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.
Aoediminishingreturns
Tracks diminishing return multipliers for area-of-effect damage using SourceModifierList.
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
Provides a callback-based interface for entities that can be consumed or drained by other systems.
Batteryuser
Enables an entity to consume charge from another entity's battery component.
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, shaving mechanics, and insulation for bearded entities like Wilson.
Beargerspawner
Manages the seasonal spawning of the Bearger boss during autumn with warning systems and player targeting.
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 bird spawning, tracking, and lunar hail event mechanics for the world.
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
Manages crafting, recipe unlocking, and prototyping mechanics for player entities.
Builder Replica
Client-side replica of the builder component that mirrors crafting state, tech tree levels, and recipe knowledge to clients via classified netvars.
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 and tracking on the master server based on player presence and world state.
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 play interactions for toy items that creatures can interact with.
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 NPC cutscene sequence at the Atrium Gate, including camera control, pillar data collection, and gate repair animation.
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.
Clockworktracker
Tracks and manages clockwork chess piece followers (rooks, knights, bishops) attached to an entity, enforcing type-specific follower limits.
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 post-processing colour cube transitions and visual distortion effects based on time of day, season, sanity state, and environmental conditions.
Colourtweener
Animates an entity's colour over time using linear interpolation.
Combat
Core combat component managing attacks, damage calculation, targeting, and aggro systems for entities.
Combat Replica
Client-side replica of the combat component that synchronizes combat state across the network for multiplayer gameplay.
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, slot management, and container UI interactions for entities that can hold inventory items.
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
Client-side replica of the container component that synchronizes container state and inventory operations between server and clients.
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 scan data history with periodic regeneration for WX-78 module systems.
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 Deerclops boss spawning, timing, and attack cycles on the server.
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 domestication progress, obedience levels, and tendency tracking for rideable creatures like beefalo.
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 context-aware background music playback based on player actions, environment, and game state.
Eater
Manages an entity's diet, food consumption, and stat absorption from edible items.
Edible
Manages food properties including health, hunger, and sanity values with spoilage degradation and temperature effects.
Efficientuser
Manages action efficiency multipliers for an entity, tracking modifiers per action type.
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 equipment state, slot assignment, and equip/unequip callbacks for wearable items.
Equippable Replica
Main component that handles equippable item state and synchronization, operating on both server and client sides.
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
Manages fertilizer properties and application logic for farm soil items.
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 focus points from multiple sources with priority-based selection for client-side camera control.
Follower
Manages entity following behavior, leader relationships, loyalty timers, and leashing mechanics for AI companions and inventory items.
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
Tracks and persists leader information for follower entities across save/load cycles and shard transfers.
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 the capture and containment of gestalt entities by players.
Gestaltcapturable
Tracks targeting and capture state for entities that can be captured by Gestalt mechanics.
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.
GlobalTrackingIcon
Manages global tracking icons for an entity, visible to specific players and map revealers.
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 ghost haunting mechanics and visual effects for entities that can be haunted by player ghosts.
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 hitching behavior for entities that can be tethered to hitching posts or similar structures.
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
The Inventory component manages an entity's item slots, equipment slots, and active item, providing core functionality for item acquisition, equipment handling, damage calculation, and inventory queries.
Inventory Replica
Master inventory component that manages item slots, equipment, and synchronizes state to clients via classified entities.
Inventoryitem
Manages item ownership, inventory state, moisture, and physics for entities that can be picked up and carried.
InventoryItem Replica
Master component that manages inventory item state. Declares netvars for network synchronization, creates classified entity on master for UI state, attaches existing classified on client. Handles pickup restrictions, deploy logic, moisture, wetness, and image overrides.
Inventoryitemholder
Manages a single held item that can be given to or taken from an entity, with support for stacking and item lifecycle tracking.
InventoryItemMoisture
Manages moisture and wetness state for inventory items, synchronizing with owner or world conditions.
Itemaffinity
Manages a priority-based sanity bonus for characters based on specific items carried in inventory.
ItemMimic
Manages deceptive inventory items that transform into hostile entities when players interact with them in specific ways.
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 follower relationships and combat target sharing for entities that lead other creatures.
Leaderrollcall
Manages periodic recruitment of followers for a leader entity, typically used by items like the One-Man Band.
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 ownership linkage between an item entity and a player user ID for account-bound items.
Linkeditemmanager
Manages persistent links between items and players on the server to track ownership across sessions.
Lock
Manages lock/unlock state and key-based access control for entities such as doors and containers.
Locomotor
Manages entity movement, pathfinding, speed calculation, and platform hopping for all mobile entities in the world.
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 dynamic lure plant spawning based on player movement trails during Spring season.
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.
Mapdeliverable
Manages item delivery mechanics with progress tracking, callbacks, and save/load support for map-based delivery actions.
Maprecorder
Stores and manages recorded map data for teaching exploration progress between players.
Maprevealable
Manages minimap icon revelation for an entity, controlling visibility based on nearby map revealer 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
Manages map revelation mechanics for entities that can reveal areas of the world map to players.
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 Moose boss spawning mechanics and nest initialization 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 populations, migration tracking, and shadow spawning for players in lunar rift zones.
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 seasonal penguin colony spawning, tracking, and lifecycle for winter events.
Periodicspawner
Manages timed, density-controlled spawning of prefabs around an entity with configurable intervals and spatial constraints.
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 spawned pet entities attached to an owner, enforcing limits and handling lifecycle events.
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
Manages player input action selection and prioritization for mouse clicks and keyboard interactions.
Playeravatardata
Manages player avatar data including name, skins, age, and equipment, with support for network replication and save/load operations.
Playercontroller
The PlayerController component manages player input handling, action execution, locomotion prediction, targeting systems, and remote synchronization for both controller and mouse/keyboard interfaces 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 visual effects and colour cube overrides for player vision modes including ghost, nightmare, night vision, and various equipment-based vision types.
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
Manages the dismantling logic for pocketwatch items, converting them back into their recipe ingredients.
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 entity behavior for seeking and consuming salt from saltlick objects over time.
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 state, drainage rates, and mode transitions for entities including insanity and lunacy modes.
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 items to automatically find and stack with compatible nearby items without player intervention.
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 spawning of shadow mimic entities that copy existing items during Cavenight 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 cross-shard transaction state for safe data transfer between DST shards.
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
Manages shelter detection and status for entities, tracking overhead protection from structures and canopy trees.
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 the battle song inspiration system for Wathgrithr, tracking inspiration points and active song buffs.
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 skill tree state, XP progression, and network synchronization for character skills.
Skinner
Manages character skin appearance, clothing slots, and visual customization for player entities.
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 slip accumulation and decay for entities moving on ice or slippery surfaces.
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.
Socket Shadow Harvester
Manages automated harvesting of pickable items and traps via shadow tendrils for WX-78 skill system.
Socket Shadow Heart
Applies a periodic shadow debuff to nearby combat entities for WX-78 skill system.
Socket Shadow Mimicry
Manages shadow mimic spawner entities for specific prefab configurations.
Socketable
Manages socket identification and quality data for socket-capable entities.
Socketholder
Manages socket slots on an entity, allowing items to be attached and stored as save data.
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
Controls entity visibility fade-in and fade-out animations using colour multiplication.
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 item stacking behavior for inventory entities, allowing multiple instances of the same prefab to combine into a single stack.
Stackable Replica
Main component for managing item stack sizes with built-in network replication via net variables. Handles both server-side authoritative stack logic and client-side synchronization.
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 upgrade module slot configuration and activation state for entities with modular upgrade systems.
Upgrademoduleowner
Manages upgrade module slots and charge levels for WX-78 robot entities.
Upgrademoduleremover
Marks entities that allow upgrade modules to be removed via specific actions.
Upgrader
Determines whether a given entity can be upgraded based on type and user permissions.
UseableEquippedItem
Manages the in-use state of equipped items with callback hooks for start and stop events.
UseableItem
Manages the "in use" state of an equippable item and provides callbacks for when it starts or stops being used.
Useabletargeteditem
Manages targeted item usage states and tag synchronization for entities that can be 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 virtual room instantiation, persistence, and entity cleanup for vault-style dungeon rooms.
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
Manages area-of-effect environmental protection including fire extinguishing, temperature reduction, moisture application, and wither protection for entities.
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 character dialogue and announcements triggered by game events, status changes, 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.
Wx78 Abilitycooldowns
Manages cooldown timers for WX-78's upgrade abilities.
Wx78 Dronescouttracker
Tracks and manages WX-78's drone scout entities across shards with save/load support.
Wx78 Shield
Manages WX-78's shield system including charge generation, damage absorption, and penetration threshold mechanics.
Wx78 Taserbuildup
Manages WX-78's taser buildup mechanic, tracking charge accumulation from attacks and releasing explosive shock damage at maximum buildup.
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.