts state changes when sisturn status changes.
📄️ Sittable
Manages entity seating state and occupier tracking for interactive furniture-like objects.
📄️ Sizetweener
Manages smooth scaling transitions (tweening) of an entity's visual size over time.
📄️ Skeletonsweeper
Manages a cap on the number of active skeletons in the world by removing the oldest skeletons when the limit is exceeded.
📄️ Skilltreeupdater
Manages player skill tree activation, XP progression, and network synchronization across client and server.
📄️ Skinner
Manages character skin and clothing appearance for entities, including skin type switching, clothing application, and skin synchronization between players.
📄️ Skinner Beefalo
Manages wearable equipment slots (body, feet, head, horn, tail) and skin application for beefalo entities.
📄️ Sleeper
Manages sleep/wake cycles for entities based on environmental conditions, sleepiness accumulation, and custom test functions.
📄️ Sleepingbag
Manages sleep state and associated gameplay effects for entities interacting with a sleeping bag (e.g., healing, hunger loss, sanity restoration).
📄️ Sleepingbaguser
Manages a player's sleeping behavior and associated stat regeneration while using a sleeping bag.
📄️ Slingshotmodder
Validates ownership restrictions and manages opening/closing of slingshot modification interfaces on target items.
📄️ Slingshotmods
Manages the containerized parts and modding interface for a slingshot, including part validation, skill requirements, and UI interaction.
📄️ Slipperyfeet
Manages the accumulation and decay of slippiness on an entity, enabling ice-related movement mechanics and slip events based on speed and environmental factors.
📄️ Slipperyfeettarget
Marks an entity as a target location where slippery surface effects can be evaluated.
📄️ Smotherer
A placeholder component with no functional logic, intended for potential future use in game systems.
📄️ Snowballmanager
Manages snowball spawn, despawn, and density distribution in the world during winter events.
📄️ Snowballmelting
Tracks ambient temperature and manages melting state transitions for entities like snowballs in response to environmental conditions and snow cover.
📄️ Snowmandecor
Marks an entity as a decorated snowman, likely for cosmetic or gameplay identification purposes.
📄️ Snowmandecoratable
Manages snowman decoration, stacking, hat placement, and state persistence for snowman entities in DST.
📄️ Soul
Assigns the 'soul' tag to an entity, primarily used for identification and gameplay logic.
📄️ Souleater
Enables an entity to consume soul entities, triggering custom logic and removing the consumed soul.
📄️ Spawner
Manages a single persistent entity (e.g., a named NPC) by spawning, housing, and releasing it according to configured timing and occupancy rules.
📄️ Spawnfader
Manages visibility fading for newly spawned entities to reduce abrupt appearance.
📄️ Spdamageutil
A singleton utility for managing and calculating special damage types and their interaction with special defenses across entities.
📄️ Specialeventsetup
Manages the lifecycle and setup logic for special in-game events such as Halloween and Year of the Catcoon.
📄️ Spectatorcorpse
Manages camera focus behavior for a player entity when spectating from a corpse, smoothly adjusting the camera range toward the nearest living player.
📄️ Spell
Manages the lifecycle, update loop, and behavior of a spell effect on an entity, including start/finish callbacks, periodic ticking, and save/load support.
📄️ Spellbook
Manages the spell wheel UI and spell execution logic for player entities, including item lists, sound effects, and conditional access rules.
📄️ Spellbookcooldowns
Manages spell cooldowns for spellbook-equipped entities by tracking active cooldown instances and providing query and manipulation methods.
📄️ Spellcaster
Manages spell casting behavior and restrictions for an entity, including target validity, casting conditions, and tag management.
📄️ Spidermutator
Handles the conversion of one spider type into another, typically used when a spider consumes a mutator item.
📄️ Spooked
Manages seasonal spook level accumulation and triggers spook events (e.g., tree-specific FX) when spook level exceeds a threshold.
📄️ Squadmember
Manages an entity's membership in a named squad, tracking other members and broadcasting squad join/leave events.
📄️ Squidspawner
Manages squid spawning based on player locations, moon phase, time of day, and nearby ocean trawlers during nights and dusk.
📄️ Stackable
Manages stacking behavior for inventory items, including size tracking, consolidation, splitting, and propagation of related states like perishability and moisture.
📄️ Stackable Replica
Manages networked stack size, max size, and preview stack size state for items that can be stacked in inventories.
📄️ Staffsanity
Modifies the rate of sanity change when used as a staff-like item to cast abilities.
📄️ Stageactingprop
Manages theatrical performance logic for stage props, including script selection, cast collection, and line delivery coordination.
📄️ Stageactor
Manages narrative storytelling and monologue performance for interactive stage actors in the game world.
📄️ Steeringwheel
Manages the logic and state for a steering wheel entity that allows sailors to control boat movement.
📄️ Steeringwheeluser
Manages a character's interaction with a steering wheel to control boat movement, including state transitions and rudder direction updates.
📄️ Stewer
Manages cooking and spoilage timers for stew pot entities, handling cooking progression, product generation, and spoilage logic.
📄️ Stormwatcher
Tracks active storms on a player entity and synchronizes storm-related properties and speed modifiers.
📄️ Storyteller
Manages scripted narrative sequences for entities, controlling story activation, line delivery, and lifecycle callbacks.
📄️ Storytellingprop
Adds the 'storytellingprop' tag to an entity to indicate it is a decorative narrative object in the world.
📄️ Strafer
Manages strafing input and facing direction for player entities during movement, integrating with locomotion and player controller systems.
📄️ Stretcher
Dynamically scales an entity along its facing axis to match the distance to a target entity, commonly used for stretchy visual effects like slingshots or elastic attachments.
📄️ Strongman
Manages a character's gym workout session, pausing mightiness while active and resuming it upon completion.
📄️ Stuckdetection
Monitors an entity's positional movement to determine if it has become stuck for a specified duration.
📄️ Stunnable
Tracks incoming damage over time and triggers a stun effect when damage exceeds a threshold within a specified window.
📄️ Submersible
Manages the submersion logic and underwater placement for salvageable entities, ensuring proper positioning in ocean tiles.
📄️ Summoningitem
A placeholder component with no functional behavior, intended for future extension or as a stub in the component registry.
📄️ Symbolswapdata
Stores and manages symbol-swapping configuration data for world symbols (e.g., for map generation or prefabs).
📄️ Tackler
Handles collision detection and interaction logic for entities that can tackle or trample other entities and work on workable targets.
📄️ Tacklesketch
Provides a prototype for teaching a tackle sketch recipe to a crafting station when consumed or applied.
📄️ Talkable
Manages the conversation state for an entity, including tracking the current conversation and dialogue index.
📄️ Talker
Manages speech and chatter functionality for entities, including text display, network replication, and interaction with AI states like death and sleep.
📄️ Targettracker
Tracks a single target entity and manages tracking duration, pausing, and automatic invalidation.
📄️ Teacher
Teaches a specific recipe to a target entity by interacting with the Builder component.
📄️ Teamattacker
Manages an entity’s participation in a team-based combat formation, including movement to formation positions and attack orders derived from a team leader.
📄️ Teamleader
Manages team coordination and formation for monster-type entities, including threat tracking, team membership, and dynamic ordering of team members.
📄️ Teleportedoverride
Stores custom destination functions for teleportation overrides on an entity.
📄️ Teleporter
Manages inter- and intra-world teleportation of entities, including followers and items, with support for migration, camera transitions, and walkable offset alignment.
📄️ Temperature
Manages entity body temperature, including heating/cooling logic, insulation, moisture penalties, and health impact from extreme temperatures.
📄️ Temperatureoverrider
Provides a temperature override that takes effect within a specified radius around the entity, used for localized environmental heating or cooling.
📄️ Terraformer
Modifies terrain tiles at a given point in the world, handling soil replacement, entity collapse events, and custom callbacks.
📄️ Thief
Enables an entity to steal items from other entities' inventories or containers.
📄️ Timer
Manages named timers attached to an entity, supporting start, stop, pause, resume, and save/load operations.
📄️ Toadstoolspawner
Manages the spawning and respawn logic for toadstools across registered spawner entities.
📄️ Toggleableitem
Manages the toggle state (on/off) of an item and executes a user-defined callback when toggled.
📄️ Tool
Tracks which actions a tool can perform and their effectiveness, managing tag-based action identification and breaking behavior.
📄️ Touchstonetracker
Tracks which touchstones have been used by the player and persists this data across sessions and shards.
📄️ Townportalregistry
Manages the registration, activation, and linking of town portals in the game world, particularly in relation to the Wag Punk Arena barrier.
📄️ Tradable
Stores a numeric gold value for an entity, used to determine its worth in trade transactions.
📄️ Trader
Manages trade logic and acceptance conditions for an entity acting as a merchant or trade partner.
📄️ Transformer
Manages switching an entity between two prefabs based on events or world state, preserving component and prefab data across transformations.
📄️ Transparentonsanity
Adjusts an entity's transparency and sound volume based on the player's sanity and combat state, with optional custom logic.
📄️ Trap
Manages trap logic including setting, baiting, springing, harvesting, and loot generation for traps in the game.
📄️ Treasuremarked
Manages the visual marker (messagebottletreasure_marker) that appears above an entity when it holds or emits treasure messages.
📄️ Treegrowthsolution
Applies growth progression to a target tree entity, consuming the solution item after use.
📄️ Tributable
Manages tribute accumulation, reward thresholds, and decay timing for entities capable of receiving or dispensing offerings.
📄️ Trophyscale
Manages trophy data for a weighable item, including comparison logic, storage, and spawner functionality for trophy instances.
📄️ Uianim
Manages animation timelines for UI widgets, including tint, scale, position, and rotation transitions.
📄️ Undertile
Manages a data grid representing the tile types directly beneath map tiles, used for layered terrain storage in the world.
📄️ Unevenground
Periodically notifies nearby players when they enter a zone affected by uneven ground, triggering related gameplay effects.
📄️ Uniqueid
Assigns and manages a unique numeric identifier for an entity, incrementing per prefab type via the UniquePrefabIDs system.
📄️ Uniqueprefabids
Generates and tracks unique numeric IDs per prefab name to ensure distinct identification for spawned entities.
📄️ Unsaddler
A marker component with no functional logic, used solely to indicate that an entity has been processed by the unsaddler system.
📄️ Unwrappable
Manages the ability for an entity (such as a bundle or gift box) to be unwrapped, storing wrapped items and defining behavior during unwrap actions.
📄️ Updatelooper
Manages multiple per-frame, long-interval, wall-logic, and post-update callbacks for an entity.
📄️ Upgradeable
Tracks and manages upgrade progression for entities, handling stage advancement and upgrade counting logic.
📄️ Upgrademodule
Manages the activation state and lifecycle callbacks for a modular upgrade attached to an entity.
📄️ UpgradeModuleOwner
Manages upgrade modules and electric charge levels for WX-78 character entities.
📄️ Upgrademoduleremover
A placeholder component with no functional behavior, typically used as a stub for future functionality or placeholder logic.
📄️ Upgrader
Determines whether a given entity can be upgraded based on type and user permissions.
📄️ UseableItem
Manages the "in use" state of an equippable item and provides callbacks for when it starts or stops being used.
📄️ Useabletargeteditem
Manages the targeted use behavior and tags for items that can be actively used on specific targets.
📄️ Vanish On Sleep
Automatically removes an entity after 10 seconds of sleep, optionally invoking a custom vanish callback.
📄️ Vase
Manages flower placement, wilting behavior, and dynamic lighting for decorative vases in the game.
📄️ Vasedecoration
A placeholder component with no functional implementation.
📄️ Vault Floor Helper
Tracks the active position and state of a vault arena floor region, enabling point-in-room checks for client-side collision and rendering.
📄️ Vault Teleporter
Stores and manages teleport destination data (marker name, room ID, direction) for vault-related entities in the game.
📄️ Vaultmusiclistener
Triggers a one-time vault event when the entity remains stationary inside a vault area for 3.5 seconds without entering another vault.
📄️ Vaultroom
Manages loading, saving, unloading, and layout of procedural vault rooms in the world map.
📄️ Vaultroommanager
Manages the layout, state, and teleportation logic for the Vault dungeon, including room connections, marker registration, player tracking, and randomization.
📄️ Vaulttorchgrid
Manages a grid of vault torch entities and their state persistence in the game world.
📄️ Vinebridgemanager
Manages dynamic vine bridge tiles in the game world, including creation, damage, destruction, and animation.
📄️ Wagboss Tracker
Tracks whether the Wagboss boss entity has been defeated and notifies the world of changes.
📄️ Wagpunk Arena Manager
Manages the progression, entity spawning, and state transitions for the Wagpunk Arena minigame sequence.
📄️ Wagpunk Floor Helper
Manages the active arena and barrier state for Wagpunk boss encounters, including spatial containment logic and networked synchronization.
📄️ Wagpunk Manager
Manages the lifecycle of Wagstaff machinery spawns, hints, and fence generation in the Wagpunk minigame area.
📄️ Walkableplatform
Manages a physical platform (e.g., a boat or raft) that players and objects can stand on, handling entity attachment, detachment, and interaction with surrounding systems like drowning, physics halting, and network registration.
📄️ Walkableplatformmanager
Manages the registration, lookup, and update of walkable platforms in the world.
📄️ Walkableplatformplayer
Manages player behavior and camera integration when the player is on a walkable platform (such as a boat), including movement prediction, boat-based camera effects, and zoom handling.
📄️ Walkingplank
Manages the state and lifecycle of a walking plank, including mounting, dismounting, extending, and retracting behaviors.
📄️ Walkingplankuser
Manages a player's or entity's current mounting state on a walking plank.
📄️ Wanderingroutefollower
Manages path routes and interpolation for entities that follow wandering paths, used for AI navigation in maps.
📄️ Wanderingtraderspawner
Manages the spawning, tracking, and removal of the Wandering Trader entity in the game world.
📄️ Wardrobe
Manages dressing interactions for entities, including skin and clothing changes, shared usage, and animation states.
📄️ Waterphysics
Applies basic physical properties to entities that interact with water, specifically defining their bounciness (restitution).
📄️ Waterproofer
Prevents an entity's inventory item from accumulating moisture and adds the `waterproofer` tag.
📄️ Watersource
Manages the presence of the "watersource" tag on an entity based on availability state.
📄️ Wateryprotection
Applies protective effects (withering, cooling, extinguishing, and wetting) to entities within a radius, typically used for environmental interactions like rain or water-based abilities.
📄️ Wavemanager
Manages procedural spawning of ocean wave visual effects (shimmers and shore waves) near the player based on terrain type and distance from the camera.
📄️ Wax
Controls whether an entity functions as a wax spray, applying or removing the `waxspray` tag accordingly.
📄️ Waxable
Manages waxing interactions for an entity, including tag state and callback-based waxing logic.
📄️ Weapon
Manages weapon properties, attack behavior, and ranged projectile launch logic for combat entities.
📄️ Weather
Manages dynamic weather systems including precipitation, temperature, moisture, wetness, snow accumulation, lightning, and atmospheric lighting.
📄️ Weighable
Manages weight-related data and tags for entities that can be weighed (e.g., trophies, items used in weighing mechanics), including owner information and weight percentage calculation.
📄️ Werebeast
Manages werebeast transformation logic, including moon phase triggers, manual transformation, and automatic reversion timers.
📄️ Wereeater
Tracks consumption of monster meat and forces transformation to were-form when the internal counter reaches a threshold.
📄️ Wereness
Manages the wereness meter and its dynamic behavior, including draining and state persistence for player entities.
📄️ Wildfires
Manages wildfire ignition mechanics based on environmental conditions and active players.
📄️ Winch
Manages rope line extension and retraction for anchor-based mechanics, updating depth-based state and triggering callbacks during operation.
📄️ Winchtarget
Manages salvagable objects attached to winches, handling their retrieval logic and sunken object interactions.
📄️ Winonateleportpadmanager
Tracks and manages all registered Winona teleport pads on the map for network synchronization and world-wide navigation.
📄️ Winter Treeseed
Stores and manages theprefab name reference for a winter tree associated with a winter tree seed entity.
📄️ Wintersfeasttable
Manages the state and consumption logic for the Winters Eve Feast Table, tracking which entities are feasting and handling food usage.
📄️ Wintersurprisespawner
Manages the spawning of winter surprise trees during winter seasons, based on world state and player positioning rules.
📄️ Wintertreegiftable
Tracks the last cycle on which a gift was given to a winter tree to enforce cooldown logic.
📄️ Wisecracker
Manages contextual voice lines and announcements for entities based on game events, states, and interactions.
📄️ Witherable
Manages cyclic withering and rejuvenation of plants based on temperature and weather conditions, and supports temporary protection periods.
📄️ Wobycourier
Manages and synchronizes the chest location for the Woby Courier quest system across shards, storing world coordinates and updating network replication.
📄️ Wobyrack
A specialized drying rack component that uses a dedicated container prefab (`woby_rack_container`) for storing and drying items.
📄️ Workable
Manages the work state and completion logic for interactable entities in the game world.
📄️ Worker
Tracks which actions an entity can perform and their relative effectiveness.
📄️ Workmultiplier
Manages action-specific work multipliers for an entity, allowing dynamic modification of work output via additive source-based modifiers.
📄️ Worldcharacterselectlobby
Manages the lobby state and countdown sequence before players spawn into a world, including tracking player readiness and handling analytics during match startup.
📄️ Worlddeciduoustreeupdater
A deprecated placeholder component with no functional behavior.
📄️ Worldmeteorshower
Controls meteor loot generation logic, including conditional replacement of moon rocks with moon rock shells based on accumulated odds.
📄️ Worldmigrator
Manages portal-based world migration logic, including status validation, item migration rules, and event triggering for players and items.
📄️ Worldoverseer
Tracks player activity, equipment usage, crafting, and session metrics for analytics reporting in multiplayer games.
📄️ Worldreset
Manages the countdown and execution of world reset logic when all players become ghosts, including dialog display, network synchronization, and termination handling.
📄️ Worldroutefollower
Coordinates movement along a predefined path in the world, handling walking, teleportation on failure, and sleep/wake synchronization.
📄️ Worldroutes
Stores and manages cached static route data for circular paths across the world's traversable terrain.
📄️ Worldsettings
Stores and manages world-level configuration settings that can be modified at runtime.
📄️ Worldsettingstimer
Manages named, resumable, and persistent timers for world-scale settings or events.
📄️ Worldstate
Tracks and broadcasts global world state variables such as time, phase, season, weather, and moon cycles for the entire world entity.
📄️ Worldtemperature
Calculates and broadcasts the current world temperature based on season, phase, noise, and global modifiers, while managing summer bloom visual effects.
📄️ WorldVoter
Manages world-wide voting sessions, including dialog display, vote collection, timeout handling, and result enforcement across master and secondary shards.
📄️ Worldwind
Manages dynamic wind orientation and speed for the world, updating periodically and broadcasting wind change events.
📄️ Writeable
Manages the ability for entities to hold and display custom text written by players.
📄️ Writeable Replica
Manages client-side networked writing interactions for writeable entities by coordinating with the server-hosted writeable component and classified data.
📄️ Yotb Sewer
Manages the sewing animation and recipe processing pipeline for a sewer-based crafting station, including task scheduling, inventory handling, and save/load synchronization.
📄️ Yotb Skinunlocker
Stores and provides access to a skin identifier for a YOTB (Year of the Beard) character entity.
📄️ Yotb Stagemanager
Manages the lifecycle and state of contest stages in a structured world progression system, including stage registration, contest activation, and save/load synchronization.
📄️ Yotb Stager
Manages the flow of the YOTB contest event, including registration, evaluation, suspense-building, winner declaration, and prize distribution for beefalo contests.
📄️ Yotc Racecompetitor
Manages race participation logic for entities competing in YOTC-style races, including checkpoint navigation, stamina management, and race completion or abort handling.
📄️ Yotc Raceprizemanager
Manages prize distribution for carrat races, tracking race data and awarding loot based on race completion.
📄️ Yotc Racestart
Manages race state transitions and callback hooks for a yotc race event on an entity.
📄️ Yotc Racestats
Manages point-based racing statistics for entities, including stats modification, random point allocation, degradation, and baseline tracking.
📄️ Yotd Raceprizemanager
Manages prize availability and checkpoint tracking for the Year of the Dog Rat Race event in DST.
📄️ Yoth Hecklermanager
Manages the availability and flight behavior of the Yoth heckler entity across Knight shrines in the Year of the Horse event.
📄️ Yoth Knightmanager
Manages knight spawning logic for the Yoth event by tracking shrines, princesses, and cooldown states.