📄️ Abigail
Manages Abigail, Wendy's ghost companion, including combat behavior, leadership, buff application, transformation states, and interaction with player-bond mechanics.
📄️ Abigail Attack Fx
Spawns visual and audio effects for Abigail's attack animations, handling both normal and ground-specific variants.
📄️ Abigail Flower
Manages the ghostly bond-based summoned flower item that provides spell commands to ghostly friends and updates visual state based on bond level and proximity.
📄️ Abigailforcefield
Applies a forcefield effect to an entity, granting absorption and the forcefield tag, typically as a visual and gameplay feedback from Abigail's abilities.
📄️ Abysspillar
Manages the lifecycle, state transitions, collision behavior, and pathfinding integration for abyss pillars in the game world.
📄️ Abysspillar Minion
A floating mechanical minion that serves as a portable platform in the Rifts biome, supporting entity movement and state synchronization with its associated large pillar.
📄️ Abysspillar Trial
Manages the puzzle mechanics for the Abysspillar Trial, including pillar grid generation, player interaction, minion spawning, and puzzle state transitions.
📄️ Acidraindrop
Creates and manages non-networked smoke particle effects for acid rain impacts in the game world.
📄️ Acidsmoke Fx
A visual effect entity that plays looping idle animations for acid smoke, cycling between animation levels with randomized delays.
📄️ Acorn
A deployable tree seed that can be planted to grow a deciduous tree and optionally pacify nearby monster trees.
📄️ Adventure Portal
Spawns a portal that triggers an adventure mode confirmation dialog when activated by the player.
📄️ Altar Prototyper
Implements a reusable crafting station with dynamic lighting and state-dependent behavior (intact or broken), supporting research tree activation, repair, and combat-triggered creature spawns.
📄️ Alterguardian Hat Equipped
Renders and manages the visual representation of the Alterguardian's equipped hat, including flame and snow effects, with animation state and skinning support.
📄️ Alterguardian Laser
A temporary damage-dealing projectile used by the Alterguardian boss that creates visual FX, scorches the ground, and triggers knockback, freezing thawing, and sanity effects on hit targets.
📄️ Alterguardian Lunar Fissures
Manages lunar fissure prefabs for the Alterguardian boss phase, handling area-of-effect damage, animation state, fading, tracking of the boss entity, and grid-based placement during load.
📄️ Alterguardian Phase1
Constructs the first phase of the Alterguardian boss entity, including its combat behavior, health system, teleportation logic, and support for multiple cosmetic variants (basic, lunar rift, and gestalt).
📄️ Alterguardian Phase2
Implements the Phase 2 stage of the Alter Guardian boss, handling movement, combat, spawning spikes, music triggering, health regeneration on waking, and loot drops.
📄️ Alterguardian Phase2Spike
Spawns and manages ground spikes used by the Alterguardian boss in Phase 2, including trail spikes and static moonglass spikes that can be destroyed by players.
📄️ Alterguardian Phase3
Serves as the final phase boss entity for the Alterguardian, handling combat logic, health regeneration, trap spawning, music events, and loot drops during its terminal phase in the game.
📄️ Alterguardian Phase3Circle
Spawns periodic laser trail FX along a circular ring around its position for use during Alterguardian Phase 3.
📄️ Alterguardian Phase3Dead
Manages the post-defeat state of the Alter Guardian boss, handling both the initial death orb and the mined remains, including loot distribution, light decay, and Wagstaff event spawning.
📄️ Alterguardian Phase3Trap
Manages the lifecycle, behavior, and effects of the Alterguardian's Phase 3 meteor trap, including landing damage, grogginess pulses, and trap destruction/loot handling.
📄️ Alterguardian Phase4 Lunarrift
Manages the behavior, state transitions, combat mechanics, and environment interactions of the Phase 4 Lunar Rift boss in DST's Wagstaff finale.
📄️ Alterguardian Summon Fx
Creates a visual and lighting effect sequence for the Alterguardian summoning animation, including pre-loop-post phases and a synchronized back effect.
📄️ Alterguardianhatshard
A portable light-emitting storage container that holds a single Mushroom Spore and adjusts its light colour and appearance based on the spore type.
📄️ Amulet
Manages amulet-specific behaviors when equipped or unequipped, including healing, freezing, sanity effects, building discounts, pickup ability, and light emission, depending on the amulet color variant.
📄️ Anchor
A deployable boat accessory that prevents vessel movement and interacts with water physics and environmental systems.
📄️ Ancient Husks
Defines the prefab data and initialization logic for ancient husk statues, including identity-specific animations and physics properties.
📄️ Ancienttree Defs
Defines configurable parameters and behavior logic for ancient trees, including growth constraints, loot tables, and nightvision-specific fruit regen synced to day/night cycles.
📄️ Ancienttree Fruits
Provides game logic for ancient tree fruits, including gem fruit temperature-based hatching, night vision fruit effects, and the night vision debuff component.
📄️ Ancienttree seed
A deployable item that spawns a randomly generated ancient tree sapling when placed in the world.
📄️ Ancienttrees
Manages the lifecycle, growth, and interaction of ancient trees and their saplings, including seed deployment, growth staging, fruit production, and stump conversion upon harvesting.
📄️ Animal Track
Represents a temporary track marker placed on the ground that slowly fades out over time.
📄️ Antchovies
A prefabricated food item representing a tiny, shelf-stable fish snack with negligible nutritional value.
📄️ Antchovies Group
A background visual entity representing a school of antchovies that periodically spawns individual antchovies using the fishschool component.
📄️ Antlion
Manages the behavior and state transitions of the Antlion boss, including desert camouflage, tribute acceptance, rage cycles, and combat activation.
📄️ Antlion Sinkhole
Manages the lifecycle and damage mechanics of an antlion-triggered sinkhole, including collapse stages, repair cycles, and area-of-effect interactions with nearby entities.
📄️ Antlion Spawner
Spawns an antlion when a sandstorm becomes active, and manages the spawned antlion's lifecycle.
📄️ Antliontrinket
A small collectible item used as bait for moles and for sale to the Antlion, with stacking and tradable properties.
📄️ Archive Centipede
Manages the behavior, state, and lifecycle of the Archive Centipede boss entity, including health-based animation transitions, retargeting logic, target sharing, and interaction with the environment via collision and spawning.
📄️ Archive Chandelier
A lighting entity that dynamically controls light intensity, flame FX, and sound based on power state and player proximity in the Archive or Vault zones.
📄️ Archive Lockbox
Represents a storage and knowledge-dispensing entity in the Grotto environment, used to unlock blueprints and manage archival puzzle data.
📄️ Archive Orchestrina Main
Manages the state, validation, and completion logic for the Archive Orchestrina puzzle, coordinating lockboxes and resonator sockets.
📄️ Archive Pillar
Represents a decorative, non-interactive archive pillar prop that can exist in intact or broken states, with state persistence across saves and network synchronization.
📄️ Archive Props
Defines prefabs and logic for Archive-related structures and entities, including mechanical switches, security systems, rune statues, and portal mechanics.
📄️ Archive Resonator
A deployable device that scans for moon relics or alien artifacts to retrieve and consumes uses upon successful scanning or idle operation.
📄️ Armor Bramble
A wearable armor item that triggers thorn-based retaliation effects when the wearer is blocked or attacks, conditional on skill tree activation.
📄️ Armor Carrotlure
An equippable armor item that periodically attracts and extends loyalty of rabbit followers within range of its owner, who must be a leader.
📄️ Armor Dragonfly
Provides fire-resistant body armor with a chance to ignite attackers on successful block or parry.
📄️ Armor Dreadstone
A high-defense body armor piece that regenerates condition during Insanity Mode and synergizes with the Dreadstone set.
📄️ Armor Grass
A wearable grass armor item that provides basic damage absorption and integrates with skin-swapping, fuel, and flammability systems.
📄️ Armor Lavaarena
Defines and registers multiple armor prefabs for the Lava Arena event with specific builds, tags, and footstep sounds.
📄️ Armor Lunarplant
Provides armor protection, planar defense, damage reflection, and set-bonus resistances for equippable gear, with conditional behaviors for plantkin characters.
📄️ Armor Marble
A piece of heavy armor that provides high damage absorption at the cost of movement speed, with special marble-sound effects when blocking attacks.
📄️ Armor Ruins
A wearable piece of high-defense armor that provides substantial damage absorption and integrates with DST’s skinning and shadow level systems.
📄️ Armor Sanity
Provides protective armor and applies a sanity penalty to the wearer when damage is blocked.
📄️ Armor Skeleton
Grants the wearer temporary resistance to multiple damage types by consuming nightmare fuel and spawning visual shield effects when damaged.
📄️ Armor Slurper
A wearable inventory item that reduces the owner's hunger burn rate while consuming its own fuel over time.
📄️ Armor Snurtleshell
A wearable body armor that grants increased damage absorption when the wearer enters the shell state, and disables absorption upon exiting it.
📄️ Armor Voidcloth
A wearable item that grants shadow-aligned resistance, planar defense, and sets a negative sanity aura when equipped.
📄️ Armor Wagpunk
A wearable armor item that grants increased speed and defense based on target tracking duration, with visual and audio feedback across multiple performance stages.
📄️ Armor Wood
Provides wooden armor with damage absorption, fuel properties, and visual skin-swapping logic for equipping.
📄️ Armor Yoth Knight
A wearable piece of heavy metal armor that provides protection and triggers set-bonus effects when equipped as part of the Yoth Knight equipment set.
📄️ Arrowsign
Implements the directional sign post and panel prefabs for placement and interaction in the game world, supporting construction, writing, destruction, and orientation persistence.
📄️ Ash
A throwable consumable item that briefly appears on the ground before disappearing, can be used as bait or burnt food, and haunts players upon interaction.
📄️ Atrium Fence
Controls the dynamic opening and closing behavior of an atrium fence based on player proximity and power state.
📄️ Atrium Gate
Manages the state, gameplay progression, and visual effects of the Atrium Gate, including stalker tracking, destabilization sequences, cooldown handling, and Charlie-related cutscenes.
📄️ Atrium Gate Activatedfx
Renders visual and lighting effects for the activated Atrium Gate, managing animation states, network replication, and cleanup.
📄️ Atrium Gate Pulsesfx
Creates local, non-networked sound-effect entities for Atrium gate events, playing positional audio for players inside the Nightmare zone or everywhere outside vaults.
📄️ Atrium Key
A unique, non-potable item that reveals the location of the Atrium on the map when held by the player.
📄️ Atrium Light
Manages the visual and lighting behavior of the Atrium Light prefab, which activates when powered and toggles between ON and OFF states.
📄️ Atrium Overgrowth
A static environmental prop that displays incremental lore lines when examined by players wearing ancient_reader gear, while granting a large sanity aura penalty and saving/loading story progression state.
📄️ Atrium Pillar
Provides a stationary physical and visual pillar obstacle in the Atrium area, with animated idle states that respond to power status.
📄️ Atrium Rubble
A decorative, non-interactive rubble prop used in the Atrium environment that supports animated variants and story-line based scrapbook status.
📄️ Atrium Statue
A boss-related interactive statue that dynamically changes appearance based on nightmare phase and drops Thulecite materials when destroyed.
📄️ Attunable Classified
A networked classified entity used to track and manage attunement relationships between a proxy source and a player's Attuner component.
📄️ Axe
Provides a multiplayer-synced chopping tool with durability, weapon damage, and skin-aware equip animations for characters.
📄️ Axe Pickaxe
A multitool item that functions as both an axe and a pickaxe, with limited durability and weapon capabilities.
📄️ Babybeefalo
A growth-stage-based animal prefab that matures through defined life phases, interacts with beefalo herds, and supports combat, foraging, and periodic waste production.
📄️ Backpack
Manages equippable storage behavior with skin-specific visual FX and inventory interaction.
📄️ Balatro Machine
Hosts the Balatro mini-game session, manages card gameplay state, joker selection, and reward distribution for player interaction.
📄️ Balatro Score Utils
Provides base classes and Joker-specific logic for evaluating poker hands and calculating scores in Balatro minigame rounds.
📄️ Balatro Util
Provides shared constants, data encoding utilities, and light animation management for the Balatro minigame system.
📄️ Balloon
A floating, equippable cat toy that can be customized with different shapes and colors.
📄️ Balloon Held Child
Manages network synchronization and client-side animation of a held balloon prop attached to an entity.
📄️ Balloonparty
A party-themed decorative balloon that grants nearby players periodic sanity recovery when active in the world, with associated confetti effects and a debuff buff that scales with party size.
📄️ Balloons Common
Provides shared utility functions and initialization logic for balloon prefabs, including colouring, physics setup, popping behavior, and interaction with the player's inventory and combat systems.
📄️ Balloons Empty
A decayable container prefab that spawns mosquito sacks upon decay and water balloons when placed in inventories, with haunt mechanics that may spawn balloons.
📄️ Balloonspeed
Manages the lifecycle, flight physics, and fuel-based speed progression of a floating balloon used as a consumable speed boost item.
📄️ Balloonvest
An equippable body-slot item that provides buoyancy and floats on water while consuming magical fuel over time; popping a balloon on the vest interrupts swimming immersion and prevents drowning.
📄️ Bananabush
A plantable ground entity that grows through visual stages and yields cave bananas when picked, then regrows over time or resets after being dug up.
📄️ Bandage
A consumable small item that heals a fixed amount of health when used by a player.
📄️ Bandage Butterflywings
A consumable item that restores health and sanity when used, requiring the "walter_camp_firstaid" skill to trigger the sanity bonus.
📄️ Basalt
Generates static, decorative rock obstacles with randomized animations and visual variation in the world.
📄️ Bat
A flying hostile monster that can form teams and adapt its behavior and abilities when infused with acid.
📄️ Batbat
A consumable weapon item that deals damage on attack and drains health/sanity from valid targets on critical hits.
📄️ Batcave
A boss-stage facility that spawns bats over time and reacts to player proximity and day/night cycles.
📄️ Bathbomb
A consumable item that provides fuel and can be burned, featuring perishable behavior and inventory compatibility.
📄️ Battlesong Container
A portable container prefab that functions as storage with burnable behavior, custom open/close sounds, and inventory integration for Wigfrid's battlesong-themed items.
📄️ Battlesongdefs
Defines configuration and behavior for Wathgrithr's battlesong buffs and instant-use battle quotes in Don't Starve Together.
📄️ Battlesongs
Generates combat buff prefabs and their associated song definitions for the Battlesinger class, integrating with the singing inspiration system and debuff lifecycle.
📄️ Battreefx
Spawns a non-persistent visual/audio effect entity to simulate a bat flutter and explosion near a viewer, typically used during spook events in the forest.
📄️ Beard Sack
A wearable container prefab for Beardlings that opens on equip and closes on unequip, functioning as a special inventory slot in the Beard.
📄️ Beardhair
A small, stackable inventory item that serves as fuel and decorative snowman accessory, commonly used for campfire refueling and seasonal builds.
📄️ Bearger
Implements the logic and behavior of the Bearger boss and its mutated variant, including hibernation, shedding, target stealing, and special combat mechanics.
📄️ Bearger Fur
A stackable inventory item representing the fur of a Bearger, used for crafting and insulation.
📄️ Bearger Fx
Creates and configures reusable visual FX prefabs for Bearger and Mutated Bearger swipe attacks.
📄️ Beargerfur Sack
A portable storage container that preserves items and emits frost effects when open on the ground.
📄️ Beargervest
A wearable vest that slowly consumes fuel to reduce hunger burn rate while equipped and provide thermal insulation.
📄️ Bedroll
Provides sleep functionality for players, with two variants: a disposable straw bedroll and a reusable furry bedroll that regulates sleeper temperature.
📄️ Bee
Implements the core logic for bees in the game, including both worker bees (pollinators) and killer bees (aggressive defenders).
📄️ Beebox
Manages a beehive-like structure that produces honey over time and spawns bees when harvested, with state changes based on light, season, and player actions.
📄️ Beef Bell
Manages the logic for the Beef Bell item, including linking to a beefalo, inventory interactions, revive functionality for the Shadow Beef Bell variant, and synchronization between server and client.
📄️ Beefalo
Manages the lifecycle, behavior, and interactions of the Beefalo entity, including domestication, tending, riding, and state transitions.
📄️ Beefalo Groomer
A structure that allows players to change a beefalo's clothing and apply custom skins via a dress-up popup interface.
📄️ Beefaloherd
Manages a herd of beefalo, handling seasonal mating behavior, member aggregation, and automatic spawning of baby beefalo during mating season.
📄️ Beefalowool
A single stackable wool item that functions as fuel, a cat toy, and a burnable item in the DST game.
📄️ Beeguard
Acts as a flying combat unit that serves as a loyal bodyguard, engaging enemies while following and protecting a designated leader (typically the Bee Queen).
📄️ Beehive
Manages hive behavior including bee spawning, seasonal rate adjustments, damage response, hauntable mechanics, and interactions with freezing and burning.
📄️ Beemine
A deployable trap that rattles when armed, explodes upon triggering, and spawns a swarm of bees toward a nearby valid target.
📄️ Beequeen
Represents the Beequeen boss entity with dynamic health phases, command over beeguards, and honey trail generation mechanics.
📄️ Beequeenhive
Serves as the initial dormant hive entity that grows over time and eventually spawns a Bee Queen when destroyed; manages hive growth states, honey level visuals, and work-based spawning logic.
📄️ Beeswax
A small consumable item that melts when exposed to fire and is stackable.
📄️ Beeswax Spray
A consumable item that applies wax to plants and trees, temporarily protecting them from harvest damage or decay.
📄️ Bernie Active
Represents the active, playable form of Bernie — a small companion creature that can transform into inactive or larger forms, managing health, movement, and inventory interactions.
📄️ Bernie Big
A large companion boss entity that manages combat behavior, AI taunting, skill-based stat adjustments, and planar allegiance visual/artistic effects.
📄️ Bernie Common
Provides utility functions to determine when Bernie the Yeti becomes aggressive based on Willow's sanity and skill choices.
📄️ Bernie Inactive
Manages the dormant state and self-decay mechanics for Bernie the Beard, including fuel consumption, reanimation logic, and equippable behavior.
📄️ Berrybush
Handles the lifecycle, regeneration, and loot spawning of berry bushes, including growth states, seasonal interactions, and special event behaviors.
📄️ Bigshadowtentacle
A boss-like shadow entity that engages in combat by attacking nearby targets, tracking them within range, and periodically reevaluating its target.
📄️ Birchnutdrake
Prefab definition for the Birchnutdrake mob, a combat-capable monster withAI, looting, and fire-related mechanics.
📄️ Birdcage
Manages the behavior of a birdcage that houses birds, handles feeding, interaction, sleeping cycles, and loot generation based on bird state and food type.
📄️ Birds
Defines and instantiates bird prefabs with shared logic, including loot dropping, mutation behavior, and canary-specific gas poisoning mechanics.
📄️ Birds Mutant
Creates and configures mutant bird prefabs (runner and spitter variants) with combat, projectile, and behavioral components for DST's lunar moonstorm event.
📄️ Birds Mutant Rift
A lunar-aligned, planar-damaging bird creature that enters a brilliance cooldown state after consuming certain items and emits visual effects based on its cooldown status.
📄️ Birdtrap
A portable trap prefab that captures birds when baited and sprung, supporting multiple bird species with symbol swaps and finite uses.
📄️ Bishop
Handles the behavior, combat, and visual effects for the Bishop chesspiece enemy in DST, including both normal and nightmare variants.
📄️ Bishop Charge
Implements the projectile and area-of-effect explosion logic for the Bishop chesspiece's attack, handling both outdated and current attack variants in DST's clockwork arenas.
📄️ Blackflag
A small, stackable, floating inventory item that serves as cattoy fuel with burnable properties and tradability.
📄️ Blinkfocus Marker
A temporary, non-persistent marker entity used to visualize the maximum range of a blink-based ability (e.g., Wigfrid's Battle Truce).
📄️ Blowdart
A throwable weapon prefabricated as a family of darts with distinct effects (sleep, fire, electric, or damage), designed for use by the player or walrus creatures in combat.
📄️ Blowdart Lava
A specialized blowdart item that launches explosive lava projectiles, using AOE targeting with custom reticule behavior and visual trails.
📄️ Blowdart Lava2
A lava arena-specific blowdart weapon prefab that uses reticule-based targeting and spawns distinct projectile types with visual tail effects.
📄️ Blueprint
Represents a craftable item that teaches a random or specific recipe to players when used, with support for common and rare variants.
📄️ Blueprint Craftingset
Creates a temporary entity that, when built, spawns and distributes blueprint prefabs to the builder's inventory.
📄️ Boards
A stackable inventory item used for repairing boats and as fuel.
📄️ Boat
Manages the creation, behavior, and physics of ocean-going vessels, including variant-specific functionality (wood, grass, ice, pirate, ancient, otterden).
📄️ Boat Bumper Kit
Creates and configures deployable bumper prefabs for boats, handling health, repairs, destruction, and interaction with boat ring systems.
📄️ Boat Cannon
Manages the behavior and state of a mounted cannon used on boats, including aiming, loading, firing, and interaction with operators and reticules.
📄️ Boat Leak
A temporary game object that simulates water leaking into a boat, interacting with nearby entities and inventory items to simulate clogging and eventual ejection.
📄️ Boat Magnet
A deployable structure component that enables boat magnet functionality by pairing with a beacon and responding to beacon state changes via the state graph.
📄️ Boat Magnet Beacon
Manages the beacon that pairs with a boat magnet to control magnet movement when placed on a boat.
📄️ Boat Rotator
Provides the logic and interaction handling for the Boat Rotator structure in DST, including workability, burnability, and loot dropping on destruction.
📄️ Boat Water Fx
Creates a non-persistent visual effect for boat wake trails beneath the water surface.
📄️ Boatfragments
Defines the prefabs for broken boat fragments, which are collectible, burnable, and workable objects that drop boards when hammered.
📄️ Boatlip
A visual, non-physical ground-decor entity used to animate boat lips at waterline transitions in DST.
📄️ Boatpatch
A game entity component that enables repairs to damaged boats using consumable patch materials (wood or kelp), providing health restoration and related functional behavior.
📄️ Boatrace Checkpoint
Acts as a raceway checkpoint in the Boatrace event, detecting approaching beacons, dispensing flags, handling hammering interactions, and managing lighting and state transitions during races.
📄️ Boatrace Checkpoint Indicator
Acts as a visual marker that rotates to point toward the nearest race checkpoint during a boat race, and triggers music playback for nearby players.
📄️ Boatrace Common
Provides utility functions and prefab factories for boat race events, including deploy helper visuals, throwable deploy kits, and placement validation logic.
📄️ Boatrace Primemate
Controls the AI and behavior of the Boatrace Prime Mate character, including checkpoint targeting, leak repair during sleep, and buoy generation for players.
📄️ Boatrace Seastack
A destructible, buoyant obstacle block used in boat races that yields throwable deployment kits upon destruction.
📄️ Boatrace Spectator Dragonling
A flying companion entity that follows the race indicator during boat races, reacting to leaks and checkpoints in the environment.
📄️ Boatrace Start
Acts as the starting beacon for the Year of the Dragon boat race event, managing race initialization, checkpoint coordination, beacon tracking, and prize distribution.
📄️ Bomb Lunarplant
A ranged explosive weapon that launches a spinning projectile to detonate on impact, dealing planar damage in an area.
📄️ Boneshard
Represents a collectible bone shard item used as crafting material and snowman decoration in the game.
📄️ Book Fx
Generates reusable prefab prefabs for book-related visual effect entities used in spellcasting animations.
📄️ Book Web Ground
Applies a ground speed penalty to non-follower entities within a radius while spawning a visual FX effect on the floor.
📄️ Booklight
A temporary light source prefab that fades out after a set duration, used for visual effects in cave transitions or events.
📄️ Books
Defines book prefabs and their associated magical spell effects for the Wickerbottom character, including growth spells, weather manipulation, and entity summoning.
📄️ Books Lavaarena
Creates and configures the Lava Arena-specific spell books (fossil and elemental) with AOE targeting, reticule visuals, and associated prefabs.
📄️ Bookstation
A crafting station that restores partially consumed books and displays visual indicators of its contents based on book count.
📄️ Boomerang
A reusable ranged weapon that returns to the thrower after hitting a target or missing, with finite durability and equippable state.
📄️ Bootleg
A throwable item that creates a two-way ocean whirl portal teleporter when tossed into ocean water.
📄️ Bramblefx
Creates visual effect entities that deal contact damage to nearby enemies within a growing radius, typically used for thorn-based armor or trap damage.
📄️ Brilliance Projectile Fx
Handles visual effects and physics for the Brilliance Projectile weapon projectile, including bouncing logic and hit/miss animations.
📄️ Brokentool
Spawns a one-time visual effect (anim-only entity) to indicate a broken tool interaction.
📄️ Brokenwalls
Generates prefabs for broken walls of various materials (stone, wood, hay, moonrock, etc.) with workable states, loot drops, and visualfx.
📄️ Brush
A consumable tool that allows players to groom Beefalo, restoring sanity and providing temporary speed and warmth bonuses.
📄️ Bugnet
A reusable tool-and-weapon item that captures insects and degrades after a fixed number of uses.
📄️ Bullkelp Beached
A grounded bull kelp prefab that transforms into a wet kelp plant and a bullkelp root upon pickup, preserving moisture state.
📄️ Bullkelp Plant
A decorative underwater kelp plant prefab that can be harvested and regrows over time; also handles beached migration logic when moved ashore.
📄️ Bullkelp Root
A deployable, perishable weapon that functions as a whip; when equipped, it overrides entity animations and can snap to deal damage while consuming spoilage.
📄️ Bundle
Manages the creation and behavior of bundle and gift prefabs, which can hold items for storage or gifting, with support for wrapping/unwrapping logic, moisture inheritance, and dynamic loot tables.
📄️ Bunnyman
A sentient pig-like creature that can follow players, wear hats, and enter a powerful "beard lord" nightmare state under certain conditions.
📄️ Burnable Locator Medium
A non-physical, boat-anchored locator entity that triggers fire damage on its parent boat while smoldering or burning.
📄️ Burntground
Manages the animated, fading visual effect of burnt ground patches, including network synchronization and persistence across saves.
📄️ Butter
A consumable food item that restores health and hunger, which slowly spoils into spoiled food over time.
📄️ Butterfly
A small flying insect prefab that can be caught, traded, and deployed to grow a planted flower; it interacts with spawner tracking, loot dropping, and Halloween moon mutation mechanics.
📄️ Butterflywings
A consumable inventory item that heals health and hunger but perishes quickly; used as a food source or cat toy.
📄️ Buzzard
Defines two prefabs—the standard buzzard and its mutated gestalt variant—each with behavior, stats, and gameplay mechanics specific to Don't Starve Together.
📄️ Buzzardspawner
Spawns buzzards in response to environmental conditions and events, managing their lifecycle, shadow proxies, and seasonal behaviors.
📄️ Cactus
Handles the behavior and interactions of cactus plants in the game world, including harvesting, thorn damage, seasonal flowering, and regrowth mechanics.
📄️ Campfire
Manages a consumable fire source that provides heat, light, cooking capability, and hauntable behavior in the game world.
📄️ Campfirefire
Creates and configures campfire and portable campfire entities with fire effects, heating, and dynamic animation levels.
📄️ Canary Poisoned
Represents a poisoned canary entity that cannot be picked up while alive or dead, spoils over time, and drops spoiled food upon death.
📄️ Candybag
A wearable container item that functions as a backpack with fire-sensitive locking behavior and Ashdrop mechanics.
📄️ Cane
A wearable weapon tool that modifies the owner's movement speed and deals damage when used.
📄️ Cane Ancient Fx
Generates and manages localized visual shadow trail effects for the Cane Ancient character’s special abilities.
📄️ Cane Candy Fx
Creates a temporary particle effect simulating sugar-cane candy sparks or glitter, typically used to visually represent candy-based magical effects.
📄️ Cane Harlequin Fx
Creates and manages a local-only confetti particle effect used for visual feedback, typically during harlequin cane-related animations.
📄️ Cane Rose Fx
Creates a visual particle effect simulating falling rose petals, used as a temporary aesthetic FX entity in the game world.
📄️ Cane Sharp Fx
Creates a visual effect particle system used for the cane sharp weapon's glowing trail.
📄️ Cane Victorian Fx
A particle effect prefab that emits sparkling visual particles along the movement path of an entity, such as a walking or flying character.
📄️ Cannon Aoe Range Fx
Creates non-interactive visual effect entities for cannon area-of-effect and reticule indicators.
📄️ Cannonballs
Handles the physics-based flight, target detection, and splash damage of cannonball projectiles in DST, including interaction with terrain, entities, and destructible objects.
📄️ Canopyshadows
Utility module for spawning and managing leaf canopy shadows in the world.
📄️ Carnival Cannons
A decorative and interactive prop used in Carnival events that fires visual FX when activated or supplied with a game token, and resets into a cooldown state.
📄️ Carnival Crowkid
Manages the state, behavior, and trading mechanics of the Carnival Crowkid NPC, including item acceptance logic, scarf appearance, and snack timer handling.
📄️ Carnival Decor
Creates interactive carnival-themed decor prefabs with workable, loot-dropping, and physics properties.
📄️ Carnival Food
Generates a set of carnival-themed food prefabs with configurable nutritional values, perishability, and floating behavior.
📄️ Carnival Gametoken
A consumable and tradable game token used as bait in DST, featuring periodic visual sparkle effects.
📄️ Carnival Host
Controls the behavior, interaction, and state of the Carnival Host NPC, including shop management, summoning to plazas, and chatter synchronization.
📄️ Carnival Plaza
Serves as a central event structure in the Carnival event, managing decorative rank progression, crow kid spawners, and host summoning functionality.
📄️ Carnival Prizebooth
A deployable carnival-themed structure that provides lighting, music effects, crafting opportunities, and loot upon destruction.
📄️ Carnival Prizeticket
A stackable, floatable inventory item that serves as a consumable fuel source and cat toy in DST, dynamically adjusting its animation and inventory image based on stack size.
📄️ Carnival Sparkle Bush
Creates a non-persistent visual effect entity used to display sparkle particles for carnival-themed bushes.
📄️ Carnival Vest
A wearable item that provides seasonal insulation and self-consuming fuel for protection, with dynamic animation overrides while equipped.
📄️ Carnivaldecor Eggride
A networked arcade decoration item that, when activated, plays an animation sequence and sound loop for a set duration before automatically turning off; it supports activation via direct use or token exchange.
📄️ Carnivaldecor Figure
Creates a carnival-themed decorative statue that can be deployed in the world and yields loot when hammered.
📄️ Carnivaldecor Lamp
A reusable decorative light fixture that can be activated via manual interaction or token insertion, emitting light and playing animations while supporting save/load, hammering, and trading.
📄️ Carnivalgame Common
Provides shared functionality for carnival minigame stations, including activation/deactivation lifecycle, scoring, rewards, and camera/focus management.
📄️ Carnivalgame Feedchicks
Manages the feedchicks carnival minigame station, including nest activation, food item spawning, and scoring logic.
📄️ Carnivalgame Herding
Manages the herding minigame station, including chick spawning, game state transitions, reward generation, and static floor decoration setup.
📄️ Carnivalgame Memory
Manages the memory mini-game station, including card layout, round logic, scoring, and reward spawning for the Carnival event.
📄️ Carnivalgame Placementblocker
Provides a non-interactive, non-persistent placeholder entity used during carnival game setup to block placement and mark valid locations.
📄️ Carnivalgame Puckdrop
Implements the puck drop carnival minigame station entity, managing gameplay state transitions, door selection timing, and reward spawning.
📄️ Carnivalgame Shooting
Implements the shooting minigame station for the Carnival event, managing game state, aiming mechanics, target spawning, and reward distribution for players.
📄️ Carnivalgame Wheelspin
Manages the wheel-spin carnival minigame station, including spin logic, scoring, and reward spawning.
📄️ Carpentry Blades
Creates a moonglass carpentry blade prefab used as an ingredient in crafting recipes at the carpentry station.
📄️ Carpentry Station
A multiplayer-compatible structure that enables crafting of carpentry recipes and supports blade-based upgrades; handles states including construction, usage, burning, and destruction.
📄️ Carrat
Manages the carrat (a rabbit-like creature) entity, including its burrowing behavior, racing mechanics in the YOTC event, and interaction with other game systems like cooking, inventory, and state transitions.
📄️ Carrat Ghostracer
A non-player character prefab representing a Ghost Racer carrat that participates in the Year of the Crow (YOTC) race, with stat-based performance modifiers and dynamic behavior during races.
📄️ Carrot
Represents a planted carrot crop that can be harvested, hauntable, and mutates under the Halloween Moon.
📄️ Carrot Spinner
A visualFX entity that fades in and out over time, typically attached to a player or object to indicate a temporary status effect.
📄️ Cartography Prototyper
Implements the cartography desk prefab with prototyping, workable, burnable, and loot-dropping functionality for DST.
📄️ Catcoon
Implements the catcoon creature, a tameable animal that interacts with players through trading, retching gifts, and combat with flocking behavior.
📄️ Catcoonden
Manages the lifecycle, inventory, and catcoon spawning behavior of the Catcoon Den structure in Don't Starve Together.
📄️ Cattoy Mouse
A throwable toy item that attracts and interacts with catcoon-type creatures using locomotion and animation states.
📄️ Cave
Defines the cave world type, including prefabs, assets, spawners, and world initialization logic.
📄️ Cave Banana Tree
Manages the full lifecycle of a cave banana tree, including growth, harvesting, chopping, burning, and regrowth into stumps or burnt stumps.
📄️ Cave Entrance
Manages the lifecycle and behavior of cave entrance structures, including spawning bats, handling mining to open the entrance, and state transitions based on world migration status and day/night cycles.
📄️ Cave Exit
Manages the visual and logical state of the cave exit portal, synchronizing its animation and status with world migration events.
📄️ Cave Fern
A destructible ground foliage prop that can be picked for resources and burned, using the pickable and burnable systems.
📄️ Cave Fern Withered
A withered cave fern prefab that can be harvested for cutgrass and spoils into spoiled_food after 10 seconds.
📄️ Cave Hole
Manages a damage-dealing cave entrance that periodically strikes nearby players and respawns loot over time.
📄️ Cave Network
Represents the cave world's networked entity and initializes world-specific components for caves gameplay.
📄️ Cave Vent Ground Fx
Spawns and manages a single ground-level visual effect for cave vent systems, used to create layered particle effects around the main vent.
📄️ Cave Vent Mite
A hostile cavern-dwelling creature that alternates between solid and vent phases, deals damage, and gains planar properties near shadow rifts.
📄️ Cave Vent Mite Spawner
A spawner entity that periodically generates cave vent mites in response to nearby players within fumarole areas.
📄️ Cave Vents
Manages dynamic vent behavior for cave rock entities, handling spewing of heat, miasma, or gas based on world state and mining progress.
📄️ Caveacidrain
Manages the spawning and rendering of acid rain particles in the game world, including interaction with rain domes and entity pooling.
📄️ Cavein Boulder
Manages the state, physics, and behavior of large boulders used in cave-in events, including raised states, falling animation tracking, and formation creation upon landing.
📄️ Cavelight
Manages dynamic lighting and spawning behavior for cave exit light sources, adjusting brightness, color, and presence based on world and cave phase states.
📄️ Cavelightmoon
Manages dynamic lighting and spawner behavior for cave moonlight effects, adjusting light parameters based on world state and triggering mob spawns when players are nearby.
📄️ Caverain
Generates and manages particle-based rain effects for cave environments, including pooling of raindrop prefabs and integration with rain dome boundaries.
📄️ Channel Absorb Fire Fx
Creates an animated visual effect used during channeling absorption events, playing different sub-animations depending on the fire state.
📄️ Character Fire
A prefab component that creates a fire entity with variable heat output and animation levels for use on characters in DST.
📄️ Charcoal
A stackable consumable item that serves as fuel, food, bait, and a装饰 item in DST.
📄️ Charlie Hand
A non-player entity that serves as an interactive construction site for triggering Charlie's cutscene, spawning a shadow arm, and managing rift activation state.
📄️ Charlie Heckler
A non-interactive decorative prefab used to display a talking NPC with custom speech properties in the world.
📄️ Charlie Lecturn
Manages thelecturn's visual and functional state as a structure that holds a playbill stage entity and supports page-turning animations and idle behavior.
📄️ Charlie Npc
Represents the non-player character Charlie during the nightmare phase, handling spawning, casting animation, and despawning behavior.
📄️ Charlie Stage
Manages the performance stage environment including camera focus, stage music, hound spawns, and interaction with cast members during stageplays in DST.
📄️ Charlieresidue
A classified client-side visual effect entity that tracks a target and renders Charlie's residue, decaying when activated or vision conditions change.
📄️ Charlierose
A one-time consumable flower item that shatters on drop and disappears after a short time unless picked up and placed in inventory.
📄️ Chessjunk
A destructible and repairable chess-themed debris entity that spawns chess piece minions upon destruction or repair, with loot drops and RuinsRespawner integration.
📄️ Chesspieces
Generates chesspiece prefabs with dynamic behavior based on moon phases, material variants, and interaction with other entities during moon events.
📄️ Chest Mimic
A transformable chest entity that hides as a loot chest and attacks players upon opening, functioning as both a container and a hostile monster.
📄️ Chester
Manages the transformation, behavior, and state transitions of the Chester chest monster, including morphing between normal, snow, and shadow variants.
📄️ Chester Eyebone
Manages the state and behavior of the Chester Eyebone item, including morphing, respawning Chester, and synchronizing with its master.
📄️ Chesterlight
Manages the animated light source for Chester's Eye, dynamically adjusting radius and animation state when turned on or off.
📄️ Chestupgrade Stacksize
A consumable item prefab that upgrades a chest's item stack size limit when applied.
📄️ Chum
A throwable fishing bait item that spawns chum or a green splash effect depending on terrain, and creates an AOE when thrown into ocean tiles.
📄️ Chum Aoe
Spawns and manages a temporary chum cloud that periodically drops chum pieces and attempts to attract fish schools in ocean areas.
📄️ Circlingbuzzard
Renders and manages the lifecycle of a circling buzzard shadow FX entity with fade-in/fade-out transitions tied to time-of-day and season.
📄️ Clockwork common
Provides shared utility functions for clockwork-related AI behaviors, including home positioning, combat retargeting, trading, regeneration, and befriendability logic.
📄️ Coldfire
Manages the behavior and fuel dynamics of the cold fire structure, including burning, extinguishing, and fuel consumption modified by rain conditions.
📄️ Coldfirefire
Creates a visual and thermal cold-fire effect entity that generates cooling heat rather than warming heat.
📄️ Coldfirepit
Manages the cold fire pit structure, a weather-resistant campfire that consumes fuel at a variable rate depending on precipitation.
📄️ Collapsedchest
Acts as a destructible container structure that holds a nested chest and reconstructs into it upon completion, or drops its contents upon pick/hit if incomplete.
📄️ Compass
A consumable item that reveals map terrain and depletes over time when equipped, while also functioning as a basic melee weapon.
📄️ Compost
Provides a deployable, burnable compost item that acts as a fertilizer with defined nutrient content and fuel properties.
📄️ Compostingbin
Manages the composting process, animation states, and harvest mechanics for the Composting Bin structure, including material tracking, cycle timing, and conversion of input items into compost.
📄️ Compostwrap
A reusable item that applies slow fertilizer effect and provides minor health regeneration when equipped as a debuff on living targets.
📄️ Confetti Fx
Generates a particle-based visual effect using shaped confetti particles and sparkles, typically used for celebratory events.
📄️ Constructionplans
Creates construction plan prefabs that define which entity can be built from a given item.
📄️ Constructionsite Classified
Manages per-slot item counts for construction sites, with server-authoritative storage and client-side replication for network synchronization.
📄️ Container Classified
Manages client-side preview state and server-side slot synchronization for containers during interactive inventory operations.
📄️ Container opener
Represents a lightweight, hidden entity that acts as a proxy reference link between a container and its opener, facilitating networked attachment and lifecycle synchronization.
📄️ Cookbook
A consumable item that, when read by a player, opens the cooking recipe book interface.
📄️ Cookiecutter
A hostile ocean-dwelling predator that targets and drills into boats to consume wood, sharing target information with nearby kin.
📄️ Cookiecutter Spawner
Spawns and manages Cookiecutter minions underwater, regenerating them over time based on tunable parameters and world settings.
📄️ Cookiecuttershell
A tradable, stackable inventory item prefab used for crafting in Don't Starve Together.
📄️ Cookingrecipecard
Represents a recipe card item in the cooking system that displays ingredients and links to a specific recipe and cooker.
📄️ Cookpot
Manages cooking state, interactions, and loot generation for the Crock Pot structure in DST.
📄️ Coolant
A reusable item component that provides zero waterproofer effectiveness and is intended for use as a consumable or launchable item in the game.
📄️ Coontail
A lightweight inventory item prefab that functions as a cat toy, adding the `cattoy` tag and supporting stacking, hauntable launches, and floating behavior.
📄️ Corpse Gestalt
A flying lunar-aligned entity that spawns near players to track and interact with a target entity, utilizing rifts when available for teleportation.
📄️ Corpses
Manages the lifecycle, mutation, looting, and decay of creature corpses, including handling lunar rift mutations and gestalt possession.
📄️ Corpses Defs
Defines configuration templates for corpse prefabs, specifying visual, physical, and gameplay properties for creature deaths including burn behavior, sanity effects, and mutation mappings.
📄️ Costumes
Factory function for creating costume prefabs with equippable body armor and visual skin overrides.
📄️ Cotl Tabernacle
Manages the lifecycle, fueling, burning, and upgrade progression of the Cotl Tabernacle campfire entity across three tiers.
📄️ Cotl Trinket
A small, non-functional trinket item used as bait for moles and tradable for in-game currency or tribute.
📄️ Cozy Bunnyman
A playable character with trader, combat, and minigame participation behaviors, primarily used for the YOTR Pillow Fight event.
📄️ Crabking
Manages the Crab King boss entity, including spellcasting, gem socketing, arena generation, and combat behavior.
📄️ Crabking Cannontower
A stationary defensive turret belonging to the Crab King that fires mortar projectiles at boats or nearby enemies and reacts to collisions.
📄️ Crabking Claw
Handles the crab king's claw entity as a combat-capable, ocean-bound minion with autonomous behavior and shadow linkage.
📄️ Crabking Icewall
Creates and configures a Crabs vs. King-exclusive ice spike obstacle entity that acts as a hostile, non-healable wall with dynamic visual variation and health-based state transitions.
📄️ Crabking Mob
Creates the Crab King's mob units with distinct variants (regular and knight), handling combat, movement, AI brain, and loot drop configuration.
📄️ Crabking Spawner
Spawns the Crab King boss upon timer expiration and manages regeneration when the current Crab King is killed.
📄️ Creepyeyes
Spawns temporary, light-sensitive visual FX entities that appear in darkness and disappear when a player comes near or lights up.
📄️ Critterbuff Lunarmoth
Creates a temporary lighting FX entity that fades in/out and flickers to simulate a lunar moth's glow effect.
📄️ Critterlab
Represents a decorative lab-themed critter den that emits idle sounds, plays animations, and supports prototyper functionality for crafting trees.
📄️ Critters
A factory system for creating companion critters with AI, hunger mechanics, sleeping behavior, and optional special abilities.
📄️ Crumbs
A small consumable item used as bait or pet food, which spoils over time and has minimal nutritional value.
📄️ Cursed Monkey Token
A cursed trinket that attaches to players, slowly erodes over time unless picked up, and changes appearance based on stack size.
📄️ Cutgrass
A small, renewable grass item that serves as food, fuel, and repair material for entities in DST.
📄️ Cutless
A wearable weapon that deals damage and steals items from targets on attack.
📄️ Cutlichen
A consumable food item that restores health and hunger but reduces sanity, and spoils over time.
📄️ Cutreeds
A stackable, edible inventory item that serves as lightweight fuel and raw vegetation food.
📄️ Cutstone
A stackable, tradable rock used for baiting moles and repairing stone structures.
📄️ Damagenumber
Renders a damage popup number for the local player when damage is applied, synchronized across the network.
📄️ Damp Trail
Renders a visual trail effect with animated segments that auto-fade out after a duration.
📄️ Daywalker
Manages the boss entity Daywalker, including phase transitions, leech attachment, chain mechanics, and combat state changes during boss fights.
📄️ Daywalker2
Manages the Daywalker2 boss entity, handling phase transitions, combat behavior, equipment management, and state persistence.
📄️ Daywalker2 Fx
Creates a visual particle effect for the Daywalker2 boss's swipe attack animation.
📄️ Daywalker2 Items
Creates FX prefabs that simulate breaking and releasing loot for the Daywalker2 boss fight, including physics motion and conditional armor modification.
📄️ Daywalker Pillar
Manages the behavior, visual chains, structural degradation, and prisoner interaction logic for a Daywalker Pillar entity in the game world.
📄️ Daywalkerspawningground
Creates a non-entity, non-interactive world marker used to register a Daywalker spawning location.
📄️ Dead Sea Bones
A destructible environment object that yields bone shards and triggers visual collapse effects when hammered.
📄️ Deciduous Root
A temporary projectiled plant-based AoE weapon used by the deciduous monster in the DST campaign, with area damage, directional movement, and animation-based combat logic.
📄️ Deciduoustrees
Manages deciduous tree prefabs, including growth stages, seasonal leaf changes, monster transformation, burning behavior, and loot generation.
📄️ Deck Of Cards
Manages a deck of playing cards with visual stack states, shuffling via punching, and reveal mechanics.
📄️ Decor Flowervase
A decorative container component that holds and displays flowers, providing light, sanity effects, and inventory interactions when properly equipped.
📄️ Decor Lamp
A decorative lantern prefab that provides adjustable ambient light and consumes cave fuel when active.
📄️ Decor Pictureframe
A decorative furniture item that can display a drawn image, supporting dynamic texture updates and state persistence.
📄️ Deer
Manages the behavior, combat, and lifecycle of deer entities, including antler growth, migration, and gemmed variants that cast spells.
📄️ Deer Antler
A prefab factory function that generates deer antler items used as collectibles and key items in DST, supporting both standard and irreplaceable variants via the KlausSackKey component.
📄️ Deer Fx
Generates visual and audio effect prefabs for the Deer creature's ice and fire circle abilities, including particle effects, lighting, and interaction logic with nearby entities.
📄️ Deerclops
A large, seasonal boss entity that attacks player structures and becomes aggressive when its structures-destroyed threshold is not met.
📄️ Deerclops Eyeball
A consumable boss loot item dropped by Deerclops that restores health, hunger, and sanity when eaten.
📄️ Deerclops Icespike Fx
Manages a reusable visual effect entity for Deerclops' ice spike projectiles.
📄️ Deerclops Laser
Acts as a temporary combat projectile entity that deals damage,摧毁s workables, and interacts with freeze and temperature states upon impact.
📄️ Deerclops Mutated Fx
Creates and manages client-side visual and audio effects for Deerclops' mutated ice abilities (ping, impact, aura, and spikefire).
📄️ Deerclopseyeball Sentryward
A deployable structure that spawns cold-ice entities, reveals map area, overrides local temperature, and emits light and effects when an eyeball is inserted.
📄️ Deerspawningground
A non-networked entity tag registry that signals deer spawning locations to the world system.
📄️ Desiccant
Manages the drying behavior and wetness state of desiccant items, interacting with the InventoryItemMoisture and MoistureAbsorberSource components to regulate item drying when attached to entities.
📄️ Dirtpile
Represents a temporary dirt pile landmark that can be investigated to reveal a small puff FX and notify the hunter system.
📄️ Diseaseflies
Spawns a non-persistent visual effects entity (flies swarm) attached to a parent entity, playing a looping animation and sound.
📄️ Diviningrod
Tracks proximity to teleportato components and updates description, sound, and visual feedback when equipped by a player.
📄️ Diviningrodbase
Acts as a base component for the divining rod that manages its state (locked/unlocked/stuck), visual states, and sound effects in coordination with the Teleportato.
📄️ Dock Damage
Visual and logic entity that represents damaged segments of docks and rope bridges, synced to the world's dockmanager and ropebridgemanager for repair interactions.
📄️ Dock Kit
A deployable item that places a monkey dock tile on ocean shores and coordinates with the dock manager to manage placement validity and safety.
📄️ Dock Woodposts
Implements dock woodpost structures and their deployable item form, handling placement, animation, loot drops on destruction, and network synchronization.
📄️ Domesticplantherd
Creates a non-networked herd entity for Lunar Plants that manages group spawning, member aggregation, and automatic removal when the herd becomes empty.
📄️ Dragon Scales
A stackable inventory item representing a resource dropped by dragons, used for crafting and construction.
📄️ Dragonfly
Manages the dragonfly boss entity's state transitions, combat behavior, lavae spawning, and environmental interactions in Don't Starve Together.
📄️ Dragonfly Chest
A deployable storage chest that can be upgraded to provide infinite stack size and special loot behavior upon destruction or upgrade.
📄️ Dragonfly spawner
Manages spawning and lifecycle of dragonflies in lava ponds, tracking active dragonflies and synchronizing engagement state across connected ponds.
📄️ Dragonfurnace
Manages the furnace's cooking, incineration, and hammering mechanics, including state transitions, sound handling, and loot generation.
📄️ Dreadstone
A consumable crafting material used for repairing tools and gear in Don't Starve Together.
📄️ Driedplants
Constructs dried vegetable items (e.g., dried petals, seeds) with consumable, fuel, and burnable properties, primarily used as loot, crafting ingredients, or cat toys.
📄️ Driedplants Defs
Defines data for dried plant items, including healing/sanity values and spawn configurations for eating effects.
📄️ Driftwood
A simple wood item that serves as fuel, edible material, repair resource, and waterproofer with zero effectiveness unless modified.
📄️ Driftwood Trees
Defines prefabs for driftwood trees and implements their chopping, burning, stump conversion, and persistence behavior.
📄️ Dropperweb
A spider den that slowly regenerates and spawns spider droppers, and can web nearby webbable entities over time.
📄️ Dumbbells
Implements a set of multipurpose workout equipment prefabs with weighted, elemental, and temperature-based variants, enabling melee combat, AOE attacks, and environmental thermoregulation.
📄️ Dummytarget
Creates a non-player entity with fixed health, regenerative properties, and visual feedback for damage, primarily used for testing or as a target in specific game modes.
📄️ Dustmeringue
A consumable food item that serves as bait for moles and food for dust moths, with stackable and tradable properties.
📄️ Dustmoth
Manages the behavior, combat stats, trading interactions, and inventory logic for the Dustmoth creature entity in DST.
📄️ Dustmothden
Acts as a structure that spawns dustmoths after being repaired; manages its own durability, regenerative child-spawning, and loot drops upon destruction.
📄️ Eel
Generates raw and cooked eel prefabs with configurable states, perishability, dryability, and cooking yields.
📄️ Egg
Defines prefabs for raw, cooked, and rotten bird eggs, each with distinct properties including edibility, perishability, and fertilizer usability.
📄️ Electric Charged Fx
Generates a transient visual and lighting effect that simulates an electric discharge, optionally binding to a target entity to produce a flashing tint effect.
📄️ Electrocute Fx
Manages visual and audio effects for electrocution events, including flash/flicker lighting, forked lightning propagation to nearby targets, and synchronization with target entity behavior.
📄️ Elixir Container
A portable storage container with three inventory slots, designed to hold items while being carried or opened by the player.
📄️ Endtable
A decorative and functional structure that can hold flowers and emit light, with built-in durability and destruction handling.
📄️ Entityproxy
A lightweight prefab used as a network proxy for replay functionality, containing only essential transform and animation states without persistence.
📄️ Event Deps
Provides prefab definitions and asset lists required for loading special and festival event content.
📄️ Evergreens
Manages evergreen tree prefabs with multi-stage growth, loot dropping, burning, hauntable behavior, and regeneration mechanics.
📄️ Explode Small
Creates a non-persistent visual and audio effect for small explosions and related actions.
📄️ Explosivehit
Spawns a local-only visual and audio effect for small explosions, used exclusively on the client.
📄️ Eye Charge
A short-lived projectile prefab used by eyeball turrets to deal damage, which spawns a hit FX entity upon collision.
📄️ Eyeflame
A visual effects prefab that creates a flickering fire-like particle effect using two layered particle emitters with custom shaders, textures, and envelopes.
📄️ Eyeofterror
Creates the Eye of Terror boss and its variants, handling combat logic, state transitions, twin management, and event-driven behaviors like health-based transformation and limbo cleanup.
📄️ Eyeofterror Arrive Fx
A temporary visual and lighting effect prefab that appears when the Eye of Terror arrives, animating a portal-like FX with dynamic lighting and sound.
📄️ Eyeofterror Mini
Defines the mini variant of the Eye of Terror enemy, implementing combat, movement, and AI behavior for a flying hostile creature.
📄️ Eyeofterror Mini Projectile
Acts as a flying mini-eye projectile that lands and transforms into a grounded egg-like entity, which later hatches into an active mini-eye mob. It functions as a boss-spawned projectile with soldier-command integration.
📄️ Eyeofterror Sinkhole
Creates a collapsible sinkhole prefab that triggers ground collapse, damages nearby objects, and ejects items when activated.
📄️ Eyeplant
Manages the entity logic for the Eyeplant, a stationary hostile plant that targets and attacks enemies within range using combat, health, and locomotion components.
📄️ Eyeturret
A deployable companion turret that automatically engages enemies within range, emits a dynamic light, and shares aggro with nearby turrets.
📄️ Fan Wheel
A client-side FX prefab that visually represents a spinning fan wheel attached to an item, synchronized with networked spinning state and cleaned up via stategraph transitions.
📄️ Fans
Implements wearable fans (featherfan and perdfan) that extinguish fires and cool nearby entities, with the perdfan additionally summoning tornadoes when channeling.
📄️ Farm Decor
Defines prefabs for decorative landscape items used in farm-related environments, such as rocks, sticks, and fence posts.
📄️ Farm Hoe
A tool prefab that enables tilling soil, dealing damage, and providing floating buoyancy; its durability is managed by finite uses.
📄️ Farm Plant Defs
Provides plant definition data used by the farming system to configure growth, moisture, season, nutrient, and other gameplay properties for each crop.
📄️ Farm Plants
Manages farm plant lifecycle, stress tracking, growth stages, and loot generation for agricultural gameplay.
📄️ Farm Plow
A deployable tool that tills soil into farmable ground and handles plowing animations and debris effects.
📄️ Farm Soil
Represents tilled soil in the farm, handling visual states, plowing state tracking, and persistence across saves.
📄️ Farm Soil Debris
A temporary debris object that appears when farm soil is worked, dropping randomized loot upon destruction.
📄️ Farmplot
Manages a farmplot structure that can be planted with crops and degrades when hammered or burnt, including level-specific growth rates, fertility tracking, and decorative element rendering.
📄️ Featherpencil
A consumable cat toy that breaks when drawn with and can be used as low-value fuel or igniter.
📄️ Feathers
Prefab factory that generates bird feather items with inventory, fuel, and interaction properties for gameplay integration.
📄️ Fence
Provides base prefab construction logic for walls, fences, and gates, including alignment, rotation, locking, and component setup.
📄️ Fence Electric
Provides electrically conductive wall functionality with connection handling, damage mitigation, and deployment logic for fence structures.
📄️ Fence Electric Field
Manages the visual, physical, and collision detection system for electric fence beams in DST, handling entity collision effects and network-synced beam parameters.
📄️ Fence Rotator
A consumable tool used to rotate fences; equipped as an inventory item and decrements finite uses per rotation.
📄️ Fertilizer
Adds fertilizer behavior and soil interaction properties to an entity, including nutrient composition and usage tracking.
📄️ Fertilizer Nutrient Defs
Defines structured data for fertilizer types used in the game, including nutrient values, usage counts, and display metadata.
📄️ Fire
A prefabricated entity component that manages visual and thermal properties of campfire and wildfire effects in the game world.
📄️ Fireball Projectile
Creates and configures projectile prefabs and their impact effects for Lava Arena gameplay, including visual tails and hit fx.
📄️ Fireballstaff
A ranged weapon prefab that casts fireball projectiles with area-of-effect targeting and custom reticule logic.
📄️ Firecrackers
A consumable explosive item that detonates when ignited, creating a chain reaction of physical propulsion and startle effects on nearby entities.
📄️ Fireflies
Manages the lifecycle, lighting behavior, and gameplay interactions of fireflies, including fading animations, workability, and inventory handling.
📄️ Firefx Light
Creates a lightweight, non-persistent visual light effect for use as a transient fire-related FX entity.
📄️ Firehits
Spawns a local visual effect entity that plays a randomized animation synchronized to a proxy entity's position and orientation.
📄️ Firenettles
A consumable vegetable item that applies a temporary temperature-based debuff to non-plantkin eaters, which can be dried to produce a longer-lasting fuel source.
📄️ Firepen
A ranged weapon that ignites targets, unfreezes frozen entities, wakes sleeping creatures, and fuels burnable objects using fire-based projectiles.
📄️ Firepit
A structure that provides a controllable fire source for cooking, heating, and light, fueled by consumable items and supporting charcoal production.
📄️ Firepit Firebird Puff Fx
Spawns a non-networked, temporary visual effect (puff animation) on a firepit when a Firebird interacts with it.
📄️ Fireringfx
Creates a visual ring-shaped particle effect for the dragonfly boss, played locally on non-dedicated clients.
📄️ Firesuppressor
Manages fire suppression operations, including fire detection, extinguishing, and fuel-dependent activation with emergency mode handling.
📄️ Fish
Generates raw and cooked fish prefabs with support for drying, cooking, perishing, and bait functionality.
📄️ Fish Box
A storage structure that preserves fish and breaks into wreckage upon hammering, releasing contents and triggering platform leaks.
📄️ Fishingnet
Adds fishing net functionality and finite durability to the fishing net item, including visual equip animations and burn prevention.
📄️ Fishingnetvisualizer
A visual proxy entity that displays a boat net animation and shadow, used to visually represent fishing nets placed by players or entities.
📄️ Fishingnetvisualizerfx
Renders a one-shot visual effect for fishing net interactions, such as splash or hit animations, without persisting or affecting gameplay state.
📄️ Fishingrod
A multi-use tool item that allows characters to fish, deals damage in combat, and handles visual and functional behavior when equipped or used.
📄️ Fishschoolspawnblocker
Removes itself automatically after a fixed lifetime to prevent permanent obstruction of fish school spawn points.
📄️ Flamethrower Fx
Spawns and manages flame-effect entities for the flamethrower weapon's area-of-effect damage in Warg's mutated attack.
📄️ Flies
A decorative prefab that emits ambient fly sounds and animations based on player proximity, typically used for atmospheric effects in environments like caves and swamps.
📄️ Flint
A small, stackable item used as bait for moles and renewable debris, consumable to restore minimal hunger.
📄️ Float Fx
Creates simple floating visual effect entities used for foreground or background rendering in the game world.
📄️ Floatinglantern
Manages a flying lantern prefab that consumes fuel to stay airborne and emits light with dynamic physics-based behavior.
📄️ Floatinglanternfire
Creates a networked fire FX entity for the floating lantern with animated lighting and camera-aware alpha rendering.
📄️ Flotationcushion
A prefab item that provides buoyancy support when equipped by a player, enabling underwater movement.
📄️ Flower
Represents a customizable plant entity that can transform into a rose under certain conditions and interacts with sanity, combat, and world state systems.
📄️ Flower Cave
Manages a light-emitting, harvestable cave plant that cycles between active, recharging, and idle states based on environmental light levels.
📄️ Flower Evil
A harvestable, sanity-affecting decorative flower that drops petals upon picking and can ignite wildfires.
📄️ Flower Withered
A pickable, renewable grass source that provides cutgrass and can ignite wildfires.
📄️ Focalpoint
A deprecated placeholder entity used to provide backward-compatible access to the Focalpoint component for older code.
📄️ Foliage
A consumable, flammable inventory item used as fuel, food, or craftable ingredient that can dry into preserved form; primarily appears in the Quagmire game mode.
📄️ Foodbuffs
Factory for creating temporary food-based buff prefabs that apply one-time or extended status effects to target entities.
📄️ Forcefieldfx
Renders a visual and lighting effect for a forcefield, animating its opening/closing and managing dynamic light intensity.
📄️ Forest
Configures the Forest world instance by registering prefabs, assets, and world-level components for spawning, environmental effects, and game systems.
📄️ Forest Network
Creates and configures the network entity for the Forest world type, initializing world-level systems like weather, moonstorms, and event-specific managers.
📄️ Forge Repair Kits
Creates consumable item prefabs that provide repair materials for the Forge component when used.
📄️ Forgetmelots
A consumable vegetarian item that provides minimal sanity restoration, spoils quickly, and can be dried; also serves as a cat toy and vase decoration.
📄️ Formationleader
Creates a non-persistent, non-interactive entity marker used to denote the leader of a formation group in DST.
📄️ Fossil Mound
Serves as an interactive structure that spawns a Stalker when fully repaired and traded with a Shadow Heart under specific conditions.
📄️ Fossil Piece
A consumable inventory item that can be deployed to spawn a Fossil Stalker and repair structures using fossil material.
📄️ Fossil Spike
A seasonal ground spike prefab that erupts from the ground, damages or destroys nearby targets, and then deactivates after a delay.
📄️ Fossil Spike2
Handles the lifecycle and behavior of a fossil spike projectile, including launch, impact, area damage, and particle effects upon detonation.
📄️ Fossilized Fx
Creates and manages transient visual effect prefabs used during fossilization and fossil break animations in the game world.
📄️ Frog
Implements the frog and lunarfrog prefabs with combat, thieving, and sleep behavior for DST creatures.
📄️ Froglegs
A raw meat food item that can be dried or cooked, granting basic nutrition and sanity penalty when eaten raw.
📄️ Frontend
Defines and manages asset and prefab dependencies for the game's frontend UI, ensuring required media resources are preloaded.
📄️ Frostbreath
A client-side particle effect prefab that emits a rotating, fading white breath-like visual.
📄️ Fruitdragon
Manages the behavior, state (ripe/unripe), sleep cycle, combat interactions, and thermoregulatory home-finding logic for the Fruitdragon entity.
📄️ Fruitfly
Manages fruit fly entities with distinct behaviors for hostile lord/mini variants, friendly companions, and seed-bearing fruit fly fruit that spawn companions.
📄️ Furniture Chairs
Factory function that creates chair prefabs with sittable, workable, and burnable properties, supporting both standard and rocking variants.
📄️ Furniture decor items
Generates prefabs for small decorative furniture items with floatable and burnable properties.
📄️ Furniture Tables
Defines shared logic and prefab templates for wooden and stone tables, including decor handling, burning behavior, and hammer interaction.
📄️ Furtuft
A consumable/loot item that disappears over time when dropped on the ground but stops decaying when placed in an inventory slot.
📄️ Fused Shadeling
Prefab for a hostile boss-like shadow entity that spawns from portals, maintains aggression range, and interacts with sanity, combat, and planar damage systems.
📄️ Fused Shadeling Bomb
A hostile monster prefab that chases targets, grows in size over time, and detonates to deal area-of-effect damage while spawning secondary quick-fuse bombs.
📄️ Fx
Generates and returns a list of Prefab instances for client-side visual and audio effects, supporting dynamic assets, animation, tinting, sound, and custom behaviors.
📄️ Gargoyles
Creates petrifiable and reanimatable monster statues that crumble when mined and spawn moon variants upon reanimation.
📄️ Gears
A versatile consumable and repair item used for befriending clockwork creatures, restoring health/sanity/hunger, and repairing items in DST.
📄️ Gelblob
Manages the gelblob enemy's lifecycle, including size progression, player suspension/eating mechanics, loot dropping, and chunk-based reabsorption.
📄️ Gelblob Attach Fx
Manages the visual attachment effect and debuff application when a gel blob connects to a player or creature.
📄️ Gelblob Storage
Stores edible food items indefinitely by stopping their decay and preventing pick-up, and releases them with decay resumed upon taking.
📄️ Gem
Defines a family of gem prefabs with shared behavior including inventory physics, repair capabilities, and sparkle animation effects.
📄️ Gestalt
Spawns the Brightmare Gestalt boss entity with tailored combat, tracking, and sanity-based transparency behaviors.
📄️ Gestalt Alterguardian Projectile
Creates a fast-flying, combat-capable projectile entity used by Gestalt-related bosses to chase and attack nearby targets.
📄️ Gestalt Cage
Manages the gestalt cage item, including its equippable state, weapon damage, and three upgradeable filled states (1–3) that can deploy wagdrones when placed.
📄️ Gestalt Guard
Manages a high-priority nightmare-based combat entity with dynamic targeting and transparency logic based on observer sanity and inventory.
📄️ Gestalt Guard Evolved
Manages the behavior, combat, and lifecycle of the evolved Gestalt Guardian boss enemy, including ranged attacks, teleportation, sanity-based transparency, and loot generation.
📄️ Gestalt Head
Creates a non-networked, follower-based visual FX entity for the Gestalt and Gestalt Guard characters, playing different idle animations based on the provided anim bank.
📄️ Ghost
Manages the ghost entity's behavior, including its aura damage, combat targeting, sanity effects, and tethering to a gravestone.
📄️ Ghost Transform Overlay Fx
Renders a visual overlay effect (light and animation) used during player ghost transformation sequences.
📄️ Ghostcommand Defs
Defines the structure and logic for Wendy’s ghost command spells, including unsummon, behaviour commands, and skill-enabled abilities.
📄️ Ghostflower
A reusable inventory item prefab that spawns ambient ghostly FX when active and grows into its full form on the ground.
📄️ Ghostly Elixirs
Creates consumable ghostly elixir items and their associated debuff components that apply temporary buffs to targets upon use.
📄️ Ghostvision Buff
Applies a networked night vision effect to players by manipulating lighting and colour correction, while managing buff lifetime and persistence.
📄️ Giftsurprise
A passive entity that holds a reference to a creature prefab and triggers its spawn and targeting behavior upon unwrapping.
📄️ Gingerbreadhouse
A festive structure that can be hammered to harvest loot, extinguish burning, and potentially spawn special seasonal items like gingerdead pigs.
📄️ Gingerbreadpig
A mobile, crumb-dropping enemy prefab that chases players and eventually spawns crumb trails for the Gingerbread Hunter mini-game.
📄️ Glass Spike
Creates deployable glass obstacles that can be hammered into blocks and used as defensive equipment with unique visual and behavioral states.
📄️ Glasscutter
A consumable weapon prefab that deals damage with finite uses, deals bonus damage against shadow enemies, and provides visual feedback via equipped animations.
📄️ Global
Defines global assets required for the game's frontend, UI, animations, shaders, fonts, and sound packages—serving as a shared dependency container for the entire game and modding system.
📄️ Globalmapicon
Manages networked map icons used to track entities on the global minimap, supporting fog-of-war visibility states and optional name labels.
📄️ Glommer
A flying lunar-aligned companion entity that follows the player, enters sleep cycles, periodically spawns fuel items, and adjusts sanity.
📄️ Glommerflower
Acts as a leader for Glommer entities and tracks their life state, transforming into a dead flower when Glommer leaves or dies.
📄️ Glommerfuel
A multipurpose item component that functions as fuel, fertilizer, and consumable food in DST, with research support and deployable fertilizer capabilities.
📄️ Glommerwings
A consumable item that provides medium-large fuel value and functions as burnable/propagator with hauntable properties in DST.
📄️ Gnarwail
Controls the behavior, state management, and interaction logic for the Gnarwail entity, including horn combat, loyalty mechanics, and formation following behavior.
📄️ Gnarwail Horn
A one-time-use musical instrument that spawns two directional attack waves and tends nearby farm plants when used in water.
📄️ Goatmilk
A consumable food item that restores health, hunger, and sanity, but spoils quickly and can be fed to cats.
📄️ Goldnugget
Defines the gold nugget and lucky gold nugget prefabs, providing them with basic physics, visual, and gameplay behaviors such as edibility, tradability, stacking, and ambient shine effects.
📄️ Goose Feather
A lightweight decorative item used as a cat toy and small fuel source in the game.
📄️ Goosplash
Spawns particle-style splash FX entities used for visual effects in lava arena encounters.
📄️ Grass
Handles the lifecycle of grass patches including growth cycles, morphing into grass geckos, and interaction with world settings timers.
📄️ Grassgator
Manages the behavior, stats, movement, and state persistence of the Grassgator entity in DST.
📄️ Grassgekko
Defines the Grassgekko entity, a small animal prefab that patrols, sleeps in short naps, and joins herds.
📄️ Grassgekkoherd
Creates a non-networked herd entity that manages a group of grassgekko entities using the herd system.
📄️ Gravestone
Manages the lifecycle, haunting mechanics, and ghost spawning behavior of a grave in the world, including seasonal flower decoration and upgrade stages.
📄️ Graveurn
A deployable graveurn item that, when used as a grave digger, saves gravestone data and spawns a linked gravestone upon deployment.
📄️ Gridplacer
A visual helper component used during building placement to show grid-aligned placement outlines and handle build validation feedback via color changes.
📄️ Grotto Pool Big
Creates and manages a large grotto pool entity with visual, lighting, and child object placement functionality.
📄️ Grotto Pool Moonglass
Creates a mineable rock prefab that drops moonglass when worked and regrows over time during cave full moons.
📄️ Grotto Pool Small
Creates a small, non-networked decorative pool entity with visual effects, light emission, and interaction with the grotto waterfall system.
📄️ Grotto Waterfall Big
A decorative environment prefab representing a large grotto waterfall with looping animation and networked rendering.
📄️ Grotto Waterfall Small
Represents a mineable moonglass rock in grotto environments that regrows during cave full moons and drops moonglass upon breaking.
📄️ Grottopool Sfx
Creates a non-networked, non-persistent entity that acts as a classified FX-only sound emitter.
📄️ Ground Chunks Breaking
Spawns a short-lived local FX entity that plays a stone-breaking animation and sound at a specified location.
📄️ Groundpoundringfx
Creates a non-networked visual effect entity that plays an animation at the position of a proxy entity, typically used for ground pound冲击 effects in Don't Starve Together.
📄️ Guano
A consumable and deployable item that acts as a high-value fertilizer and fuel, spawning fly companions when dropped and producing a poison cloud when burned or used as fuel.
📄️ Gunpowder
A small explosive item that detonates when ignited or placed in a mole's inventory.
📄️ Halloween Ornaments
Generates prefab instances for Halloween-themed decorative inventory items with floatable physics and limited fuel value.
📄️ Halloweencandy
Generates and configures 14 distinct Halloween-themed candy prefabs with unique nutritional values and visual properties.
📄️ Halloweenpotion Buffs
Creates and manages buff entities that apply periodic health/sanity restoration or bravery effects when attached via the halloween potion items.
📄️ Halloweenpotion Common
Provides utility functions for spawning and attaching Halloween-themed particle effects (firepuffs) to targets.
📄️ Halloweenpotion Embers
A debuff component that attaches to campfires and generates visual/sound effects based on the fire's fuel level.
📄️ Halloweenpotion Moon
Represents a Halloween-themed moon potion item that spawns moon puff effects on use and interacts with fire sources.
📄️ Hambat
A perishable melee weapon whose damage decreases as it spoils over time.
📄️ Hammer
A durable tool and weapon used for destroying structures and enemies; has finite durability and triggers skin overrides when equipped.
📄️ Hammer Mjolnir
Defines the Hammer Mjolnir weapon prefab and associated FX prefabs for the Lava Arena event, including reticule targeting and area-of-effect capabilities.
📄️ Hareball
A consumable, renewable cat toy that perishes over time and can be ignited or thrown.
📄️ Hats
The hats component defines and manages wearable headgear prefabs in Don't Starve Together, providing equip/unequip logic, component integration (armor, fueled, waterproofer, etc.), and hat-specific behaviors like light control, pet followers, and skill-attuned mechanics.
📄️ Hats Lavaarena
Defines and registers lava arena-specific hat prefabs, each initialized with shared animation, physics, and network setup, then delegated to a master-only post-initialization function for gameplay logic.
📄️ Hawaiianshirt
A wearable clothing item that provides summer insulation, spoils over time, and handles skinned item rendering on equip/unequip.
📄️ Healingsalve
Provides healing functionality and implements a debuff-based acid immunity buff system for player or entity use.
📄️ Healingstaff
A ranged weapon prefab that provides AOE targeting support and projectile casting functionality in DST's Lava Arena event.
📄️ Healthregenbuff
A temporary entity that periodically restores health to a target using jellybean-style regen logic, stopping automatically if the target dies or becomes a ghost.
📄️ Heatrock
Manages thermal energy storage and emission for the Heat Rock item, dynamically adjusting insulation, heating behavior, visuals, and light intensity based on environmental temperature.
📄️ Hedgehound Bush
Acts as a dormant, thorny flower that transforms into a hedgehound upon activation, rewarding the activator with petals and dealing thorn damage if not protected.
📄️ Hermit Pearl
Represents the Hermit Pearl item, an irreplaceable inventory object used in game logic to track the happy state of the Hermit Crab boss encounter.
📄️ Hermitcrab
Manages the Hermit Crab NPC’s friendship progression, trading, home management, and island activity tracking in DST.
📄️ Hermitcrab Relocation Kit
A deployable inventory item used to pre-configure and place hermit crab structures and markers on a forest island, coordinated via the hermitcrab_relocation_manager component.
📄️ Hermitcrab Shell
A consumable horn item that enables teleportation to the Hermit's house and has a secondary use for tending plants.
📄️ Hermitcrab Teashop
Acts as a dynamic crafting station for Hermit Crab tea recipes, activated only when the Hermit Crab enters its area and updated based on pearl decoration score.
📄️ Hermitcrabtea
Factory prefab generator for hermit crab tea items and their associated debuff effects, supporting reusable consumption, stat restoration, and temporary buffs.
📄️ Hermitcrabtea Defs
Defines tea ingredients and their associated buffs for the Hermit Crab Teapot prefab.
📄️ Hermithotspring
Manages the state, behavior, and visual synchronization of the Hermit Hot Spring structure, including heating, bathing, bathbomb effects, and construction workflow.
📄️ Hermithouse
Manages the hermit crab’s home structure, including construction progression, friend-based recipe unlocking, hermit crab spawning, and pearl-based decoration scoring.
📄️ Hermithouse Laundry
Factory function that generates prefabs for laundry items used in the Hermithouse environment.
📄️ Hermithouse Ornament
A decorative inventory item that can be placed on the Hermithouse and emits sound and animation effects when interacted with.
📄️ Hitsparks Fx
Creates visual spark particle effects at impact points with dynamic colour flashing via the colouradder component, used for combat hit feedback in lava arena and similar scenarios.
📄️ Homesign
Creates a durable, hammerable signpost that can be written on and interacts with fire and loot-dropping mechanics.
📄️ Honey
A consumable food item that restores health and hunger, with slow perish rate and stackability.
📄️ Honey Trail
Applies temporary ground speed penalty to nearby entities stepping on honey trails via the LocoMotor component.
📄️ Honeycomb
A consumable food item that restores health and hunger, tradable and stackable, commonly used in crafting or as bait.
📄️ Horn
A consumable instrument that召集s beefalo followers and tends farm plants when used by the player.
📄️ Horrorfuel
Manages local visual effects and spell functionality for Wurt's shadow-based item in DST.
📄️ Horseshoe
A wearable lucky item that grants luck bonuses to the player when equipped, with animated shine effects.
📄️ Hotspring
Represents a dynamic thermal pool entity that provides health and sanity restoration to occupants, can be transformed into a calcified glass state via bath bombs or full moon cycles, and yields loot when mined after calcification.
📄️ Hound
Manages the behavior, combat, and lifecycle of hound entities including variants like fire, ice, lunar-aligned, and hedgehounds.
📄️ Hound Corpse
A corpse that automatically revives into a mutated hound after a delay unless extinguished or ignited.
📄️ Houndbone
A breakable bone object that drops loot and collapses when hammered.
📄️ Houndmound
A structure that spawns hounds periodically and releases them upon damage or death; it also haunts players under certain conditions.
📄️ Houndstooth
A small, reusable projectile item used as ammunition for blowpipes, supporting stacking, floating, and self-stacking.
📄️ Houndstooth Blowpipe
A ranged weapon that fires houndstooth darts; manages ammo loading/unloading, equipping animations, and projectile behavior including visual tail effects and impact spawning.
📄️ Houndwarning
Generates a temporary visual warning effect entity that plays a distant hound sound at a specific radius before removing itself.
📄️ Houndwhistle
A consumable tool that emits a whistle sound to attract hounds and wargs, adding them as followers to the user.
📄️ Hud
Manages asset and prefab loading for the in-game HUD system, ensuring all visual and UI resources are available.
📄️ Hungerregenbuff
Applies a periodic hunger regeneration buff to a target entity, adjusting output based on eater and food memory multipliers.
📄️ Hutch
Manages the Chester hutch entity, a companion that transforms between forms based on inventory batteries and provides light, damage reflection, and sanity effects.
📄️ Hutch Fishbowl
Manages the lifecycle, state, and respawn behavior of a Hutch-following item in the game world, including inventory interaction and persistent state across sessions.
📄️ Ice Crack Grid Fx
Renders a background visual effect of a cracked ice tile grid using an animated prefab.
📄️ Ice Puddle
A non-persistent background visual effect that renders a static ice puddle animation at a specific transform position.
📄️ Ice Splash
A one-time visual effect prefab that plays an ice-themed animation and then removes itself.
📄️ Icebox
A storage container with refrigeration properties that accepts loot on hammering and drops its contents when destroyed.
📄️ Icebox Coffin Bat Fx
Spawns a non-persistent local visual FX entity (bat) with randomized animation variation and sound when triggered in non-dedicated servers.
📄️ Icebox Crystal Fx
A non-persistent visual effect entity that plays a looping animation for an icebox crystal interaction.
📄️ Icebox Kitchen Fx
Plays a one-shot visual effect animation sequence (pre, loop, pst) for the icebox kitchen event in DST.
📄️ Icebox Porcelain Fx
Renders a short-lived visual effect for porcelain-related interactions, playing an initial pre-animation followed by a looping animation until explicitly destroyed.
📄️ Icebox Victorian Frost Fx
Renders a short-lived visual FX animation for the Victorian icebox event in DST.
📄️ Icefishing Hole
Creates a stationary environmental hazard that repels players and triggers knockback upon proximity.
📄️ Icepack
A wearable storage container that keeps items cold and provides inventory space, equipped on the body slot.
📄️ Impact
Spawns a short-lived, non-persisted visual effect entity to display impact animations at a specified world position.
📄️ Inspectaclesbox
A loot-container entity that displays holographic projections and dispenses items based on the viewing player's recipe knowledge and repair status.
📄️ Inv Marble
Represents a small, throwable marble item that acts as mole bait andquake debris.
📄️ Inv Rocks
Represents a collectible stackable rock item usable as bait, repair material, and edible food in DST.
📄️ Inv Rocks Ice
Represents a frozen ice rock that provides health, moisture, cooling effects, and can be used as a temporary water source; it melts over time or when exposed to fire.
📄️ Inventory Classified
Manages client-side preview and server-side synchronization of inventory and equipment state for networked entities, enabling responsive UI updates during item interactions.
📄️ Inventoryitem Classified
Manages networked classification and serialization of inventory item properties such as spoilage, charge state, and deployment metadata in a dedicated Classified entity.
📄️ Ipecacsyrup
A consumable item that applies a debuff causing periodic poison damage and poop spawning over time.
📄️ Itemmimic Data
Defines tag constraints and requirements for items that can be mimicked by the Itemmimic entity.
📄️ Itemmimic Revealed
Manages the revealed form of an item mimic, handling state transitions, player interaction, and shadow VFX synchronization during combat.
📄️ Ivy Snare
A trap-like prefab that spawns, targets a nearby enemy, and deals periodic damage before deactivating after death.
📄️ Junk Pile
Manages the interactive junk pile object that players and NPCs can deconstruct to harvest loot, with dynamic health stages, animation updates, and boss mob loot theft detection.
📄️ Junk Pile Big
Manages a large, interactive junk pile that can be rummaged by players or mobs to yield loot, trigger daywalker encounters, and spawn a fence blueprint after repeated interaction.
📄️ Junk pile common
Provides shared loot generation and dependency tracking logic for junk pile entities in DST.
📄️ Junkball
Manages the launch and fall phases of a junk projectile used in the game's combat and environmental mechanics, handling physics, visuals, sound, and damage application.
📄️ Kitcoon
Manages the behavior and state of kitcoons, including sleeping, following, hiding, and interacting with players and environments.
📄️ Kitcoon Nametag
A utility item that allows players to rename Kitcoons by writing on it and applying the name to a target Kitcoon.
📄️ Kitcoondecor
Creates festive decoration prefabs for DST that function as cat toys, activatable structures, and hammerable objects, with burn and loot-drop behavior.
📄️ Kitcoonden
Manages a den structure that hosts hide-and-seek minigames with kitcoons, granting rewards upon successful play.
📄️ Klaus
Manages the gameplay logic and state transitions for the Klaus boss entity, including phase changes, ally summoning, aggro management, and environmental interactions.
📄️ Klaus Sack
A interactible container prefab that triggers Klaus's summoning when unlocked with the correct key, and drops loot bundles upon opening.
📄️ Knight
A chess-themed hostile entity with multiple variants (normal, nightmare, and Yoth horseman) that engages in combat, follows leaders, and supports dynamic behavior changes based on game context.
📄️ Koalefant
Creates the Koalefant entity (a seasonal large herbivore) with combat, movement, sleeping behavior, poop spawing, and seasonally variant loot.
📄️ Koalefant Carcass
Manages the state, decay, and visual progression of a koalefant carcass object, including meat consumption tracking, seasonal build variants, and decay timing.
📄️ Krampus
A hostile boss entity with combat, inventory, and sleep cycle behaviors, featuring loot dropping and dynamic animation states based on its sack status.
📄️ Krampus Sack
A wearable container item that opens when equipped and closes when unequipped, providing inventory storage with water resistance.
📄️ Lantern Crystal Fx
Creates transient visual effect entities representing lantern crystals in ground or held configurations.
📄️ Lantern Flower Fx
Creates and manages visual particle effects for the lantern flower item when held or placed on the ground in Don't Starve Together.
📄️ Lantern Gothic Fx
Creates and manages visual particle effects (glowing embers) for the Gothic Lantern item when held or placed on the ground.
📄️ Lantern Insect Fx
Creates and manages visual petal FX particles emitted from a held lantern or resting on the ground in DST.
📄️ Lantern Posts
Generates prefabs for lantern posts, their light chains, deployment kits, and placement helpers, handling lighting, partnerships, and seasonal loot logic.
📄️ Lantern Posts Defs
Defines configuration structures for lantern post prefabs, including lighting, sound, and behavior parameters.
📄️ Lantern Tesla Fx
Generates lightweight visual FX entities for the Tesla Lantern when held or placed on the ground.
📄️ Lantern Winter Fx
Creates and manages visual snowflake particle effects associated with the lantern in winter.
📄️ Lava Pond
A large environmental hazard that emits heat, ignites nearby flammable objects on contact, propagates fire, and triggers music events when engaged by the Dragonfly boss.
📄️ Lavaarena
Sets up the Lava Arena world environment, including tile physics, lighting, ambient sound, and visual effects for the seasonal battle arena mode.
📄️ Lavaarena Abigail
A prefabricated entity instance for a ghostly variant of Abigail used exclusively in the Lava Arena event.
📄️ Lavaarena Abigail Flower
A non-interactive visual prop used exclusively during the Lava Arena event to represent Abigail's presence.
📄️ Lavaarena Battlestandard
Creates and manages visual and gameplay effects for Lava Arena battle standards, including applying debuffs to nearby mobs via a world-wide tracker.
📄️ Lavaarena Beetletaur
Manages client-side visual effects and camera focus for the Lava Arena Beetletaur boss entity, including buff-indicator pulses, break FX, and flower-spawning logic.
📄️ Lavaarena Bernie
Creates a non-player companion entity for the Lava Arena event that serves as a revivable stand-in for the player, accessible only to entities with the "bernie_reviver" tag.
📄️ Lavaarena Blooms
Defines and registers the prefabs for Lava Arena healing flower visual effects, including bloom variations, a heal buff entity, and a sleep debuff entity used during the Lava Arena event.
📄️ Lavaarena Boarlord
Defines the Lava Arena Boarlord prefab — a boss entity with custom speech UI and talker component behavior for dialogue display.
📄️ Lavaarena Boaron
A hostile minion entity used in the Lava Arena event, registered with the LavaArenaMobTracker for lifecycle monitoring.
📄️ Lavaarena Boarrior
Aprefab definition for the Lava Arena boss enemy Boarrior, defining its visual, physical, and network properties.
📄️ Lavaarena Center
A hidden, non-visual entity that acts as a server-side registration point for the Lava Arena event, used to coordinate arena setup and state.
📄️ Lavaarena Creature Spawn Fx
Creates visual and audio effects for lava arena creature spawning, including teleport smoke and spark particles, with instance-limited audio volume scaling and server/client separation.
📄️ Lavaarena Crowdstand
Provides client-side visual decoration for the Lava Arena spectator stands, including banners, fences, and audience members.
📄️ Lavaarena Elemental
Creates and configures the lava arena elemental entity, a flying companion with specific physics, collision, and network behavior for lava arena scenarios.
📄️ Lavaarena Eventstages
Generates prefabs for lava arena event stage triggers used in the Don't Starve Together Lava Arena event.
📄️ Lavaarena Firebomb
Provides a throwable weapon for the Lava Arena event that projects an AOE targeting reticule and fires projectiles on use.
📄️ Lavaarena Floorgrate
A decorative and ambient floor component used in the Lava Arena event, featuring synchronized lava animation and periodic ember effects.
📄️ Lavaarena Fossilizing
Generates and manages network-synchronized debris entities used for visual effects during the Lava Arena event's fossilizing effect.
📄️ Lavaarena Groundlifts
Factory function for creating ground lift effect prefabs used in the Lava Arena boss encounter.
📄️ Lavaarena Heavyblade
A weapon prefab that implements area-of-effect targeting with an arc-shaped reticule for precision targeting in lava arena combat.
📄️ Lavaarena Lootbeacon
A visual FX-only entity used to signal loot beacon activation in the Lava Arena event.
📄️ Lavaarena Lucy
Provides the weapon entity for Lucy's spinning axe attack in the Lava Arena, handling reticule targeting and visual feedback.
📄️ Lavaarena Meteor
A visual FX prefab for the meteor impact effect in the Lava Arena event, responsible for rendering and initializing the primary meteor projectile and its associated splash sub-effects.
📄️ Lavaarena Network
Provides the master network entity for the Lava Arena event, managing event state, music, and world-level lifecycle during arena gameplay.
📄️ Lavaarena Peghook
A Lava Arena enemy mob prefab that tracks mobility state via the LavaArenaMobTracker and spawns projectiles and effects during combat.
📄️ Lavaarena Portal
Defines the prefabs for the Lava Arena portal structure, including its static mesh, keyhole, and activation effect.
📄️ Lavaarena Rhinobuff
A visual effect prefab used in the Lava Arena event to provide a decorative rhinoceros-themed buff animation.
📄️ Lavaarena Rhinobumpfx
Spawns a non-networked particle effect entity when a rhino-like entity collides, used only on the client for visual feedback.
📄️ Lavaarena Rhinodrill
Prefab factory for the Lava Arena rhinodrill mob, managing visual state, buff levels, and camera focus tracking via networked properties and world components.
📄️ Lavaarena Snapper
A hostile enemy prefab used in the Lava Arena event that supports being fossilized and integrates with the Lava Arena mob tracker system.
📄️ Lavaarena Spawner
Creates a non-networked decorative entity with animated scratch marks and spawner teeth used for visual context in the Lava Arena biome.
📄️ Lavaarena Trails
Creates visual trail entities for lava arena mobs, with support for variation models and automatic mob tracking.
📄️ Lavaarena Turtillus
A monster prefab for the Lava Arena event that tracks itself with the world’s mob tracker upon spawn.
📄️ Lavae
A temporary hostile minion spawned by the Volcano that chases and attacks targets selected by its mother entity, with a fixed lifespan and fire immunity.
📄️ Lavae Cocoon
A wearable bait item that attracts moles in DST's Lavae-related content.
📄️ Lavae Egg
Manages the lifecycle of a Lavae egg, including temperature responsiveness, hatching behavior, and loot generation upon failure or successful hatching.
📄️ Lavae Move Fx
Spawns visual trail effects for moving entities (e.g., lavae, hutch) by playing animation sequences at scaled positions.
📄️ Lavae Pet
Manages the behavior, stats, and interactions of the Lavae pet companion in DST, including hunger-based heat/light regulation, sleep cycles, and ability to accept ashes for feeding.
📄️ Lavae Tooth
Serves as the spawn point and container for a Lavae pet; when despawned, it transforms into ash and drops at the location with visual and audio feedback.
📄️ Lavalight
A temporary ambient light source that emits heat and automatically extinguishes after a fixed duration.
📄️ Leif
Boss monster prefab that manages scale-based scaling, hibernation states, sanity aura, and integration with combat, health, and sleep systems.
📄️ Leif Idol
A combustible fuel item that, when ignited or consumed as fuel, wakes nearby sleeping Leif entities and spawns new Leif entities from eligible nearby trees.
📄️ Lichen
A harvestable environmental asset that regrows over time and drops `cutlichen` when picked.
📄️ Lifeinjector
A consumable inventory item that restores health to the player.
📄️ Light Rays
Manages dynamic lighting and ray visibility for the canopy light rays entity based on world phase (day/dusk/night) and moon state.
📄️ Lightbulb
A multipurpose item that emits light, can be used as fuel or food, and mutates into a lightflier during Halloween events.
📄️ Lightcrab
A small, glowing amphibious creature that emits light and drops loot upon death.
📄️ Lighter
Manages the Willow lighter item's behavior, including ignition, fuel consumption, lightning attacks, and skill-based enhancements.
📄️ Lighterfire
Generates and manages visual particle effects for a lighter-style fire, using custom colour and scale envelopes for dynamic appearance.
📄️ Lighterfire Common
Provides a reusable factory function to create fire-based lighting prefabs with networked light range control and sound emission.
📄️ Lighterfire Glass
Creates a glass-effect visual fire particle system with distinct ember emissions that scale with movement speed.
📄️ Lighterfire Haunteddoll
Creates and manages a haunted-doll-specific particle fire effect with dynamic smoke emission based on movement.
📄️ Lighterfire Heart
Creates and manages visual particle effects (smoke and embers) for the lighter fire heart item in DST.
📄️ Lighterfire Old
Creates a visual particle effect simulating a flickering lighter flame using VFX effects and envelope-controlled colour/scale animation.
📄️ Lighterfire Ragged
Creates a ragged-style fire visual effect using custom particle envelopes and emitters, deployed via the `MakeLighterFire` framework.
📄️ Lighterfire Rose
Creates a decorative rose-shaped fire particle effect with two distinct particle types (smoke and petals) using envelope-based color and scale animations.
📄️ Lightflier
A flying insect prefabs that groups into formations around players, lights up dark areas, and drops lightbulbs when killed or picked up.
📄️ Lightflier Flower
A dynamic plant prefab that hosts and manages lightflier spawnlings, toggles light emission based on environmental illumination, and coordinates lifecycle events with its children.
📄️ Lightning
Spawns a temporary visual and audio effect for lightning strikes, including screen flash and camera shake for nearby players.
📄️ Lightninggoat
Implements the lightning goat entity with charging behavior, passive electric retaliation, and herd-based AI.
📄️ Lightninggoatherd
A spawner entity that maintains a herd of lightning goats and periodically generates new members during mating season.
📄️ Lightninggoathorn
A collectible and craftable item prefab that functions as a stackable inventory item in DST.
📄️ Lightningrod
A structure component that accumulates charge during thunderstorms and discharges lightning upon impact, while also acting as a battery and breakable workable object.
📄️ Lightsout Trial
Manages a vault torch puzzle and synchronized abyss pillar behavior for a trial encounter, including puzzle state logic, shadow hand spawning, and pillar spawn/collapse coordination.
📄️ Livinglog
A consumable and repair item that emits a sound effect when taken as fuel or ignited.
📄️ Livingtree
A custom tree prefab that supports chopping, burning, and saving/loading state transitions between full tree, stump, and burnt variants.
📄️ Livingtree Halloween
Represents a dynamic, growable Halloween-themed tree entity that supports decoration, burning, and staged growth.
📄️ Livingtree Root
A throwable item that plants a livingtree sapling and pacifies nearby Leifs upon deployment.
📄️ Livingtree root planted
A planted living tree seed that grows over two stages into a harvestable sapling, which then transforms into a livingtree_halloween upon growth completion.
📄️ Log
A stackable, edible wood item that serves as fuel, repair material, and trash food in the game.
📄️ Lost Toys
Generates haunted trinket prefabs that fade in and out based on player proximity using colour tweening and player proximity detection.
📄️ Lucy
Lucy is a sentient axe prefab that handles speech, equipping/unequipping, container storage, and transformation behaviors in the game.
📄️ Lucy Classified
Manages networked string and sound data for Lucy's classified speech, syncing dialog triggers and talk sounds across clients.
📄️ Lunar Forge
A deployable crafting structure that functions as a prototyper and provides lantern-like lighting in DST's Lunar event.
📄️ Lunar Goop Cloud Fx
Renders a short-lived smoke particle effect used for lunar goop cloud interactions.
📄️ Lunar Goop Trail Fx
Manages visual trail particle effects for lunar-related gameplay elements, playing an animated sequence with fade-out and optional callback support.
📄️ Lunar Grazer
Manages the lunar-grazing entity’s cloud-based sleep induction, combat behavior, debris mechanics, and Gestalt integration in DST.
📄️ Lunar Seed
Prefab definition for the lunar seed item, a collectible with inventory, tradable, stackable, and inspectable functionality, used in seasonal or event-based gameplay.
📄️ Lunarhail
Manages the visual particle system and splash effects for lunar hail precipitation in the game world.
📄️ Lunarhaildrop
A one-shot visual effect prefab that plays a falling lunar hail animation sequence and recycles or destroys itself upon completion.
📄️ Lunarplant Husk
A consumable item prefab that drops from lunar plants upon harvesting; used in crafting and interacts with the stackable system for inventory management.
📄️ Lunarplanttentacle
Creates a short-lived lunar-aligned tentacle entity for combat in DST, handling health, combat stats, planar damage, and auto-despawn.
📄️ Lunarrift Crystal Spawn Fx
Creates a short-lived visual effect (smoke particles) for the lunar rift crystal spawn event.
📄️ Lunarrift Crystals
Handles the creation and behavior of lunarrift crystals, including spawn-in logic, mining interactions, recoil mechanics, and loot distribution.
📄️ Lunarrift Portal
Manages a stage-progressing rift portal that transforms terrain, spawns lunar enemies and crystals, and triggers ground-pound events during growth phases.
📄️ Lunarrift Terraformer Explosion
A non-damaging visual FX entity that triggers a single-area explosion affecting nearby entities in the Lunarrift biome.
📄️ Lunarthrall Plant
Controls the behavior of the Lunarthrall Plant boss, including vine spawning, targeting, state management, and coordination with vine segments and the back visual entity.
📄️ Lunarthrall Plant Gestalt
Prefab definition for the Lunarthrall Plant Gestalt entity, a mobile lunar-aligned creature that spawns in the Ruins and affects sanity.
📄️ Lureplant
Acts as a hostile, spellcasting entity that spawns minions and consumes bait to lure and attack players and creatures.
📄️ Lureplant Bulb
A deployable item that spawns a Lureplant when placed in the world.
📄️ Madscience Lab
Manages the mad science lab structure's experimental crafting workflow, including stage progression, sound, and particle effects during recipe processing.
📄️ Magician Chest
Serves as a shadow dimension storage container for the Magician character, enabling item storage with burnable and hauntable properties.
📄️ Magicprototyper
Creates high-level prototyper prefabs (research labs) with specialized behavior, including on-built achievements, variable activation animations, and optional rabbit-spawning on hit.
📄️ Malbatross
Manages the boss AI, combat behavior, and lifecycle events for the Malbatross boss entity in DST.
📄️ Malbatross Feather
A lightweight, stackable item used as a cat toy and fuel source that floats on water and animates when dropped or falling.
📄️ Malbatross Feathered Weave
A consumable fuel item that floats on water and burns slowly, used for campfires and cooking.
📄️ Mandrake Active
Controls the active-phase behavior of the mandrake plant, including movement toward the nearest player, day-cycle destruction, sleep-inducing area effect upon being cooked or respawned, and state transitions between planted and inactive forms.
📄️ Mandrake Inactive
Represents an inactive mandrake plant prefab that becomes edible and triggers sleep effects when eaten raw or cooked.
📄️ Mandrake Planted
A planted mandrake prefab that serves as the initial ground state before becoming active, and supports regrowth after being burned or replanted.
📄️ Manrabbit Tail
A consumable food item dropped by Man Rabbits that serves as a cat toy and cannot be eaten by the player.
📄️ Mapscroll
Represents a map scroll item that records and displays map data, supporting both overworld and cave locations with dynamic description and visual updates.
📄️ Marblebean
A stackable inventory item that can be planted to spawn a marblebean sapling.
📄️ Marblepillar
A breakable environmental object that yields marble resources when mined, with visual feedback and loot drop mechanics.
📄️ Marbleshrub
Manages the growth, mining, and loot generation of marble shrubs, which are mutable ground structures that progress through growth stages and yield marble resources when mined.
📄️ Marbletree
Creates and configures prefabs for marble trees, which are mineable structures that drop marble loot upon destruction.
📄️ Marionette Fx
Creates client-side visual effects for the Marionette stage actor's appearance and disappearance animations with fading and sound playback.
📄️ Marsh Bush
A harvestable, thorny plant prefab that yields twigs upon picking and triggers damage to non-resilient pickers.
📄️ Marsh Plant
Creates networked prefabs for marsh plants and pond algae, configuring visual state, burnable properties, and world propagation behavior.
📄️ Marsh Tree
Represents a harvestable tree prefab that yields loot upon chopping and transitions through states (normal, burnt, stump) with associated behaviors and event handling.
📄️ Mast
Manages mast structures for boats, including sail deployment, fuel-powered lighting upgrades (lamp), lightning rod upgrades, and destruction behavior.
📄️ Mast Broken
Represents a broken boat mast that can be repaired or burned, dropping loot and triggering visual/sound effects when interacted with.
📄️ Mastupgrade Lamp
Manages the behavior and lifecycle of a ship mast-mounted lamp, including lamp state (on/off), destruction, and loot generation upon deconstruction or burning.
📄️ Mastupgrade Lightningrod
A structure component that charges upon lightning strikes and discharges at the end of each day, providing visual and functional upgrade support for masts.
📄️ Meatrack
A structure that dries meat items when exposed to air and sunlight, and burns when ignited, destroying the dried food and producing ash instead.
📄️ Meatrack2
Manages a multi-slot drying rack structure that processes raw meat and other edible items into dried versions using environmental conditions and optional salt collection.
📄️ Meats
Factory function for creating various meat-based food prefabs with standardized components and behaviors.
📄️ Megaflare
A deployable item prefab that detonates after ignition, creating visual and auditory effects, notifying nearby players, and spawning minimap indicators.
📄️ Merm
Manages core gameplay behaviors for Merm characters, including combat AI, loyalty mechanics, transformation states (shadow/lunar), and royal upgrades.
📄️ Merm Fx
Creates visual effects for merm lunar thorns that deal damage to nearby enemies within an expanding radius, with owner-aware targeting logic.
📄️ Merm Healthregenbuff
Applies periodic health regeneration to a target entity for a fixed duration, used by merm characters and related gameplay elements.
📄️ Merm Supply Structures
Creates and configures Merm structures that dispense items to Merm units after consuming stored resources.
📄️ Merm Tool
Implements a reusable, tool-based weapon for Merm NPCs with damage modified by combat state and finite durability for chopping, mining, digging, and tilling actions.
📄️ Mermhouse
A structure that spawns Merm minions during the night and regenerates them over time, with special behavior when crafted with an offering pot.
📄️ Mermking
The Merm King is a sentient, trading NPC that coordinates merm guards, manages hunger and combat, and exchanges items based on player and skill-based conditions.
📄️ Mermking Gear Buffs
Provides prefab factory functions to generate temporary debuff components for Merm King gear upgrades (Trident, Crown, Pauldron) that modify combat stats of attached targets.
📄️ Mermthrone
Represents the Merm King’s throne structure in DST, supporting construction phases, occupation by the Merm King, burning, and destruction with appropriate game events and loot behavior.
📄️ Mermwatchtower
A structure that spawns and manages Merm guards when a Merm King is present, supporting dynamic spawning behavior and interaction with world settings and offering pots.
📄️ Messagebottle
Manages message bottle prefabs and their behavior, including throwing mechanics, map revealing, treasure generation, and conversion into gel blob bottles or empty bottles upon interaction.
📄️ Messagebottletreasure Marker
Renders a minimap marker for message bottle treasure locations without gameplay interaction.
📄️ Meteorspawner
Creates a classified entity that acts as a meteor spawner by attaching the meteorshower component.
📄️ Meteorwarning
Renders a fading shadow FX entity that warns players of an incoming meteor impact during meteor showers.
📄️ Miasma Cloud Fx
Manages client-side visual particle effects (smoke and embers) for miasma clouds, including dynamic attachment/detachment based on camera distance and orientation.
📄️ Miasmadebuff
A non-networked server-side debuff that periodically damages targets lacking Miasma immunity, stopping when the target dies or becomes immune.
📄️ Mighty Gym
Manages the structure and behavior of the Mighty Gym, a gymnasium-style structure that allows players to gain mightiness by loading weights and working out.
📄️ Migration Portal
Renders and animates the migration portal object, coordinating its visual state with the world migration system.
📄️ Milkywhites
A consumable cat food item that restores health and hunger but reduces sanity, and spoil over time.
📄️ Mindcontroller
A classified entity component that tracks and manages mind control progression and duration for a target entity, primarily used by the Stalker's mind control mechanic.
📄️ Miniboatlantern
A portable magical lantern that provides light, boosts wearer movement speed, and consumes magic fuel over time while active.
📄️ Minifan
A wearable cooling device that consumes fuel to reduce endothermic heat while the player moves and stops cooling when idle or out of fuel.
📄️ Miniflare
A portable throwable flare item that ignites, emits light, triggers visual/audio effects, and notifies nearby players upon detonation.
📄️ Minimap
Creates the minimap entity used for rendering the local area map on the HUD.
📄️ Mininglantern
Manages the behavior, lighting, fuel consumption, and equip/unequip interactions for the Mining Lantern item.
📄️ Minisign
Implements the mini sign prefab, a deployable and drawable crafting object that can be placed in the world and inscribed with custom text by the player.
📄️ Minotaur
The Minotaur is a large boss entity that patrols a predefined area, enters combat when threatened, and periodically phases into a weakened state to spawn environmental hazards and shadow tentacles.
📄️ Minotaurhorn
A consumable meat item that restores health, hunger, and reduces sanity when eaten.
📄️ Mistparticle
Creates a non-networked visual effect entity that emits a static mist particle system using configured texture, shader, and envelope settings.
📄️ Mole
Controls the behavior and state transitions of the mole creature, including underground/aboveground physics, inventory management, and home-seeking logic.
📄️ Molebat
A cave-dwelling bat prefab that engages in combat, shares targets with nearby allies, naps periodically, and manages a home burrow using multiple components.
📄️ Molebathill
A burrowing molebat habitat that drops random loot when dug up and awakens nearby sleeping bats.
📄️ Molehill
A structure that spawns moles underground and drops loot when dug up.
📄️ Monkey
Manages the behavior, state, and lifecycle of the monkey entity, including transformations between normal and nightmare states based on world conditions and external triggers.
📄️ Monkeybarrel
A structure that spawns and manages monkeys, drops loot when broken, and responds to world events like acid rain and earthquakes by召回 or pausing spawns.
📄️ Monkeyhut
A shelter structure that spawns powder monkeys during the day and provides lighting at night.
📄️ Monkeyisland Center
Creates temporary, non-persistent placeholder entities used during Monkey Island world generation for anchoring safety areas and directional markers.
📄️ Monkeyisland Portal
Manages spontaneous and event-triggered loot spewing from a monkey island portal, including trading logic, looting behavior, and event sequencing.
📄️ Monkeyisland Portal Debris
A destructible environmental prop from the Monkey Island scenario that yields randomized salvage loot when hammered and spawns particle effects upon destruction.
📄️ Monkeyisland Portal Fxloot
A visual particle effect prefab that spawns random ground-loot animations (e.g., grass, shell) during portal events in Monkey Island scenarios.
📄️ Monkeypillar
A decorative environmental prop that spawns in the Caves and exhibits periodic idle animations with random movement animations.
📄️ Monkeyprojectile
A reusable prefab for monkey-throwable projectile objects that deal minor sanity damage on impact or splash upon missing.
📄️ Monkeyqueen
Manages the Monkey Queen entity, a boss NPC in Monkey Island that interacts with players and monkeys via trading, state transitions (sleep/wake), and scripted events.
📄️ Monkeytail
A harvestable plant that produces reeds, regenerates over time, and supports being dug up with a shovel.
📄️ Monsterwarningsounds
Generates and spawns client-side warning sound effects for major monsters (e.g., Deerclops, Bearger, Krampus) at varying distances based on their attack proximity.
📄️ Moon Altar
Manages the lifecycle, linking behavior, and crafting progression of celestial altars in the DST Moon Biome.
📄️ Moon Altar Break
Creates a one-time visual effect prefab for the breaking animation of moon altar components.
📄️ Moon Altar Link
Coordinates the activation sequence of the Moon Altar device by linking three altars, clearing surrounding area, and triggering moonstorm events.
📄️ Moon Altar Pieces
Defines prefabs for collectible moon altar components, including decorative pieces, mineable rocks, and markers, used in constructing and interacting with moon altars.
📄️ Moon Device
Serves as the central hub for constructing and launching the Moon Altar boss sequence, handling stage transitions, construction logic, and meteor impacts.
📄️ Moon Fissure
Manages the visual and gameplay behavior of the Moon Fissure prop, which reacts to lunar phases and accepts moon altar pieces as repairs.
📄️ Moon Mushroom
Defines theprefab definitions and behaviors for raw and cooked Moon Mushroom items, including eating effects, cooking compatibility, perishability, and fuel use.
📄️ Moonbase
Manages the Moon Base structure's state, including staff charging, morphing, repair, and moon-based spawner activation.
📄️ Moonbutterfly
A flying lunar-aligned insect that spawns moon saplings when deployed and provides wings as loot.
📄️ Moonbutterflywings
A consumable inventory item that restores health, hunger, and sanity when eaten, but spoils quickly.
📄️ Moondial
A world-anchored structure that reflects the current moon phase visually and functionally, enabling gestalt transformation under specific moon conditions.
📄️ Mooneye
A collectible map icon prefab that spawns a global map marker when placed on the ground and hides it when held in inventory.
📄️ Moonglass
Creates and configures moonglass and charged moonglass prefabs with edible, stackable, and perishable properties.
📄️ Moonglass Stalactites
Generates three prefabs for non-blocking moonglass stalactite decorative entities used in world environments.
📄️ Moonpulse
Manages the moon pulse post-processing effect and associated visual/audio feedback in the Grotto biome, including wave propagation simulation, screen flashes, and wisp spawning.
📄️ Moonrock Pieces
Represents a destructible rock fragment that spawns when breaking moon rock structures and destroys itself upon completion of the mine action.
📄️ Moonrockcrater
Acts as a tradeable socketed moon rock that transforms into a specific colored Moon Eye when a matching gem is traded to it.
📄️ Moonrockidol
A moon-related artifact that activates when near a moon portal and deactivates when stored or moved away.
📄️ Moonrocknugget
Prefab for a small, reusable crafting material that can be consumed for minimal nutrition, used in repairs, and dropped as loot.
📄️ Moonrockseed
A handheld celestial orb that provides ambient light and can be upgraded; serves as a prototype device that activates when turned on and interacts with containers and inventory systems.
📄️ Moonspider Spike
A temporary attackable ground spike that performs area-of-effect attacks and then destroys itself.
📄️ Moonspiderden
A regenerative boss lair that spawns moon spiders and responds to player actions, world state, and environmental events like quakes.
📄️ Moonstorm Glass
A destructible, timed explosive structure that detonates after a fixed interval or when fully worked; inflicts area-of-effect damage to nearby entities and drops infused moon glass loot.
📄️ Moonstorm Ground Lightning Fx
Creates a visual and audio effect for a lightning strike during a moonstorm, with a chance to spawn a secondary follow-up effect nearby.
📄️ Moonstorm Lightning
Instantiates a transient visual and audio effect for a lightning strike, triggers screen flash and camera shake for nearby players, and spawns charged moon glass near any existing moonstorm_glass entities.
📄️ Moonstorm Spark
A floating, ephemeral lightning-based entity that periodically emits electric shocks to nearby targets and can be recharged by moonsparkchargeable components; it ages over time and disappears when depleted.
📄️ Moonstorm Static
Provides the core prefabs and logic for Moonstorm-related static electricity entities including stationary containers, roaming sparks, catchers, and upgrade components.
📄️ Moonstormmarker
Creates a rotating minimap marker used to visually indicate an active moon storm event.
📄️ Moontree
Manages the lifecycle, growth stages, burning, and harvesting of moon trees in DST.
📄️ Moontree Blossom
A perishable, stackable food item that can be dried into moon_tree_blossom_dried, used as a consumable item or decorative object.
📄️ Moose
Manages the moose boss entity's behavior, stats, and lifecycle in DST, including combat logic, egg-laying mechanics, and seasonal responsiveness.
📄️ Moose Nest Fx
Creates non-persistent, client-side particle and sound effects for moose nest interactions (idle and hit states), using a proxy transform for positioning and synchronized animation.
📄️ Mooseegg
Manages the lifecycle of a moose nest, including egg incubation, spawning of a guardian moose, and hatching of mosslings when conditions are met.
📄️ Mortarball
A throwable projectile component that deals damage, triggers splash effects, and interacts with terrain and entities during flight and impact.
📄️ Mosquito
Acts as a small, flying insect that feeds on characters, shares combat targets with nearby mosquitoes, and splats when overfed or haunted.
📄️ Mosquitobomb
A throwable weapon that explodes on impact to spawn temporary mosquito followers and deal area damage to enemies.
📄️ Mosquitofertalizer
A portable fertilizer item that provides moderate soil nutrients and repels flies when held, with unique behavior when deployed by a Wurt-activated skill.
📄️ Mosquitomermsalve
A consumable item that heals merms and Wurt when applied, with enhanced healing and a debuff effect for Wurt if the appropriate skill is activated.
📄️ Mosquitomusk
A consumable inventory item that spoils over time and can be repaired with vitae material; used as bait for mosquito-based mechanics.
📄️ Mosquitosack
A consumable inventory item that heals the user and repairs items while also acting as a combustible fuel source.
📄️ Mossling
Implements the Mossling prefab, a seasonal creature that spawns during winter and summer in DST, with herd-based AI, combat behaviors, and seasonal lifespan logic.
📄️ Mossling Spin Fx
Creates a visual and audio effect for the mossling's spin attack animation, playing a looping animation and periodic electric sound.
📄️ Mound
A buried grave structure that produces loot upon excavation, periodically spawns ghosts during full moons, and supports special Halloween event behaviors.
📄️ Multiplayer Portal
Implements the logic for construction, activation, and player teleportation through multiplayer portals in Don't Starve Together.
📄️ Mushgnome
A lunar-aligned tree monster that spores periodically, deals combat damage, and emits a dynamic sanity aura based on enemy proximity.
📄️ Mushgnome Spawner
Manages the controlled spawning of Mushgnome entities in response to player proximity within a defined zone, using the ChildSpawner component.
📄️ Mushroom Farm
Manages the growth, harvesting, and state progression of a mushroom farm structure, including interactions with snow cover, spore conversion, and repair mechanics.
📄️ Mushroom Light
Manages the lighting, state transitions, and decay behavior of mushroom-based lanterns in DST, including battery-powered operation, spore-based colour tinting, and structural collapse when damaged.
📄️ Mushroombomb
Manages the lifecycle, growth, and explosive behavior of Toadstool Mushroombombs in DST, including progressive animations, lighting fade, and area-of-effect damage on detonation.
📄️ Mushrooms
Defines the prefabs for red, green, and blue mushrooms—including their growth behavior, pickup, regeneration, haunting, and cooking mechanics—in Don't Starve Together.
📄️ Mushroomsprout
Represents a growable, light-emitting mushroom tree that can be chopped and transitions through stages based on links to a Toadstool entity.
📄️ Mushtree
Manages lifecycle, growth, seasonal changes, acid rain effects, and loot generation for mushtree entities in the Cave biome.
📄️ Mushtree Moon
Creates and configures a light-emitting, shatterable cave tree that spawns spores, drops loot when damaged, and can regrow or decay over time.
📄️ Mushtree Moonspore
Manages the behavior, lifecycle, and combat mechanics of moon spores, including population density regulation, proximity-based explosion triggering, and area-of-effect damage upon popping.
📄️ Mushtree Spores
Spore prefabs that spawn from mushtrees, persist briefly, and decay based on crowding and time.
📄️ Mushtree Webbed
Manages acid rain interaction, burning behavior, and webbing-specific loot for the webbed mushtree structure.
📄️ Nightlight
A deployable structure that provides shadow-light illumination and sanity benefits while consuming nightmare fuel.
📄️ Nightlight Flame
A visual and audio effect entity that simulates a nightlight flame with configurable lighting levels and sound intensity.
📄️ Nightmare Timepiece
Manages visual and state transitions of the Nightmare Timepiece based on the current nightmare phase in DST.
📄️ Nightmarecreature
Factory function for creating nightmare creature prefabs with dynamic behavior based on game world state, such as shadow rift presence and nightmare dawn.
📄️ Nightmarefissure
A dynamic world entity that changes visual state, spawns shadow thralls, and responds to nightmare phase transitions.
📄️ Nightmarefuel
Implements a consumable item used as high-value fuel, repair material, and waterproofer in DST, with networked animation state and stacking support.
📄️ Nightmaregrowth
A spawner-like entity that triggers the growth of a nightmare growth prefab, which emits strong negative sanity aura and can destroy nearby structures.
📄️ Nightmarelight
Spawns and manages nightmare-type enemies in the Caves during nightmare phases, adjusting light intensity and sanity effects dynamically.
📄️ Nightmarelightfx
Creates networked visual FX prefabs for nightmare-themed environmental lights and fissures.
📄️ Nightmarerock
A reactive environmental obstacle that physically rises or lowers based on nearby player sanity status, used in the sanity rock mechanics.
📄️ Nightstick
A renewable light source weapon that ignites on equip and deactivates when unequipped or pocketed; supports battery and moonspark charging.
📄️ Nightstickfire
A simple visual FX prefab that renders a small, warm-toned light for use in the game world.
📄️ Nightsword
A consumable weapon that deals shadow damage and loses one use each time it is swung.
📄️ Nightsword Cotl Fx
Creates and manages visual particle effects (smoke and ember trails) triggered by the Nightsword player character during attack animations.
📄️ Nightsword Curve Fx
Generates visual particle effects (smoke, sparks, embers) synchronized with the Nightsword weapon's attack animation.
📄️ Nightsword Lightsbane Fx
Creates and manages particle effects for the Nightsword Lightsbane weapon attack animation on the client.
📄️ Nightsword Sharp Fx
Spawns particle effects synchronized with weapon attack animations for the Nightsword, emitting smoke, sparks, and embers during combat.
📄️ Nightsword Wizard Fx
Generates visual FX (smoke and spark particles) synchronized with the Nightsword character's attack animation when not mounted.
📄️ Nitre
A small elemental item used as fuel, bait, and food, primarily for attracting moles and fueling campfires.
📄️ Nitre Formation
A non-interactive visual effect entity representing a cluster of nitre crystals, used for environmental decoration and light emission in cave ponds.
📄️ Nonslipgrit
Applies a temporary non-slip buff to entities while consuming fuel over time, optionally spawning ice pools when boosted.
📄️ Nutrients Overlay
Manages client-side visual overlay for nutrient and moisture levels on farm soil, syncing with server-side nutrient data.
📄️ Oar
Provides the logic and configuration for oar items used in boat rowing, including durability tracking, waterproofing, and attachment to entities.
📄️ Oasislake
Represents a dynamic water source in the Desert biome that can dry up during sandstorms and regrow vegetation afterward.
📄️ Ocean Trawler
A deployable water-based fishing structure that catches and stores fish, with state-aware perish rate scaling and overflow fish release on destruction.
📄️ Oceanfish
Generates both underwater swimming fish entities and their corresponding inventory item versions used in ocean fishing and cooking, including lifecycle management, prey behavior, and fire-suppression capabilities.
📄️ Oceanfish Shoalspawner
Spawns and manages a shoal of medium-sized oceanfish entities in water regions, automatically regenerating and respawning fish over time.
📄️ Oceanfishableflotsam
Represents a floating object in the ocean that can be caught with fishing rods and later fished up for loot or salvaged with a winch.
📄️ Oceanfishdef
Defines static configuration data for ocean fish species, including behavior, loot, diet, and school spawning weights.
📄️ Oceanfishingbobber
Defines prefabs for ocean fishing bobbers used in the Turn of the Tides fishing system, including projectile, floater, and inventory item variants.
📄️ Oceanfishinglure
Generates ocean fishing lure prefabs with configurable appearance, data, and behavior for use in the Ocean Fishing subsystem.
📄️ Oceanfishingrod
Implements the ocean fishing rod item, managing tackle slots, reticule targeting, and fishing state transitions in Don't Starve Together.
📄️ Oceanice Damage
A non-persistent visual and repairable entity that represents damage state of ocean ice and triggers ice restoration when repaired.
📄️ Oceanshadowcreature
A highly specialized entity component for the Ocean Horror (Shadow Creature) that manages boat attachment, sanity-based targeting, teleportation logic, and network-aware transparency and ripple effects.
📄️ Oceantree
Manages the lifecycle, growth, and interaction logic for ocean trees, including chopping, burning, converting to stumps, and transforming into ocean pillars when enriched.
📄️ Oceantree Pillar
A large, water-based environmental structure that provides canopy shade, drops loot when chopped or hit, and interacts with boat collisions and lightning strikes.
📄️ Oceantreenut
A salvageable ocean object that periodically attempts to grow into an Oceantree when submerged and conditions are met.
📄️ Oceanvine
Manages the behavior, harvesting, burning, and dynamic spawing of ocean vines in the game world.
📄️ Oceanvine Cocoon
A flying spider cocoon that slowly spawns water spiders to hunt for ocean fish; it can be ignited or frozen, and drops silk, twigs, or ash upon destruction.
📄️ Oceanvine Deco
A decorative, non-interactive foliage prop used in ocean/vine environments that fades based on distance and contributes no gameplay functionality.
📄️ Oceanwhirlbigportal
Controls the big ocean whirlpool portal that transports entities to the Caves, manages visual layers, sound, wave blocking, and looting behavior.
📄️ Oceanwhirlportal
A portal prefab that teleports boats and their contents between distant ocean locations while applying protective effects and generating wake waves.
📄️ Offering Pot
Manages a structure that collects kelp to summon and hire merms, including support for upgraded variants and merm-calling mechanics.
📄️ Onemanband
Manages the One Man Band inventory item, which attracts followers, enhances dapperness, and supports haunt mechanics in DST.
📄️ Otter
A hostile ocean-dwelling monster that steals items, shares combat targets with nearby allies, and drops loot upon death.
📄️ Otterden
A structure that spawns and houses otters, stores loot, and reacts to player interaction or combat damage by releasing or aggroing otters.
📄️ Palmcone Scale
A consumable fuel item used for campfires and related ignition sources, providing moderate fuel value and burn duration.
📄️ Palmconetree
Defines the structure, growth stages, and behavior of the Palmcone Tree entity in DST.
📄️ Panflute
A musical instrument that induces sleep, grogginess, or other effects in nearby entities and can summon Wortox souls when played.
📄️ Papyrus
A small, stackable cat toy item that can be used as fuel and consumed in campfires or by fire-based entities.
📄️ Penguin
An animal entity with combat, herding, and team-based behavior that spawns from the Penguin Spawner and interacts with hunger, inventory, and moon mutation systems.
📄️ Penguin Ice
Manages the visual fading and slippery terrain properties of penguin-generated ice patches based on local snow levels.
📄️ Penguinherd
A non-networked entity component that manages a herd of penguins, coordinating their spawning via mood cycles and the periodic spawner system.
📄️ Perd
Manages the character prefab for Perd, including behavior, components, and event-specific offering mechanics.
📄️ Perdshrine
A structure that accepts berrybushes to become functional and later spawns Perd creatures during daytime.
📄️ Pet Hunger Classified
Manages network-synchronized hunger state and metadata for pet entities, acting as a classified (dedicated) component that bridges server-side hunger logic and client-side UI updates for pet owners.
📄️ Petals
A plant-based consumable item that can be dried into a different product and haunts under certain conditions.
📄️ Petals Evil
A perishable, dryable, and consumable item that grants sanity loss; used as a crafting component or food source with negative effects.
📄️ Petrify Announce
Spawns a non-persistent FX entity that plays a petrification sound at the position of a target proxy, adjusted for distance from the focal point.
📄️ Petrify Fx
Creates and manages non-persistent visual and audio effects for petrified tree and trunk destruction.
📄️ Phlegm
A consumable item that restores hunger and sanity but provides no health.
📄️ Phonograph
A furniture item that plays music and automatically tends nearby farm plants when active.
📄️ Pickaxe
A tool-and-weapon prefab providing mining and combat functionality with finite durability, equipped with visual, inventory, and network support.
📄️ Pickaxe Lunarplant
A specialized mining tool that gains increased damage when equipped alongside the Lunar Plant Hat, with separate states for intact and broken conditions.
📄️ Pig Coin
A consumable item that, when used, spawns a random Pig Elite Fighter as a follower and removes itself from play.
📄️ Pig Token
A collectible in-game item that can be stacked, traded, and burned, primarily used in crafting or as a tradable resource.
📄️ Pigelite
Creates and configures elite pig warrior prefabs with combat, squad, and sleeper functionality for DST's boss encounters.
📄️ Pigelitefighter
Creates a configurable elite pig fighter NPC with combat, following, and timed despawn behavior.
📄️ Piggyback
A wearable backpack item that provides limited container storage, increases walk speed, and offers no water resistance.
📄️ Pighouse
Manages a structure that spawns and shelters pigmen, with state-dependent lighting, sound, and damage behavior.
📄️ Pigking
Manages the Pig King's trading and wrestling minigame mechanics, including gold/nugget exchange, elite pig participation, area safety validation, and reward distribution.
📄️ Pigman
Manages the behavior, state transitions, and interactions of pig-based characters (normal pig, pig guard, and moonpig), including loyalty mechanics, combat, transformation, and trading.
📄️ Pigshrine
Manages the pig shrine structure's state machine, including empty, offering, burnt, and burnable states, with support for prototyping, trading, and salvage behavior.
📄️ Pigskin
A consumable meat item that can be stacked, burned, and traded for gold, belonging to the "horrible" food category.
📄️ Pigtorch
A structure that produces guards and burns fuel over time, extinguishing when its fuel runs out or during rain.
📄️ Pigtorch Flame
A visual and audio FX entity representing a pigtorch flame, using layered animation levels and integrated fire effects.
📄️ Pillar
Creates and configures static environmental pillar prefabs with conditional physics, tags, and sound emitter support.
📄️ Pillow Common
Provides a shared knockback function that respects special tags and body armor defense values when applying knockback effects.
📄️ Pillow Defs
Defines configuration data for pillow types, specifying combat and resource yield properties used by pillow prefabs.
📄️ Pillow equipment
Generates prefabs for body and hand pillows, including associated attack FX, with equipment and weapon behavior tailored for combat and minigames.
📄️ Pinecone
Handles planting and deployment of tree saplings from seasonal pinecone items, including side effects on nearby Leif entities.
📄️ Pirate Flag Pole
Implements the pirate flag pole structure, managing its visual animation, burnable behavior, loot drops, and flag number assignment.
📄️ Pirate Stash
Acts as a buried container that holds loot (particularly blueprints), supports digging interaction, preserves items indefinitely, and manages loot distribution upon excavation.
📄️ Piratewarningsound
Creates a one-frame local sound effect for pirate-related warnings, positioned near the player and anchored to their current platform when applicable.
📄️ Pitchfork
A throwable tool prefab that enables terrain modification and combat, with limited durability and skin support.
📄️ Plant Normal
Implements lifecycle and interaction logic for growing crops and their ground variants, including maturation, withering, harvesting, burning, and rotting behaviors.
📄️ Plantables
Generates plantable prefabs that can be placed in the world to spawn full-grown plants, including support for medium spacing, waxed variants, and Halloween moon mutations.
📄️ Planted Tree
Provides shared logic and factory functions for sapling prefabs that grow into trees after a timed period, with support for digging to harvest early.
📄️ Playbill
A prefab factory that generates playable bill-related entities with associated costumes, scripts, and burnable properties for DST's theatre minigame.
📄️ Player Classified
Manages classified player state, network synchronization, and client-server event coordination for player entity components.
📄️ Player Common
Central player component implementing shared behaviors, HUD/camera controls, weather effects, seamless swaps, and YOTB skin unlocking.
📄️ Player Common Extensions
Provides shared logic for player lifecycle management including death, resurrection, locomotion, actions, mini-map visibility, and commander/leader behaviors.
📄️ Player Float Fx
Creates visual effect prefabs for player immersion during water-related animations, such as hopping out of water or floating in hot springs.
📄️ Player Hosted
Creates a non-player hostile entity that mimics a player model and behaves as a parasitic shadow thrall with combat, sanity-draining, and retention behavior toward its designated owner.
📄️ Pocket Scale
A consumable item that weighs fish and degrades with use, eventually destroying itself.
📄️ Pocketdimensioncontainer Defs
Defines metadata configurations for portal containers used in the Pocket Dimension.
📄️ Pocketdimensioncontainers
Creates and registers prefabs for pocket dimension storage containers with networked classified visibility logic.
📄️ Pocketwatch
Provides spell-casting functionality for pocketwatch items, enabling healing, resurrection, recall, and warp effects via shared core logic and component interactions.
📄️ Pocketwatch Common
Provides shared prefab construction logic and recall-marking functionality for pocket watch items.
📄️ Pocketwatch Dismantler
A prefab component for the pocketwatch dismantler item that enables crafting-related dismantling functionality.
📄️ Pocketwatch Parts
A small collectible item that emits ticking sounds and animations, used as bait and interactable loot.
📄️ Pocketwatch Portal
Manages the creation and lifecycle of pocketwatch-based teleportation portals, including marking recall points and spawning portal entrance/exit pairs for inter- and intra-world travel.
📄️ Pocketwatch Weapon
A weaponized pocketwatch that toggles between shadow and depleted states based on fuel level, altering damage and emitting visual effects.
📄️ Pocketwatch Weapon Fx
Spawns a particle effect for the pocketwatch weapon’s attack animation, emitting rotating sparkles with animated UVs and dynamic emission rates based on the owner’s state and movement.
📄️ Pollen
Generates and manages a particle-based visual effect simulating floating pollen clouds, typically used in warm or wildfire-affected environments.
📄️ Polly Rogers
Provides the definition and shared logic for two companion creatures: a flying bird (Polly Rogers) and a salt-shedding amphibious dog (Salty Dog), each with distinct behaviors, appearances, and interactions.
📄️ Pond
Manages frozen, spawning, and environmental state transitions for surface and cave ponds, including seasonal freezing, child mob spawning, acid rain effects, and loot spawning.
📄️ Pondfish
Generates fish and eel prefabs with lifecycle, cooking, and weight traits for in-game consumption and trade.
📄️ Poop
A consumable and deployable item that acts as a fertilizer, fuel, and ignitable object, spawning flies when dropped and releasing a cloud upon fueling.
📄️ Poopcloud
Spawns a short-lived, non-persistent visual effect (particle-style animation) that mimics a fecal cloud, typically used for comedic or contextual feedback.
📄️ Portableblender
Manages the behavior and state of the portable blender structure and its deployed item form, including cooking functionality, burn mechanics, and workable construction.
📄️ Portablecookpot
Manages the cooked pot's cooking state, container interaction, deployable behavior, and visual/sound feedback during cooking, burning, and dismantling.
📄️ Portablefirepit
Manages the portable firepit item and its deployed state, handling fuel consumption, ignition, dismantling, and charcoal production logic.
📄️ Portablespicer
Manages the logic for a portable cooking device that can be deployed, used to cook stews, and transitions to an item form when dismantled or destroyed.
📄️ Portabletent
Manages a deployable, reusable sleeping structure that provides temperature regulation, health restoration, and drying functionality for players.
📄️ Positronbeam
Generates and manages visual and audio effects for the positron beam animation sequence used in the Moon Base event, including beam layering, intensity control, and state transitions.
📄️ Potatosack
Acts as a heavy, hammerable obstacle that drops loot when destroyed and can be equipped as a body item to modify movement speed and visual appearance.
📄️ Pottedfern
A decorative cave plant that can be placed in the world, destroyed with a hammer to yield loot, and burns or haunts players upon interaction.
📄️ Powdermonkey
Implements the Powder Monkey character entity with combat, inventory, and crew member behaviors in Don't Starve Together.
📄️ Preparedfoods
A prefabricated generator function factory that creates fully configured prepared food entities with configurable nutrition, perishability, and spice effects.
📄️ Primemate
A monkey-like NPC that can command boats, fight with melee weapons, and coordinate with other monkeys in combat.
📄️ Propsign
Implements a breakable, equippable sign prop that functions as a lightweight weapon and interacts with minigame excitement tracking.
📄️ Pumpkin Lantern
Manages the lifecycle, lighting, and day/night transitions for the pumpkin lantern item, including fading animations, perishability, and loot drops.
📄️ Pumpkincarver
Creates a stackable pumpkin carver item prefab used during Halloween events, with event-specific animation and scrapbook integration.
📄️ Punchingbag
A deployable, hammerable structure that absorbs and displays hit damage via rotating numeric digits; accepts equipped items via trader logic and drops loot when destroyed.
📄️ Purebrilliance
A consumable item that casts a wurt lunar spell, applying debuffs and triggering cheer events on nearby lunar minion followers.
📄️ Quagmire
Registers and configures the Quagmire game mode world, including prefabs, assets, recipes, and gameplay systems.
📄️ Quagmire Altar
A collectible altar entity in the Quagmire DLC that displays a food item and optionally acts as a camera focus target.
📄️ Quagmire Altar Statue
Helper function for creating decorative and environmental prefabs in the Quagmire and Park biomes with configurable animation banks, physics, and rotation behavior.
📄️ Quagmire Beefalo
Defines the Quagmire variant of the beefalo creature, including its visual appearance, physics, and tags.
📄️ Quagmire Book Fertilizer
A server-side-only prefab representing the gardening book item in the Quagmire DLC, used to spawn and configure related gameplay elements via a master post-initialization hook.
📄️ Quagmire Book Shadow
A prefabricated item representing Maxwell's journal used in the Quagmire event, which spawns a shadow version of Maxwell upon interaction.
📄️ Quagmire Burnt Ingredients
Defines the prefab asset data for burnt ingredients used in Quagmire-related crafting.
📄️ Quagmire Casseroledish
Creates inventory prefabs for Quagmire casserole dishes used in cooking.
📄️ Quagmire Coins
Defines prefabs for quagmire coin items and their associated FX entities used in the Quagmire event.
📄️ Quagmire Cooking Buff
Manages the visual FX entity for Quagmire cooking animations, shown when food is being prepared in that biome.
📄️ Quagmire Crabtrap
A reusable trap prefab used in the Quagmire that detects and interacts with passing entities.
📄️ Quagmire Crates
Factory function for generating Quagmire crate prefabs, supporting both empty crates and pre-filled kits (e.g., oven, grill).
📄️ Quagmire Eventstages
Defines and creates stage-related prefabs for the Quagmire event by dynamically generating instances from a central event data registry.
📄️ Quagmire Evergreen
Defines prefabs for Quagmire-themed evergreen trees including variants (small, normal, tall) and stumps, with shared initialization logic and server-side extension hooks.
📄️ Quagmire Fern
A decorative plant prefab for the Quagmire biome that provides no gameplay interaction beyond visual presence.
📄️ Quagmire Fish
Creates quagmire-region fish prefabs with raw and cooked variants, including animation, inventory physics, and network support for Don't Starve Together.
📄️ Quagmire Flour
A consumable item used in Quagmire stew recipes, characterized by its unique animation and stew interaction tag.
📄️ Quagmire Food Burnt
Generates four burnt or goop-based Quagmire food prefabs (plate/bowl × burnt/goop) with dynamic naming, inventory visuals, and network sync for replating and salting.
📄️ Quagmire Foods
Generates and registers Quagmire mod food prefabs with dynamic asset loading and networked dish customization properties.
📄️ Quagmire Goatkid
Defines the Quagmire Goatkid character prefab, a shopkeeper NPC that provides trading functionality in the Quagmire biome.
📄️ Quagmire Goatmilk
A consumable food item that serves as cat food and can be used in Quagmire stew recipes.
📄️ Quagmire Goatmum
Creates the Quagmire Goatmum character prefab with animation, physics, sound, network, and talker components configured for in-game interaction.
📄️ Quagmire Grill
Manages visual and networked state for Quagmire grills, including smoke effects, burnt indicators, and ember visuals.
📄️ Quagmire Hoe
A tool prefab used in Quagmire game mode to interact with soil and terrain, featuring dedicated animation and network state management.
📄️ Quagmire Key
Prefab factory function for creating quagmire-specific keys used to lock and unlock Klaus Sacks.
📄️ Quagmire Lamp Post
Creates light-emitting environment assets for the Quagmire biome with predefined visual and luminance properties.
📄️ Quagmire Mealingstone
A craftable structure prefab used in the Quagmire DLC that enables storage of ground ingredients and acts as a crafting node for Quagmire-specific recipes.
📄️ Quagmire Mushrooms
Defines the raw and cooked quagmire mushroom prefabs, including their visual, physics, and game-state properties.
📄️ Quagmire Mushroomstump
A static, passive quagmire world structure that serves as a visual and thematic landmark in the Quagmire biome, with no gameplay functionality beyond appearance and identification.
📄️ Quagmire Network
Serves as the central server-side network entity for the Quagmire world, managing world lifecycle, music, recipe book state, hangriness tracking, and character selection lobby.
📄️ Quagmire Oldstructures
Defines prefabs for Quagmire-era decorative and structural props (e.g., rubble, carriage, clocktower) used in the old structures theme.
📄️ Quagmire Oven
Manages visual and networked effects for the Quagmire Oven structure, including steam and chimney fire animations synced to gameplay events.
📄️ Quagmire Parkspike
A static obstacle prefab used in Quagmire mode that blocks pathfinding and visual movement.
📄️ Quagmire Pebblecrab
A small, non-hostile crab prefab found in the Quagmire region that serves as a collectible animal with basic creature physics and animation states.
📄️ Quagmire Plantables
Definesprefabs and logic for Quagmire crops, including seeds, planted stages, leaves, soil visuals, raw products, and cooked products.
📄️ Quagmire Plates
Factory prefab generator for Quagmire silver plates and bowls with baked-in visual and network configuration.
📄️ Quagmire Pond
A static environmental object representing a salt pond in the Quagmire biome that acts as a water source and obstacle.
📄️ Quagmire Portal
A non-interactive environmental decoration prefab that renders the Quagmire portal structure and manages its camera focus behavior.
📄️ Quagmire Portal Key
Represents the in-game item used to open the Quagmire's portal, serving as a functional quest item with fixed identity and visual representation.
📄️ Quagmire Pot
Creates and registers prefabs for Quagmire cooking pots with configurable capacity and visual variants.
📄️ Quagmire Pot Hanger
A decorative and functional lighting fixture that mounts on firepits and triggers visual steam effects when activated.
📄️ Quagmire Safe
A locked storage container used in the Quagmire biome, requiring a key to open.
📄️ Quagmire Salt Rack
A static decorative and functional object used to store and dry salt in the Quagmire biome; serves as both an interactive buildable item and a placed entity.
📄️ Quagmire Salts
Defines two prefabs — a placed rock variant and a ground variant — for Quagmire salts, providing static world objects with appropriate animations and network synchronization.
📄️ Quagmire Sap
A consumable sap item used in Quagmire recipes; spoils over time into a separate prefabs variant.
📄️ Quagmire Sapbucket
Aprefab entity representing an in-game sap bucket used in the Quagmire DLC, offering no standalone component logic.
📄️ Quagmire Seedpackets
Generates prefabs for Quagmire seed packets, including a base packet, a mixed variant, and individual seed-type packets.
📄️ Quagmire Shadowwaxwell
Defines the prefabs and visual/audio properties for the Quagmire version of Shadow Maxwell, including animation, sound, and network setup.
📄️ Quagmire Slaughtertool
Provides the UI action string for the Quagmire slaughtering mechanic, used when interacting with compatible targets.
📄️ Quagmire Soil
Represents a soil tile prefab used in the Quagmire biome that supports the Plant Soil action and integrates with the mouse interaction system.
📄️ Quagmire Spiceshrub
Defines the prefabs and initial setup for the Quagmire spiceshrub and its harvested components (sprig and ground spice) in DST.
📄️ Quagmire Sugarwoodtree
Defines the structure and assets for Quagmire sugarwood tree prefabs, including variants by size and tap state.
📄️ Quagmire Swampig
Defines the base prefab entity for the Quagmire Swamp pig character, including its visual, physical, and networked properties.
📄️ Quagmire Swampig House
Creates the visual and physical representation of a Quagmire swamp pig house, including normal and rubble states with appropriate animations and physics.
📄️ Quagmire Swampigelder
Defines the prefabricated entity for the Quagmire Elder Swamp Pig, including its visual representation, collision physics, minimap icon, talker configuration, and shop tab assignment.
📄️ Quagmire Syrup
A consumable crafting ingredient used in Quagmire stew recipes, visually represented as a sticky syrup bottle.
📄️ Quagmire Traders
Defines two distinct NPC trader prefabs (Merm Trader 1 and 2) for the Quagmire biome with shared behavior and inventory mappings.
📄️ Rabbit
Manages the lifecycle, transformations, loot, and interactions of rabbit entities, including seasonal morphing and nightmare-state conversion into beardlings.
📄️ Rabbithole
Manages a dynamic burrow that spawns rabbits based on season, weather, and player interactions, with support for spring-specific flooded behavior and Rabbit King lucky rabbit spawns.
📄️ Rabbithouse
Manages a structured spawning point for Bunnymen with lighting, burnable physics, and world-state-aware door mechanics in DST.
📄️ Rabbithouse Yule Glow Fx
Creates a non-persistent visual effect entity for rabbit house Yule-themed lighting.
📄️ Rabbitking
Implements the Rabbit King and its minions, including passive (shopkeeper), aggressive (combat-focused), bunnyman minion, and lucky (trap-catchable) variants with associated combat, leadership, and transformation logic.
📄️ Rabbitkinghorn
A consumable musical instrument that summons a rabbit king chest when used; tracks usage and validates spawn locations.
📄️ Rabbitkinghorn Chest
A portable chest that stores items in the Rabbit King's horn pocket dimension and despawns after a fixed duration unless opened.
📄️ Rabbitkingspear
A usable weapon item that grants sanity restoration against manrabbit targets and degrades after repeated use.
📄️ Rain
Manages in-game rainfall particle effects and raindrop spawning logic using a VFX emitter system.
📄️ Raincoat
A wearable item that provides waterproofer protection and insulation while slowly consuming fuel over time.
📄️ Raindrop
A one-shot visual effect prefab that plays a short animation and then recycles or destroys itself.
📄️ Rainometer
A structure component that tracks local rain levels via animation and responds to player interaction and environmental effects like fire.
📄️ Rat Gym
Manages carrat training sessions, item handling, and structural state changes for rat gyms in the Year of the Carrat event.
📄️ Razor
A server-side prefab component that provides razor functionality as a combat/shaving tool.
📄️ Records
Manages playable music records for the phonograph, handling asset switching, naming, and save/load persistence.
📄️ Redlantern
A magical lantern that emits light and consumes fuel over time; supports equipping, rain exposure handling, and dynamic visual effects via attached child entities.
📄️ Reeds
A preconfigured plant prefab that provides cut reeds when harvested and serves as flammable fuel.
📄️ Refined Dust
A small consumable elemental item that provides minimal hunger restoration and can be traded to rock-based entities.
📄️ Reflectivevest
A wearable item that provides insulation, water resistance, and fuel-based active protection, worn on the body slot.
📄️ Reskin Tool
A consumable tool used to cycle and apply different visual skins to entities and characters in the game.
📄️ Resurrectionstatue
Manages the resurrection statue entity, allowing players to attune it to复活 dead players in DST.
📄️ Resurrectionstone
Manages the resurrection stone's lifecycle, including charging, haunt-based activation, light effects, and networked ID assignment for touchstone functionality.
📄️ Reticule
A visualfx entity that displays a ground-oriented animation, used as an in-world cursor or indicator.
📄️ Reticuleaoe
Factory function that creates prefabs for area-of-effect visual indicators (reticules, pings, and targets) used in placement and targeting interfaces.
📄️ Reticulearc
Creates visual FX entities (reticule arcs) used for targeting orping indicators, with optional animated scaling and color fading.
📄️ Reticulecharging
Creates a client-side visual effect entity used to indicate charging status during target acquisition, typically for ranged or charge-based attacks.
📄️ Reticuleline
Factory function that creates visual FX prefabs for reticle line indicators used in UI and world feedback.
📄️ Reticulelong
Creates visual reticle FX entities for targeting and pinging, supporting static display or animated scaling/color pulsing effects.
📄️ Reticulemultitarget
Spawns visual effect prefabs (reticules) around multiple entities targeted by a willow ember attack, updating their positions and animations in real time.
📄️ Retrofit Archiveteleporter
A utility prefab used to generate and link a pair of teleporter wormholes in the Blue Forest region or at a specified location, replacing an existing marker entity.
📄️ Retrofit Fumaroleteleporter
Spawns a pair of linked wormholes to retrofit fumarole teleporter functionality in the game world, primarily for connecting cave zones via Tier4 tasks.
📄️ Reviver
An inventory item that emits a rhythmic heartbeat sound and visual FX while held in inventory, and resumes pulsing when dropped.
📄️ Reviver Cupid Beat Fx
Creates a heart-themed particle effect synced to an animation for the Reviver character’s Cupid skin.
📄️ Rift Portal Defs
Defines configuration templates and utility functions for rift portal prefabs, including fallback implementations and affinity constants.
📄️ Rift Terraformer
Manages tile-level world transformation and reversion in the Rift biome, coordinating visual effects and sound synchronization over time.
📄️ Rock Avocado Bush
A renewable plant prefab that grows through four distinct stages, yielding rock avocado fruits only at maturity before regrowing cycles.
📄️ Rock Avocado Fruit
Manages the lifecycle and interactivity of rock avocado plant variants, including harvesting, cooking, planting, and growth.
📄️ Rock Break Fx
Spawns a non-persistent, non-networked sound effect entity when a rock is broken.
📄️ Rock Ice
Manages the lifecycle, seasonal phase transitions, and resource yield of ice boulder entities in DST.
📄️ Rock Ice Temperature
Manages the dynamic stage-based growth and melting of ice boulders in response to local temperature, work, and environmental conditions.
📄️ Rock Light
A durable, fueled light source that transitions between burn states based on fuel level and can trigger a controlled explosion when fully depleted.
📄️ Rocks
Defines prefabs for various rock types in the game, each with unique mining behavior, loot tables, and visual appearances.
📄️ Rocky
Manages Rocky's behavior as a controllable NPC character, including growth mechanics, follower loyalty, combat targeting, and interaction with players via trading.
📄️ Rockyherd
Manages the herd system for spawning and maintaining groups of Rocky entities in the world, including seasonal spawning behavior and member population limits.
📄️ Rook
A large chess-piece-themed monster prefab that uses the ECS to manage combat, movement, AI behavior, and environmental interactions including platform hopping and ground destruction upon collision.
📄️ Rope
A simple consumable item used as fuel, tradable as a cat toy, and flammable in the environment.
📄️ Rope Bridge
Manages the visual and functional representation of rope bridges in the world, including placement, animation states, and interaction with the rope bridge placement system.
📄️ Rose Petals Fx
Creates a short-lived visual effect of falling rose petals, typically used for ambiance or cinematic moments.
📄️ Royal Jelly
A consumable food item that restores health, hunger, and sanity; has a moderate perish time and can be stacked.
📄️ Rubble
A destructible cave environment object that yields loot when mined, with animations and behavior varying by remaining durability.
📄️ Rudder
A visual indicator prefab attached to boat masts that displays the current heading direction, used for orientation and navigation.
📄️ Ruins Bat
A consumable equippable weapon that allows the player to summon shadow tentacles on attack, with a limited number of uses and shadow level scaling.
📄️ Ruins Cavein Obstacle
Acts as a dynamic, physics-based obstacle in ruins caves that shrinks to allow character passage and falls when triggered, dealing damage or destroying nearby entities upon impact.
📄️ Ruins Shadeling
A non-hostile ambient shadow creature that respawns in the Ruins and spawns different loot based on shadow rift presence.
📄️ Ruinsnightmare Horn Attack
Handles the behavior and physics of a fast-moving, AoE-damaging projectile created by the Ruins Nightmare boss attack, including collision detection, speed interpolation, and damage application.
📄️ Ruinsrelic
A utility prefab factory that generates destroyable, non-functional relic items (e.g., plates, bowls, chairs) for Ruins levels, enabling loot dropping, furniture interaction, and Shadeling spawning on chairs.
📄️ Ruinsrespawner
Creates a non-networked entity that manages respawning of a specified prefab after its ruin is destroyed, typically used for ruins that reset after being cleared.
📄️ Sacred Chest
Manages the offering and unlocking logic for the Sacred Chest, handling both networked multi-player offering attempts and local single-player reward mechanisms.
📄️ Saddle
Provides mount-related stats and behaviors for saddle items, including damage/speed bonuses, finite durability, and optional special effects like planar resistance or visual overlays.
📄️ Saddle Shadow Footprints
Manages a set of four animated shadow footprints with fading opacity and randomized appearance for visual effects.
📄️ Saddlehorn
A consumable tool that removes saddles from beefalo and other animals, with limited durability and weapon functionality.
📄️ Saltbox
A storage container that preserves perishable items at a fixed rate and can be destroyed via hammering to release its contents.
📄️ Saltlick
A durable structure that provides salt-based sustenance for creatures and players over time, supporting improved construction and repair mechanics.
📄️ Saltrock
An elemental food item that serves as bait for moles, preserves other items, and repairs equipment using salt-based crafting material.
📄️ Saltstack
A renewable, growable water obstacle that yields salt rocks and rock items when mined, and regrows over time.
📄️ Sand Spike
Creates animated ground spikes and blocks that emerge from the sand, deal damage, destroy workable structures, pick plants, and transform into glass when ignited.
📄️ Sapling
Manages the lifecycle, interaction, and transformation of sapling entities, including growth, harvesting, transplanting, and optional moon-phase conversion for seasonal variants.
📄️ Scandata
A small, stackable consumable item used in Don't Starve Together for scanning or detecting entities and environmental data.
📄️ Scarecrow
A decorative and functional structure that can be built by players to occupy space and interact with dressing-up mechanics; it supports hammering, burning, and skin changes.
📄️ Schoolherd
Manages a school of fish that moves between pre-defined navigation points and reacts to entity sleep states.
📄️ Scienceprototyper
Creates and configures the science and alchemy prototype machines, including their prototyping trees, animations, interactions, and seasonal gift mechanics.
📄️ Scorched Skeleton
A breakable environmental prop that yields boneshards, ash, and collapse FX when hammered by players.
📄️ Scorchedground
Creates a background decorative ground effect with randomized animation and rotation for environmental immersion.
📄️ Scrapbook Notes
Factory function that generates scrapbook note prefabs for use in the Scrapbook UI, each tied to a specific教学 (e.g., Wagstaff blueprint notes).
📄️ Scrapbook Page
Represents a collectible page used to teach unique scrapbook entries; manages reservation, teach state, and销毁 behavior when used or fully taught.
📄️ Sculptingtable
A crafting and sculpting station that accepts raw sculpting materials or sketches, allows item prototyping, and supports tool-based interaction such as hammering.
📄️ Sculpture Pieces
Represents collectible, reusable sculpture parts used in crafting and inventory; equipped to modify character appearance.
📄️ Sculptures
Creates interactive, moonphase-sensitive statue prefabs that can be uncovered, repaired, and morph into chess-related creatures.
📄️ Seafaring Prototyper
A deployable structure that provides prototyping capabilities for the Seafaring content, with workable and burnable behavior.
📄️ Seastack
A breakable underwater rock entity that yields rocks when mined, serves as a collision obstacle for boats, and can be upgraded to spawn water plants; supports powder monkey tinting based on proximity to the Monkey Queen.
📄️ Security Pulse Cage
Represents a two-state interactive cage prefab that accepts a power point to transition from empty to full (activated) state.
📄️ Seedpouch
Acts as a wearable body-slot container that opens automatically when equipped and preserves items inside it.
📄️ Seeds
Defines the 'seeds' and 'seeds_cooked' prefabs with associated components for use as raw or cooked food, bait, farm planting material, and ocean fishing lures.
📄️ Sentryward
A deployable map-revealing structure that provides illumination and reveals fog of war; it can be hammered to collect loot and deactivates when burnt.
📄️ Sewing Mannequin
Acts as a wearable equipment storage and equipment-swap target for players using the Stageplay Set crafting recipe.
📄️ Sewing Tape
A stackable inventory item used for repairing boats via the sewing system, providing a fixed amount of repair value.
📄️ Sewingkit
Provides a consumable inventory item for repairing wearable equipment, using a finite number of uses and applying a fixed repair value.
📄️ Shadow Battleaxe
A leveled, sentient weapon that evolves through epic creature kills, providing life steal, planar damage, and dynamic chat behavior while requiring hunger management and durability tracking.
📄️ Shadow Battleaxe Classified
Provides classified talk logic for the Shadow Battleaxe weapon, managing string playback and sound synchronization when the weapon is held by the player.
📄️ Shadow Beef Bell Curse
Applies health and sanity penalties to a target entity when attached and detached, and spawns a visual effect during its duration.
📄️ Shadow Forge
A structure component that functions as a prototype device for crafting shadow-based recipes, supporting activation, work interactions via hammering, and loot dropping upon destruction.
📄️ Shadow Glob Fx
Renders a shadow trail effect with optional ripple animation triggered by player movement.
📄️ Shadow Leech
A hostile shadow creature prefab that spawns in response to the Daywalker, tracks it via EntityTracker, and applies a sanity aura based on observer perception.
📄️ Shadow Pillar
Manages the lifecycle, visual FX, and timer-based behavior of shadow pillar entities that immobilize and deal damage to targets over time.
📄️ Shadow Trap
A trap prefab that detects nearby panic-capable targets, triggers a shockwave effect, and applies a movement speed penalty and panic state.
📄️ Shadowchanneler
A non-tangible boss-phase entity that spawns shadow minions and manages their behavior through a commander system, with dynamic sanity aura and transparency.
📄️ Shadowchesspieces
Defines prefabs and shared logic for Shadow Chesspiece monsters (rook, knight, bishop), including level-up progression, combat tuning, music triggers, and loot generation.
📄️ Shadowcreature
Spawns shadow creatures that attack sane players and drain sanity when targets are nearby.
📄️ Shadowhand
A temporary shadow creature component that moves toward a target fire source to extinguish it, retracts when the player gets too close, and dissipates when the fire is extinguished or the distance limit is exceeded.
📄️ Shadowheart
An inventory item that emits periodic sound and animation cues when dropped, and halts these behaviors when held by a player.
📄️ Shadowheart Infused
A consumable item that provides a temporary sanity boost and emits a moderate sanity aura while held or carried.
📄️ Shadowmeteor
Handles the behavior and impact effects of a shadow meteor falling from the sky, including visual warnings, terrain damage, entity destruction, and loot spawning.
📄️ Shadowrift Portal
Manages the lifecycle, stage progression, and environmental effects of the Shadow Rift portal entity, including miasma generation, spawner configuration, and visual/sound transitions between stages.
📄️ Shadowskittish
Creates a non-persistent visual effect entity that appears near players and fades out after a random delay when the player moves away.
📄️ Shadowtentacle
A transient shadow-aligned tentacle projectile that deals damage, applies sanity drain, and auto-destructs after 9 seconds.
📄️ Shadowthrall Centipede
Manages the spawn, structure, and shared behavior of shadow thrall centipede entities (controller, head, body) within the Entity Component System.
📄️ Shadowthrall Hands
Controls behavior and properties of Shadow Thrall Hands minions, including combat logic, movement, loot drops, and visual effects synchronization.
📄️ Shadowthrall Horns
A boss enemy prefab with shadow-aligned alignment, using custom combat logic, brain, and team-based state synchronization.
📄️ Shadowthrall Mouth
A hostile NPC component that manages stealth behavior, combat functionality, and planar damage effects for the Shadowthrall Mouth entity.
📄️ Shadowthrall Parasite
Spawns a flying hostile monster entity that grants parasite-related abilities upon death, including mask-equipped revival and health restoration for the host.
📄️ Shadowthrall Projectile Fx
A visual and damage-dealing effect prefab that travels as a projectile, deals area-of-effect damage on impact, and leaves behind a scorch mark.
📄️ Shadowthrall Wings
A flying monster entity that serves the Shadow God, equipped with combat, flying locomotion, planar damage, and dynamic visual FX synced via colour change handlers.
📄️ Shadowwatcher
Creates a non-persistent visual effect entity that disappears when exposed to light or after a random delay, used for atmospheric shadow creature effects.
📄️ Shadowwaxwell
Provides prefabricated spawn logic and component setup for Maxwell's shadow minions and related FX in DST.
📄️ Shallow Grave
Represents a buried player remains that decays over time, drops loot when hammered, and preserves player identity data for resurrection or inspection.
📄️ Shard Network
Manages the single authoritative shard instance in the master simulation, initializing global systems and components required for world-wide game state.
📄️ Shark
Implements the behavior and properties of the shark entity, including combat, amphibious movement, state management, and formation following.
📄️ Sharkboi
Manages the behavior, appearance, and state transitions of the Sharkboi boss entity in DST, including combat targeting, trading mechanics, and dynamic visual customization.
📄️ Sharkboi Fx
Generates visual effects for Sharkboi's ice-based attacks and swipe actions.
📄️ Sharkboi Ice Hazard
Manages a dynamic, seasonally-adjusted ice boulder that melts or grows over time and can be mined for ice shards.
📄️ Sharkboi Icespike
A deployable frozen ground spike that damages nearby entities, breaks collapsible workable structures, and can be mined for ice resources.
📄️ Sharkboi Water
Defines the 'sharkboi_water' prefab — a large, ocean-dwelling monster entity with swimming capabilities, named identity, and water-specific locomotion.
📄️ Shatter
Creates a one-shot local visual effect when a frozen object shatters, syncing shatter level via network and handling client-side animation playback.
📄️ Shell Cluster
A breakable environmental object that drops singing shells when mined and can be equipped as body armor.
📄️ Shellweaver
A science station that requires heat and proximity to function, unlocks craftable recipes via prototyping, and upgrades its tech tree based on pearl decoration score.
📄️ Shieldofterror
A combat-item prefab that functions as a shield and food item, repairing its own armor condition when consumed and taking damage when used in combat.
📄️ Shovel
Implements the shovel and golden shovel prefabs with dig capability, limited durability, weapon damage, and equip/unequip animation handling.
📄️ Shovel Lunarplant
A lunar plant–themed shovel that grants bonus damage and planar damage when equipped alongside a Lunar Plant Hat, with dynamic behavior based on breakage state.
📄️ Shroom Skin
A consumable item prefab that can be stacked and used as a launchable item in DST.
📄️ Silk
A small item used as a craftable material and cat toy, which can be upgraded to increase spider trust when held by a Spider Whisperer.
📄️ Singingshell
A musical harvesting component that cycles through musical notes, tending nearby plants when activated, and dropping loot upon being hammered.
📄️ Sisturn
A decorative and functional structure that accepts flower-type items, modifies perish rates and sanity aura based on item content and player skill tree upgrades, and triggers special effects during moon blossoms.
📄️ Skeleton
Manages the creation, behavior, and decay of skeleton entities, distinguishing between generic environmental skeletons and player skeletons with avatar data and save/load persistence.
📄️ Sketch
Represents a collectible sketch item that references a specific chess piece blueprint, stores its identity, and provides recipe and image metadata for crafting and UI.
📄️ Skilltree Defs
Provides the data structure and validation logic for character-specific skill trees, including connection rules, locks, and helper utilities for modders.
📄️ Skilltree Walter
Builds and returns skill tree data for Walter's skill tree, including skill positions, dependencies, tags, and activation/deactivation logic.
📄️ Skilltree Wathgrithr
Defines the complete skill tree configuration for the Wathgrithr character, including node positions, skill dependencies, activation effects, and unlocking conditions.
📄️ Skilltree Wendy
Generates the structured skill data for Wendy's skill tree, including positions, tags, activation logic, and relationships between skills.
📄️ Skilltree Willow
Defines the complete skill tree data structure for the Willow character, including skill definitions, positions, dependencies, activation effects, and alignment mechanics.
📄️ Skilltree Wilson
Defines the full skill tree structure for Wilson, including skill nodes, unlock conditions, groupings, visual positions, and activation logic.
📄️ Skilltree Winona
Defines the structure, layout, and metadata for Winona's skill tree, including skill nodes, groupings, positioning, unlock conditions, and visual decorations.
📄️ Skilltree Wolfgang
Defines Wolfgang’s skill tree layout, skill definitions, and activation logic including might, training, planar damage, and allegiance systems.
📄️ Skilltree Woodie
Defines the skill tree structure and activation logic for the Woodie character in Don't Starve Together, including transformations, allegiance paths, and associated gameplay bonuses.
📄️ Skilltree Wormwood
Defines the complete skill tree configuration and data structure for the Wormwood character in Don't Starve Together.
📄️ Skilltree Wortox
Provides the skill tree data and functional callbacks for Wortox, including UI rendering logic, skill activation effects, and alignment-based combat modifiers.
📄️ Skilltree Wurt
Provides skill tree configuration and data for Wurt's character skills in Don't Starve Together.
📄️ Skinprefabs
Registers reusable skin definitions for prefabs via CreatePrefabSkin, supporting character, item, and decor variants with static tags, rarity tiers, and per-skin initialization callbacks.
📄️ Sleepbomb
A throwable item that explodes upon impact to release a sleep-inducing cloud and visual burst effect.
📄️ Sleepcloud
A world FX entity that spawns floating spore clouds which induce sleepiness or knockback resistance in nearby entities over time.
📄️ Slingshot
Manages the core functionality, visual layers, equipment, and projectile launching behavior for the slingshot weapon and its variants in DST.
📄️ Slingshotammo
Defines the behavior and properties of slingshot ammunition types, including projectile logic, hit effects, stacking behavior, and interaction with components like combat, locomotion, and projectile systems.
📄️ Slingshotammo Container
A portable container prefab that stores slingshot ammunition and automatically opens/closes with associated animations and sounds.
📄️ Slingshotammo Debuffs
Defines slingshot ammo-specific debuff prefabs and their logic, including planar damage application, visual effects, and flash animation handling for debuffs like Pure Brilliance, Horror Fuel, and Slow.
📄️ Slingshotaoefx
Creates and manages visual effects for slingshot attacks, including target rings, color-coded AOE indicators, and power-up animations.
📄️ Slingshotmodkit
A consumable item that allows the player to open the Slingshot Modding interface for compatible slingshots.
📄️ Slingshotmodscontainer
Manages the UI container for the slingshot mod interface, handling sound playback and container lifecycle.
📄️ Slingshotpart Defs
Defines modding configurations and installation/uninstallation logic for slingshot parts (bands, frames, handles) in DST.
📄️ Slingshotparts
Defines prefabs for slingshot parts (bands, frames, handles) and registers them with appropriate components and tags for installation in slingshot mod containers.
📄️ Slurper
Equippable monster hat that attaches to characters, drains their hunger or health, and emits a pulsing light; it also acts as a hostile, autonomous creature when unequipped.
📄️ Slurperpelt
A consumable food item prefab with inventory and tradability properties, used as a low-value meat resource.
📄️ Slurtle
A prefabricated entity that defines the Slurtle and Snurtle creatures, including their combat, locomotion, eating, explosive, and spawner behaviors.
📄️ Slurtle Shellpieces
An inventory item that can be used to repair structures by providing shell-based repair material and a fixed health value.
📄️ Slurtlehole
A hostile, structure-like entity that spawns slurtles or snurtles over time and explodes when ignited or destroyed.
📄️ Slurtleslime
A small, stackable explosive item that ignites and detonates when set on fire, dealing area damage and creating visual fx.
📄️ Smallbird
Manages the lifecycle, behavior, and growth progression of small birds (including their teenage and adult tallbird forms) as companions with combat, eating, sleeping, and follower mechanics.
📄️ Smallghost
Manages the quest logic, behavior, and environmental feedback for the small ghost character in DST, including toy collection, player linking, and hot/cold hunt cues.
📄️ Smashables
Defines reusable prefabs for ruins-related smashable objects (e.g., relics, rubble, chairs) with repair, health, loot, and shadeling-spawning behavior.
📄️ Smoke Plant
Renders a non-persistent visual FX entity with lighting and sound, used to simulate a smoldering smoke plant effect in the game world.
📄️ Snow
Generates a particle-based snow FX effect that adapts its appearance based on the active season event (e.g., Winter's Feast).
📄️ Snowball Item
Represents an ice-based consumable item that can be thrown, equipped, used as a water source, or built into a snowman, with melting and frost effects.
📄️ Snowman
Manages the lifecycle, growth, decoration, and destruction of a snowman entity that can be built and modified in the game world.
📄️ Soil Amender
Manages the lifecycle, fertilizer properties, and degradation behavior of the Soil Amender item, transitioning between fresh, stale, and spoiled states based on perishable status.
📄️ Sounddebugicon
Renders a temporary visual debug icon at a specific world location for sound-related testing.
📄️ Sparks
Generates particle-like light and sound effects (sparks) at a specified position, optionally with a flashing screen effect upon targeting.
📄️ Spat
A large creature component that manages AI behavior, combat, projectile attacks with sticky phlegm, periodic poop spawning, and temporary hiding mechanics via prop simulation.
📄️ Spawnlight Multiplayer
A temporary visual FX entity that emits a pulsating light in multiplayer, synchronized across clients with server-authoritative timing and automatic cleanup after fading out.
📄️ Spawnpoint Multiplayer
Creates networked spawnpoint entities used in multiplayer world generation, distinguishing between master and non-master spawnpoint instances.
📄️ Spawnprotectionbuff
Applies and manages a temporary spawn protection buff that grants temporary invulnerability and collision exclusion to a target entity.
📄️ Spear
A consumable spear weapon with limited durability that deals fixed damage and supports skin overrides on equip/unequip.
📄️ Spear Gungnir
A specialized ranged weapon prefabs with reticule-based targeting, designed for the Lava Arena event, featuring lunge-based attacks and visual effects integration.
📄️ Spear Lance
A combat weapon prefab that enables area-of-effect leap attacks with reticule-guided targeting and recharge functionality.
📄️ Spear Wathgrithr
Implements Wathgrithr's spear variants, including basic, lightning, and fully charged lightning spear with dynamic equipment effects, skill-based ability scaling, and lunge-based lightning attacks.
📄️ Spellbookcooldown
Tracks and synchronizes individual spell cooldowns for networked spellbook interactions.
📄️ Spellmasterybuff
Creates and manages FX visual prefabs for the Spell Mastery mechanic in the Lava Arena event, including anchor, orb, and orb container entities.
📄️ Spicepack
A wearable backpack item that provides inventory storage, functions as a food preserver, and responds to fire ignition and extinguishing by locking/unlocking its contents.
📄️ Spices
Defines and configures spice prefabs for use as stackable, floatable inventory items.
📄️ Spider
Factory function defining multiple spider variant prefabs with shared combat, AI, state, and lifecycle logic.
📄️ Spider Buffs
Creates temporary debuff prefabs applied to spiders to enforce behaviors like whistle immunity, bedazzlement, and summoning.
📄️ Spider Healer Item
A consumable item that heals the Spider Whisperer and nearby spiders when used.
📄️ Spider Mutators
Generates prefabs for spider mutator items, each representing a specific spider subtype and enabling mutation of spider entities when consumed.
📄️ Spider Repellent
A consumable item that repels spiders while reducing stack usage over time.
📄️ Spider Web Spit
A projectile entity that deal damage on impact or after a short delay when acid-infused.
📄️ Spider Web Spit Creep
Creates a short-lived, non-persistent ground creep effect under a spider's spit projectile impact.
📄️ Spider Whistle
A consumable item that summons spiders from dens and wakes up sleeping spiders within range, while granting temporary buffs to nearby spider followers.
📄️ Spiderden
Manages the lifecycle, spawning, and combat behavior of spider dens, including growth stages, spider release, queen transformation, and interaction with environment mechanics like burning, freezing, and bedazzlement.
📄️ Spiderden Bedazzler
A single-use consumable item that applies a bedazzling buff to a target upon use, designed for spider-related gameplay interactions.
📄️ Spidereggsack
A deployable item that spawns a spider den when placed, used as bait or a resource.
📄️ Spidergland
A consumable inventory item that restores a moderate amount of health when used.
📄️ Spiderhole
A spawner entity that periodically generates spider minions and releases them when mined; it transforms into a mineable rock when fully depleted.
📄️ Spiderqueen
A boss-level spider entity that commands a hive of followers, generates eggs and spiders, and uses shared aggro mechanics to coordinate attacks with nearby spiders.
📄️ Splash Spiderweb
Creates a non-networked, one-frame visual effect (particle/animation) for spiderweb splash impacts, used exclusively on the client.
📄️ Spoiledfood
Provides shared initialization logic for spoiled food items used as fertilizer and ocean fishing lures, with weather-sensitive perish behavior and work-based looting for fish variants.
📄️ Spooked Fx
Creates short-lived, client-side visual and audio effect prefabs for the Spooked event's spider and worm spawn animations.
📄️ Sporebomb
Applies a debuff that follows a target, fades out over time, and spawns a spore cloud upon detachment or timer expiration.
📄️ Sporecloud
A transient visual and gameplay effect that emits periodic aura damage and spoil effects over a radius, commonly used by the Toadstool creature.
📄️ Squid
A mobile aquatic predator that attacks enemies with ink projectiles, shares combat targets with nearby squids, and switches between land and water movement modes.
📄️ Squidherd
Manages a migratory herd of squid entities, handling member aggregation, navigation between predefined waypoints, and cleanup when all members are inactive or off-ocean.
📄️ Staff
Implements magical staff prefabs with colour-specific abilities, including fire/lighting, ice/freezing, teleportation, blinking, deconstruction, and light creation.
📄️ Staff Castinglight
Manages animated light effects for staff casting abilities, fading the light over time before automatically removing itself.
📄️ Staff Lunarplant
A ranged magical weapon component that channels planar energy and supports broken/repaired states with visual FX integration.
📄️ Staff Projectile
Creates animated projectile prefabs for ice and fire magical attacks, handling hit behavior with specialized effects and cleanup.
📄️ Staff Tornado
A consumable weapon that spawns a tornado entity targeting an enemy, with limited uses and integration into the spellcasting and equippable systems.
📄️ Staffcastfx
Creates temporary visual FX entities for spellcasting animations using staff, coin toss, and pocketwatch animations.
📄️ Stafflight
Creates staff-powered light-emitting entities with dynamic lighting, heating/cooling, sanity aura, and timed extinguishing behavior.
📄️ Stagehand
Manages the behavior, physics state, and interactions of the Stagehand creature, including toggling between standing (active) and crouching (hiding) modes.
📄️ Stageusher
Manages the stageusher entity, a large shadowy boss that alternates between standing (attacking) and sitting (repairing) states, using shadow hands and arms to pursue and damage players.
📄️ Stalagmite
A breakable rock formation that yields mineral resources when mined and supports seasonal event behaviors like Halloween spooking.
📄️ Stalagmite Tall
A mineable terrain feature that yields rock, flint, gems, and other resources when broken.
📄️ Stalker
Manages the lifecycle, combat behavior, and unique abilities of the Stalker boss entity across three distinct environments (cave, forest, and atrium).
📄️ Stalker Berry
A prefabricated plant entity that blooms over time, becomes harvestable, then wilts and respawns; used to spawn Wormlights when picked.
📄️ Stalker Bulb
Manages the lifecycle of a stalker flower, including bloom phase, fading light effects, and regenerative picking behavior in DST.
📄️ Stalker Ferns
A world entity that starts as a wilted plant, blooms after a delay, becomes harvestable, and then decays after being left unharvested for a set time.
📄️ Stalker Minions
A factory that generates stalker minion prefabs with lifecycle management, stalker tracking, and environment interaction logic.
📄️ Stalker Shield
Creates a visual effect entity that repels nearby creatures and deals damage to them upon activation.
📄️ Stash Map
A consumable map item that reveals the current stash location when used, and destroys itself after revealing.
📄️ Statue Marble
A breakable decorative statue prefab that yields marbles and chess piece sketches upon mining, with type-specific behavior and save/load state management.
📄️ Statueglommer
A decorative and functional statue that spawns Glommer-related entities during full moons and responds to player interactions such as mining and flower picking.
📄️ Statueharp
A breakable decorative statue that drops marble loot when mined and supports dynamic animation states and Charlie-induced modifications.
📄️ Statueharp Hedgespawner
Spawns decorative hedgehounds from a harp-shaped statue and manages timed_respawn of hounds after destruction.
📄️ Statuemaxwell
A destructible decorative statue of Maxwell that yields chess pieces and marbles when mined, with special Charlie-related behavior under certain conditions.
📄️ Statueruins
Handles the behavior and state transitions of ancient statues in the Caves, including light fading, nightmare phase responses, gem植入 logic, and loot generation upon destruction.
📄️ Steelwool
A small, stackable fuel item that provides moderate burn duration and ignites easily when exposed to fire or heat sources.
📄️ Steeringwheel
Manages the logic for a boat's steering wheel, including player interaction, burning effects, and looting upon destruction.
📄️ Stickheads
Creates and configures the Pig Head and Merm Head prefabs, which are destructible structures that produce specific loot, respond to fire, wake up on full moons, and can be haunted.
📄️ Stinger
A small throwable item prefab that can be stacked and launched as a projectile.
📄️ Storage Robot
Manages the behavior and state of the Storage Robot, a companion entity that collects and stores items from the world using fuel-based operation.
📄️ Storage Robot Common
Provides shared utility functions for storage robots to manage spawn points and locate items/containers for automated storage operations.
📄️ Structure Collapse Fx
Creates non-persistent visual and audio effects for structure collapse events.
📄️ Succulent Plant
Defines the prefabs for the succulent plant (growable flora) and its picked form (consumable inventory item) with drying and perishable behaviors.
📄️ Succulent Potted
A decorative potted succulent that can be hammered to collect loot and produces a small collapse FX effect.
📄️ Sunderarmordebuff
A visual effect prefab that represents a sunder armor debuff in the Lava Arena event, displayed as a non-interactive decorative FX entity.
📄️ Superjump Fx
Spawns a visual and sound effect at a specified location to simulate the landing of a superjump, and optionally spawns associated debris.
📄️ Support Pillar
Manages the lifecycle, reinforcement states, construction, andquake-detection behavior of the support pillar structure in DST.
📄️ Sweatervest
Provides insulation and temporary heat protection when equipped, depleting fuel over time while worn.
📄️ Sword Lunarplant
A reusable prefab that provides a lunar plant-based weapon with set-bonus activation logic, floating fx management, and broken state handling.
📄️ Table Winters Feast
Manages festive table functionality including food放置, seasonal feast registration, lighting effects, and interaction with the Winters Feast event system.
📄️ Tacklecontainer
Implements a portable, burnable storage container for the Hermit character with animated open/close states and integration into the container and inventory systems.
📄️ Tacklesketch
Represents a fishing tackle blueprint prefab that teaches a specific recipe and functions as a teachable item in DST.
📄️ Tacklestation
A crafting station prefab that enables players to learn and prototype fishing-related blueprints; it supports state persistence, burning, haunting, and loot generation.
📄️ Tallbird
Manages the behavior, combat, and nesting logic for the Tallbird character entity in Don't Starve Together.
📄️ Tallbirdegg
A hatchable egg prefab that requires specific environmental conditions to successfully hatch into a smallbird, spoil, or produce different loot based on temperature exposure.
📄️ Tallbirdnest
Manages the tallbird nesting behavior, egg spawning, and seasonal reproduction cycle.
📄️ Teamleader
Creates a non-networked entity that serves as a designated team leader in the game world.
📄️ Telebase
Manages a structure that accepts gem placements to enable teleportation functionality, and responds to hammering by destroying itself and dropping gems.
📄️ Telebase Gemsocket
Manages the interaction logic for a telebase socket that accepts a purple gem, transitioning between trading and picking states with associated visual and audio feedback.
📄️ Teleportato
Manages the Teleportato structure, handling its activation, part collection, power-up sequence, and level transition in DST.
📄️ Teleportato Parts
Defines prefabs for Teleportato components used in adventure mode to construct the Teleportato device.
📄️ Temp Beta Msg
A temporary message display item used in rifts events to convey boss kill timers and beta-gamestate information.
📄️ Tent
Manages the behavior and state of sleeping structures (tent and siestahut), handling use tracking, sleep interactions, burning, and dismantling.
📄️ Tentacle
A large hostile enemy that auto-attacks nearby targets and switches aggression when attacked by other entities.
📄️ Tentacle Arm
A boss-related combat entity that emerges to attack players and allies, managing lifecycle through player proximity, retraction states, and health-based retreat.
📄️ Tentacle Pillar
Manages the lifecycle, combat behavior, arm deployment, and teleporter link synchronization of the Marsh Tentacle Boss in DST.
📄️ Tentacle Pillar Hole
Serves as a static teleporter anchor that spawns a tentacle pillar when players or items interact with it, and handles associated sound effects, state synchronization, and residue behavior.
📄️ Tentaclespike
A consumable weapon item that deals damage and degrades after a fixed number of uses.
📄️ Tentaclespots
A small fuel item used to power burnable structures and devices in the game.
📄️ Terrarium
Manages the terrarium crafting station and boss-summoning mechanics, including normal and crimson variants, cooldowns, and state transitions.
📄️ Thulecite
A reusable crafting material that repairs tools and structures, and can be consumed for minimal sustenance.
📄️ Thulecite Pieces
Represents a consumable and repairable Thulecite fragment used as bait, food, and crafting material in DST.
📄️ Thunder Close
Spawns a non-networked sound emitter entity that plays a thunder sound at a randomized position and triggers a screen flash effect.
📄️ Thunder Far
Spawns a non-persistent local FX entity that plays a distant thunder sound.
📄️ Thurible
Manages the behavior and state of the Thurible item, a lantern that lights up in the Dark and attracts Shadow Creatures.
📄️ Thurible Smoke
Creates and manages a non-persistent particle effect (smoke and hand animation) for a Thurible item when active, including ambient looping sound playback.
📄️ Ticoon
A companion entity that tracks and retrieves hidden Kitcoons for a player leader, with combat and quest management capabilities.
📄️ Tillweed
A perishable vegetable item that can be dried on a meat rack to produce tillweed_dried.
📄️ Tillweedsalve
A consumable healing item that applies a debuff-based regenerative effect to living targets over time.
📄️ Toadstool
Manages the Toadstool boss entity, including its phase progression, ability usage (Spore Bomb, Mushroom Bomb, Mushroom Sprouts, and Ground Pound), movement, and loot behavior.
📄️ Toadstool Cap
Manages the lifecycle and states of a toadstool patch, including tracking spawned toadstools, handling absorption of poison bursts, and controlling visual appearance via light-dark transitions.
📄️ Tophat Shadow Fx
Generates and manages visual particle effects for the Top Hat wearable item, including floating hat FX, swirl animations, and particle emissions during use.
📄️ Torch
Manages the torch item’s lighting, fuel consumption, ignited state, and interaction with Wilson’s skilltree upgrades.
📄️ Torchfire
Creates and manages the visual particle effects for a torch fire, including smoke and flame emissions on the client.
📄️ Torchfire Barber
Provides a specialized visual effect component for a Barber Fire prefab, rendering distinct smoke, fire, and ember particles with custom envelopes and emitter configurations.
📄️ Torchfire Carrat
Creates a particle-based fire effect for a torch-like entity in DST, using custom color and scale envelopes for smoke and flame rendering.
📄️ Torchfire Common
Provides utilities for creating and managing torchlight entities with animated fire effects, networked light range controls, and parented light synchronization.
📄️ Torchfire Nautical
A particle effect component that generates nautical-themed visual effects (smoke, fire, embers) for torch-like entities using VFX particle emitters.
📄️ Torchfire Pillar
Defines a persistent fire effect for torchfire pillars using custom particle emitters and visual envelopes.
📄️ Torchfire Pronged
A fire effect component that generates visual particle effects (smoke, fire, and embers) for a pronged torch variant, built using the shared torchfire system.
📄️ Torchfire Rag
Creates and manages a rag-doll-style torch fire effect with smoke, flame, and ember particle systems.
📄️ Torchfire Shadow
Generates particle visual effects for a torchfire entity, including fire, smoke, and hand animations using custom envelopes and emitters.
📄️ Torchfire Spooky
Spooky variant of the torch fire effect, producing distinct smoke visuals and particle behavior using custom color and scale envelopes.
📄️ Torchfire Tesla
Creates a tesla-themed torch fire entity with custom animations, skins, and sound overrides using the shared torchfire system.
📄️ Torchfire Yotrpillowfight
A specialized torch fire effect used for the Yotrpillowfight event, producing smoke and fire particles with custom visual envelopes and emission logic.
📄️ Townportal
Manages the town portal structure, including channeling activation, inter-portal linking, teleportation, and dismantling behavior.
📄️ Townportaltalisman
Manages the behavior and animation of the Town Portal Talisman item, which links two portals for teleportation and updates state based on inventory and connection status.
📄️ Transistor
A consumable item that can be launched to damage or destroy nearby objects and entities, primarily used in combat scenarios.
📄️ Trap
Manages trap functionality, including bait detection, capture logic, and finite-usage tracking for mechanical traps in Don't Starve Together.
📄️ Trap Bramble
A reusable trap prefab that deals damage to enemies on contact, deactivates when sprung, and supports hauntable interaction with special refund mechanics.
📄️ Trap Starfish
A deployable trap prefab that detains and damages entities upon stepping on it, then resets after a delay; functions as a mine with custom trigger logic and AOE attack.
📄️ Trap Teeth
A deployable mine trap that springs on entity contact, deals damage, and consumes one use per trigger.
📄️ Trap Vines
A deployable trap entity that detects moving targets within its radius, applies a movement speed debuff, and deals damage.
📄️ Treasurechest
Implements a modular chest prefab factory with variant-specific behavior for treasure storage, looting, upgrading, and special interactions.
📄️ Tree Rock Data
Provides configuration data for loot tables and biome-specific drop mechanics for tree rock entities in DST.
📄️ Tree Rock Seed
A consumable item that, when deployed, grows into a tree_rock_sapling and replaces perishable spoilage with spoiled_food.
📄️ Tree Rocks
A rock tree prefab that supports growth stages, mining, falling, and vine loot generation, while interacting with combat, burnable, and sleeper systems.
📄️ Treegrowthsolution
Provides fertilizer functionality for repairing and regrowing trees in DST, including soil cycle progression and waterlogging compatibility.
📄️ Trident
A magical trident that enables远程 wave-spawned explosions on water and interacts with fish, plants, and structures in the ocean.
📄️ Trinkets
Generates prefabs for all trinket items in DST, configuring their physics, tags, components, and game mechanics (e.g., trading, bait, slingshot ammo, ocean fishing).
📄️ Trophyscale Fish
A weighable fish stand that holds and displays caught trophy fish, supports building/removal via actions, and handles item persistence across reloads and burn states.
📄️ Trophyscale Oversizedveggies
A weight-based trophy structure that accepts oversized vegetables and displays their weight and harvest day using animated digit symbols.
📄️ Trunk
Creates the raw trunk item (summer, winter, cooked variants) for Koalephant, a meat-based food item with perishable and tradable properties.
📄️ Trunkvest
A seasonal armor prefab that provides insulation and waterproofer properties, consuming fuel while equipped to prevent hypothermia or overheating.
📄️ Tumbleweed
A mobile environmental item that rolls in the wind and drops random loot when picked up or destroyed.
📄️ Tumbleweedspawner
Spawns and periodically regenerates tumbleweed entities in the world using the ChildSpawner component.
📄️ Turfcraftingstation
A crafting station used to prototype Grotto-era technologies, supporting work, burning, and hauntable mechanics.
📄️ Turfs
Generates prefabs for ground tile items that can be placed on the map to replace existing tiles.
📄️ Twigs
A multi-functional small item that serves as fuel, food, repair material, and ocean fishing tackle in Don't Starve Together.
📄️ Ugc Swap Fx
Creates and manages networked visual swap effects for player-crafted pumpkins and snowmen, synchronizing dynamic visuals across clients.
📄️ Umbrella
An equippable item that provides rain protection, insulation, and temporary coverage, consuming fuel or perishing over time depending on variant.
📄️ Underwater Salvageable
A networked underwater entity that can be retrieved by a winch and yields a single salvaged item.
📄️ Vault Chandelier
Defines two prefabs: a broken chandelier and a decor variant, used for static environmental props in the Vault area.
📄️ Vault Furniture
Defines two prefabs (vault_table_round and vault_stool) with variation management, decoration handling, and sittable/inspectable behavior for DST vault environments.
📄️ Vault Ground Pattern
Renders a background-level visual FX tile used for vault floor patterns, with configurable orientation and animation variation.
📄️ Vault Lobby Exit
A non-interactive exit point for teleportation from the Caves to the Vault Lobby, handling sound triggers and teleporter state management.
📄️ Vault Markers
Registers and manages server-side-only entity markers for vault world generation and navigation logic.
📄️ Vault Pillar
Provides a decorative, interactive vault pillar entity with broken/capped states, optional relic attachment, and save/load persistence.
📄️ Vault Rune
Represents an interactive ancient rune stone used for lore display in the Vault biome.
📄️ Vault Statues
Manages visual and narrative state for vault-themed statues, including scene-specific animation and lore display in scrapbook mode.
📄️ Vault Switch
A decorative interactive switch component used in vault-related structures, supporting both standalone and base-mounted configurations with associated sound and animation logic.
📄️ Vault Teleporter
Manages teleportation behavior and state for the Vault Teleporter structure, including channeling, hauntable interactions, and visual/animation states based on power and construction status.
📄️ Vault Torch
Manages the operational states (normal, stuck, broken) and lighting behavior of the vault torch item in DST.
📄️ Vaultcollision
Creates non-blocking, static collision mesh prefabs for the Vault and Lobby areas, preventing character movement through designated zones.
📄️ Vaultrelic
A collectible decorative item that can be placed on furniture, decorated with flowers, and repaired; it provides ambient light and sanity benefits when freshly decorated.
📄️ Vaultroom Defs
Defines room generation logic for vault areas, including terrain terraforming and layout spawning.
📄️ Veggies
Defines static data and factory functions for creating all standard vegetable prefabs, including fresh, cooked, dried, oversized, and oversized variants (waxed, rotten), along with their associated seeds, in Don't Starve Together.
📄️ Vine Bridge
Renders a procedurally generated decorative FX bridge composed of multiple animated sub-entities with randomized behavior and sound.
📄️ Voidcloth
A consumable prefab that functions as a stacking inventory item with network replication and floatable physics.
📄️ Voidcloth Boomerang
Manages the voidcloth boomerang weapon, including its equippable behavior, projectile generation, set-bonus activation when paired with a voidcloth hat, and dynamic damage scaling during return flight.
📄️ Voidcloth Scythe
A multiplayer-ready weapon that synergizes with the Voidcloth Set, providing increased damage and planar damage when equipped alongside a Voidcloth Hat, while also enabling shadow-empowered area attacks and harvest automation.
📄️ Voidcloth Scythe Classified
A classified component that manages voice line delivery and network synchronization for the Voidcloth Scythe's dialogue system.
📄️ Voidcloth Umbrella
A magical rain-protection item that deploys a dome to block rain and acid rain while consuming magic fuel, with unique behavior when damaged.
📄️ Wagboss Beam
Handles the visual and gameplay effects of the Wagboss beam attack, including targeting, AoE damage, and ring animation synchronization.
📄️ Wagboss Missile
A non-networked projectile component that handles missile flight physics, targeting, visual effects, and area-of-effect detonation logic for the Wagboss boss encounter.
📄️ Wagboss Robot
Manages the state, combat, drone coordination, and environmental behavior of the Wagboss Robot boss entity.
📄️ Wagboss Robot Constructionsite
Manages the construction progression and finalization of the Wagboss robot structure, including animation state transitions and completion logic.
📄️ Wagboss Robot Leg
Manages the landing and blocking behavior of a boss-related physics-based obstacle that reacts to environmental changes and boss presence.
📄️ Wagboss Util
Utility module for managing lunar arena mechanics including fissures, lunar burn damage, and supernova line-of-sight blocking.
📄️ Wagdrone Common
Provides shared utilities and lifecycle configuration for WAG drones, including support for friendly, loot, and hackable states.
📄️ Wagdrone Flying
Implements the flying mechanical enemy entity with targeting visualization, lighting, and stategraph-driven behavior in DST.
📄️ Wagdrone Laserwire
Manages the visual beam segments and electric shock attack logic for the Wagdrone laserwire entity.
📄️ Wagdrone Parts
A repair item that restores wagdrones to full functionality and converts broken or unfriendly wagdrones into friendly ones.
📄️ Wagdrone Projectile
Manages the behavior and impact effects of a wagdrone's electric projectile during its descent and impact phases in DST.
📄️ Wagdrone Rolling
Manages the state, movement, visuals, and connectivity logic for the Wagdrone Rolling boss enemy during its rolling phase.
📄️ Wagdrone Spot Marker
A non-networked, classified marker entity used server-side to indicate a spawn or reference point for Wagdrobes in the world.
📄️ Wagpunk Arena Collision
Creates non-solid physics collision boundaries for the Wagpunk arena with client-side particle effects and entity ejection logic for intruders.
📄️ Wagpunk Bits
A small stackable item used as bait for moles and for repairing gear-based structures and items in Don't Starve Together.
📄️ Wagpunk Cagewall
A networked, animated wall entity that can be extended or retracted in response to game events, commonly used in the Wagpunk-themed environmental mechanics.
📄️ Wagpunk Floor Kit
Deploys permanent ocean-floor floor tiles in Wagstaff Arena areas, replacing tiles and salvaging any submerged objects found beneath them.
📄️ Wagpunk Lever
A switchablelever component that extends when activated, enabling proximity-based interaction with the Wagpunk arena manager.
📄️ Wagpunk Workstation
A crafting station prefab that integrates with the prototyper system to provide workstation-specific recipe blueprints and behavior, including sound and animation management.
📄️ Wagpunkhat Classified
Manages networked speech synchronization and talker communication for the Wagpunk Hat classified entity in DST.
📄️ Wagstaff Items
Defines prefabs for two wearable decorative items used by Wagstaff: a glove and a clipboard.
📄️ Wagstaff Machinery
Handles the creation, rendering, and destruction logic for the Wagstaff machinery structure, including dynamic debris animation, loot generation, and event signaling.
📄️ Wagstaff Npc
Manages Wagstaff, a recurring NPC that guides players through Moonstorm events by interacting with players, spawning rifts, distributing blueprints, and participating in combat phases.
📄️ Wagstaff Tools
Creates lightweight, eroding tool prefabs with toggleable lighting, used for special characters in DST.
📄️ Wake Small
Creates a small visual water-squid wake effect particle with randomized animation.
📄️ Walking Stick
Manages equippable item behavior for the Walking Stick, including fuel consumption based on owner movement and animation overrides.
📄️ Walkingplank
Creates a floating platform prefab attached to boats that can be haunted by Wickerbeast attacks.
📄️ Walls
Provides the underlying component logic andprefab factory for generating wall entities with health, pathfinding, and construction mechanics.
📄️ Walrus
Creates a walrus character prefab with AI-driven combat behavior, inventory-equipped projectiles, and day/night sleep/return logic.
📄️ Walrus Camp
Manages the walrus camp structure that spawns walruses, little walruses, and icehounds during winter when occupied, and handles their regeneration timers.
📄️ Walrus Tusk
A stackable inventory item prefab used for crafting and trading, typically obtained from walruses.
📄️ Walter
Character-specific component for Walter, managing Woby integration, mounted command wheel, sanity mechanics, storytelling, and sprint trail effects.
📄️ Wanda
Manages Wanda's dynamic aging system, which dynamically adjusts her health, hunger, sanity, combat stats, and appearance based on her current health percentage.
📄️ Wanderingtrader
Manages the wandering trader's shop inventory, movement routing, and hide/show states in Don't Starve Together.
📄️ Wardrobe
A placeable structure component that allows players to store and manage items via an inventory interface, while supporting interaction callbacks, hammering, burning, and save/load persistence.
📄️ Warg
Factory function for creating multiple warg-type prefabs with varying properties, behaviors, and components depending on variant (normal, clay, gingerbread, or mutated).
📄️ Warg Gooicing
A projectile component that applies slime-like sticky damage to targets, pinning them or dealing direct damage on impact.
📄️ Warg Mutated Fx
Manages animated fire and ember effects used by the mutated warg’s flamethrower attack, handling collision, temperature damage, visual fading, and particle reuse.
📄️ Warglet
A hostile hound-like boss entity that spawns additional hounds, coordinates a pack, and transitions between land and water locomotion.
📄️ Wargshrine
A structure that accepts torches to become active, enabling a prototyper and emitting flame; deactivates when extinguished or deconstructed.
📄️ Warly
Defines the Warly player character prefab, including health, hunger, sanity, eating preferences, and food memory configuration for Don't Starve Together.
📄️ Warningshadow
A visual effect prefab used to indicate warning zones, displaying a looping shadow animation.
📄️ Wasphive
A hive-like structure that periodically spawns killer bees and reacts to nearby players and attacks by releasing aggressive wasps.
📄️ Wateringcan
A tool prefab that holds water for plant care, providing wetness, cooling, and protection effects when used.
📄️ Waterplant
A sentient, flower-based ocean plant entity that regenerates barnacles, spawns fish, and attacks nearby threats using ranged combat or pollen-based abilities.
📄️ Waterplant Baby
A juvenile waterplant entity that grows barnacles over time and transforms into a fully grown waterplant under specific conditions.
📄️ Waterplant Planter
A stackable inventory item that serves as a specialized fuel source and can be upgraded via the waterplant planter upgrade type.
📄️ Waterplant Pollen
Manages the visual and gameplay effects of waterplant pollen clouds, including spawning fish attractants (chum pieces) over time and fading out after dispersal.
📄️ Waterplant Rock
A anchored marine structure that functions as a mineable resource and upgradeable water obstacle, dropping rocks when harvested or upgraded.
📄️ Waterplant Seed
Represents a throwable bomb item that explodes on impact, damaging nearby targets and damaging boats if no combat target is hit.
📄️ Waterprojectiles
Defines prefabs and behaviors for water-based projectiles (snowballs, water balloons, ink splats, bile splats, and water streaks), each implementing custom collision handling, projectile physics, and fire suppression or status effects via the wateryprotection and complexprojectile components.
📄️ Waterpump
A functional entity that channels water in a circular area, launching water projectiles when used; breaks upon being hammered and extinguishes flames.
📄️ Watertree Pillar
Acts as a large ocean-dwelling structure that periodically spawns grassgators, drops items when rammed by boats, blocks lightning, and manages canopy effects for nearby players.
📄️ Watertree Root
Represents a destructible water obstacle tree that yields wood resources when chopped or collided with by boats.
📄️ Wathgrithr
Defines Wathgrithr as a playable character with inspiration-based battle singing mechanics, including spirit spawning on kills and song-based buffs.
📄️ Wathgrithr Bloodlustbuff
A visual effect prefab that appears during Wathgrithr's bloodlust mechanic in the Lava Arena event, providing distinct visual feedback for self and other targets.
📄️ Wathgrithr Shield
A wearable shield that provides defensive parry capabilities and periodic offensive damage via AoE when discharged, exclusive to the Wathgrithr character.
📄️ Wave
Simulates an ocean wave entity that moves, interacts with boats and items, and triggers splash effects upon collision or contact with land.
📄️ Wave Shimmer
Creates visual shimmer wave effects in ocean water using pre-defined animation assets.
📄️ Wave Shore
Creates a background visual effect entity representing shore wave animations that dynamically adapt based on terrain adjacency and orientation.
📄️ Waveyjones
Manages the behavior and lifecycle of Wavey Jones and its associated parts (arms, hands, hand art, and marker) in the Dangerous Sea event.
📄️ Waxed Plant Common
Provides utilities for creating waxed plant prefabs and converting existing plants into waxed variants with configurable appearance and behavior.
📄️ Waxed Plants
Generates prefabs for plants and trees with waxed appearances, providing animation, physics, and behavior configurations for a variety of flora.
📄️ Waxpaper
A small item that serves as light fuel and can ignite nearby flammable objects when exposed to heat.
📄️ Waxwell
Defines the Waxwell character prefab, a magician-specialized player with shadow-minion management, sanity penalties, and shadow-level equipment announcements.
📄️ Waxwell Shadowstriker
A visual and networked entity that represents Waxwell's shadow during the lava arena boss fight, used for shadow strike attacks.
📄️ Waxwelljournal
A magical spellbook prefab used by shadow magic users that manages spellcasting, fuel consumption, sanity impact, and minion spawning through its components and sound-driven idle behavior.
📄️ Weaponsparks
Generates and manages non-networked visual effect entities for weapon impact sparks in the Lava Arena, using predefined animation assets and positional/orientation logic based on the weapon's state.
📄️ Webber
Provides the implementation for the Webber character, a spider-taming player character with unique beard mechanics, spider affinity, and creep-based movement bonuses.
📄️ Webber Spider Minions
Defines the asset and initialization logic for Webber's spider minion prefabs in DST, including physics, animation, sound, and network properties.
📄️ Weed Defs
Defines configuration and behavior templates for weed plants, including growth stages, spread mechanics, and custom actions for forgetmelots, tillweed, firenettle, and ivy.
📄️ Weed Plants
A reusable prefab factory that creates customizable farmable weeds with growth stages, soil interaction, and magical growth mechanics.
📄️ Wendy
Implements Wendy’s unique gameplay mechanics, including Abigail the ghostly friend, sanity aura adjustments during Sisturn events, and bonding progression.
📄️ Wendy Recipe Gravestone
Acts as an intermediate placeholder prefab used to spawn Wendy’s gravestone, supporting ghost skeleton snapping, writing, and transition to the final gravestone prefab.
📄️ Wendy Resurrectiongrave
Manages a special resurrection altar for Wendy that allows linking to a player and consuming health to enable resurrection of fallen allies.
📄️ Wereitems
Defines prefabs for were-beast-specific food items (beaver, moose, goose) that behave as hazardous, meat-based consumables with cursed effects.
📄️ Weremoose Smash Fx
Spawns client-side visual effects (front and back animations) for the Weremoose's slam attack.
📄️ Wes
Defines the Wes player character with unique penalties and bonuses for mining, chopping, and hammering, while reducing insulation effectiveness.
📄️ Whip
A ranged combat item that attacks targets with a whip, triggering knockback effects and optional supersnap mechanics against enemies with active combat targets.
📄️ Wickerbottom
Implements Wickerbottom's unique gameplay mechanics, including the ability to spawn shadow creatures from reading books while insane, refusal of spoiled food, and bonus book-related interactions.
📄️ Willow
Willow is a player character prefab that specializes in fire-based mechanics, with abilities tied to burning entities, ember spawning on death, and resistance to temperature extremes.
📄️ Willow Ember
A consumable item component that manages Willow's pyromancy spellcasting system, including spell selection, fuel consumption, and reticule targeting.
📄️ Willow Ember Common
Provides shared utility functions for handling willow embers, including detection, spawning, and target selection logic.
📄️ Willow Flame Fx
Creates and manages visual and gameplay effects for Willow's shadow flame projectiles, flamethrower projectiles, and frenzy visual effects.
📄️ Wilson
Wilson is the default scientist character prefab that manages his beard growth progression, inventory interactions, and specialized torch-tossing mechanics.
📄️ Winch
Manages the mechanical winch structure that can lower and raise a claw to salvage submerged objects, while interacting with boat physics and inventory systems.
📄️ Winona
Defines Winona as a playable character, configuring her skills, recipes, visual assets, and specialization mechanics.
📄️ Winona Battery High
Manages high-capacity magical power storage, gem-based upgrades, circuit power distribution, and elemental state transitions for the Winona battery structure.
📄️ Winona Battery Low
Manages low-capacity energy storage, fuel consumption, circuit integration, and elemental fuel type handling for Winona's battery structure in Don't Starve Together.
📄️ Winona Battery Sparks
A client-side visual effect prefab that displays randomized spark animations for battery-related interactions, synced to world time and never persisted.
📄️ Winona Catapult
Manages the combat, power, and state behavior of Winona's catapult structure, including targeting logic, skill tree upgrades, active/inactive states, and circuit connectivity.
📄️ Winona Catapult Projectile
Handles the physics, targeting, and area-of-effect effects of a Winona catapult projectile upon impact, including elemental damage, terrain destruction, trap spawning, and object tossing.
📄️ Winona Holoitems
Creates and manages networked holographic placeholder prefabs for Winona's holographic items, handling visual states, lifecycle, and interaction with inventory components.
📄️ Winona Remote
Manages spell selection, deployment targeting, and battery-powered operations for Winona's engineer remote gadget, including circuit connections, charging logic, and elemental ability validation.
📄️ Winona Spotlight
Manages the winona spotlight's power behavior, target tracking, heat support, and lighting system.
📄️ Winona Storage Robot
Manages the state, movement, power consumption, and circuit connectivity of Winona's autonomous storage robot.
📄️ Winona Telebrella
A powered inventory item that enables long-range teleportation when charged, interacts with engineering circuits, and supports Winona skill enhancements.
📄️ Winona Teleport Pad
Manages construction, power state, circuit connectivity, and teleportation power consumption for the Winona teleport pad structure.
📄️ Winter Ornaments
Defines and instantiates all winter ornament prefabs as consumable inventory items with optional lighting, timer, and fuel mechanics.
📄️ Winter Tree
Manages growth stages, decoration, lighting, and gift-giving behavior for seasonal winter trees during the Winters Feast event.
📄️ Winter Treestand
A structure that can be planted with a winter tree seed to grow into a full winter tree and yields wood when harvested before full growth.
📄️ Winterometer
Displays and tracks the current ambient temperature using a meter animation, updating once per second and reacting to burning or hammering.
📄️ Wintersfeastbuff
Applies a timed damage-healing buff that restores health, hunger, and sanity over time while reducing hunger burn rate, and supports bonus duration extension based on feast statistics.
📄️ Wintersfeastcookedfoods
Generates prefabs for Winters Feast cooked foods, configuring them with finite uses and inventory interactions.
📄️ Wintersfeastfood
Generates 9 distinct seasonal food prefabs for the Winters Feast event, each with configurable nutrition, sanity, temperature, and visual floater properties.
📄️ Wintersfeastfuel
A consumable inventory item that grants no nutritional or health benefits but triggers a talker-equipped eater to speak a seasonal phrase upon consumption.
📄️ Wintersfeastoven
Implements the Winters Feast Oven, a multi-stage cooking station that requires science-based cooking steps and produces festive dishes.
📄️ Wobster
Defines prefabs for wobster creatures (sheller and moonglass variants) in both ocean and land forms, including their components, state graphs, brains, and lifecycle behaviors such as fishing, landing, death, cooking, and seasonal mutation.
📄️ Wobster Den
A water-based structure that spawns and regenerates Wobster creatures over time, interacts with player mining actions and boat collisions, and can transform into a Moonglass Wobster Den during Halloween events.
📄️ Woby Commands Classified
Manages command dispatch, state synchronization, and behavior control for Woby (Walter's pet) in both server and client contexts, including courier delivery logic, bag locking, and skill-based action toggling.
📄️ Woby Rack
Manages the visual rack slots, animation states, and owner-synced rendering for Woby's drying rack item.
📄️ Woby Shadow Fx
Creates transient visual effects for Woby's dash ability, including a moving追随 trail and a static silhouette, managed via network-aware prefabs.
📄️ Woby Treat
A consumable meat item that restores minimal hunger and health but reduces sanity; used as pet food or quick bait.
📄️ Wobybig
Manages the behavior, transformation, mounting, and skill-based mechanics of Woby, the large companion pet in DST.
📄️ Wobycommon
Utility module for Woby (Walter's companion creature) that manages command wheel setup, skill-aware UI rendering, container restrictions, alignment transformation effects, and courier delivery logic.
📄️ Wobysmall
Manages the small form of Woby, including hunger-based transformation to wobybig, skill-based alignment and rack features, and foraging delegation from the player.
📄️ Wolfgang
Implements Wolfgang’s gameplay mechanics including Mightiness system, sanity modifiers based on proximity to enemies/followers, special work gain, and gym-based bell-minigame for gym-based mightiness gain.
📄️ Wolfgang Whistle
A playable whistle item that triggers coaching behavior in Wolfgang when blown, with state-dependent announcements and interaction with the coach and mightiness components.
📄️ Wonkey
Defines the Wonkey player character by configuring health, hunger, sanity, locomotion, food affinity, and visual/talker assets.
📄️ Woodie
Manages Woodie's transformation between human and three were-forms (beaver, moose, goose) and their associated gameplay mechanics.
📄️ World
Manages the global world instance and initial setup for the game environment, including map rendering, tile physics, components, and prefabs.
📄️ World Network
Creates and configures the master network entity for the game world, initializing core systems such as time, seasons, autosave, and client-server synchronization.
📄️ Worm
Manages the gameplay logic and behavior of the Worm boss, including home selection, lure mechanics, combat targeting, light control, and loot generation.
📄️ Worm Boss
Manages the lifecycle, state transitions, and chunked composition of the Worm Boss enemy including spawn, combat, death, chunk persistence, and loot generation.
📄️ Worm Boss Util
Provides core utility functions and constants for the Worm Boss boss fight, handling chunk generation, movement, digestion, and state transitions.
📄️ Wormhole
Manages the Wormhole prefab, a teleportation structure that opens when players approach and teleports entities (including followers) to a linked Teleporter.
📄️ Wormhole Limited
Manages a one-time or limited-uses wormhole teleporter that consumes charges on each use and degrades when unattended.
📄️ Wormlight
Manages the lifecycle and visual effects of a consumable light source that transfers to a player or creature upon eating, providing light while it lasts before extinguishing.
📄️ Wormlight Plant
A harvestable light-emitting plant that regenerates after being picked and spawns a wormlight_lesser item.
📄️ Wormwarning
Generates low-priority visual and audio warning entities that appear at increasing distances to indicate approaching worm hounds.
📄️ Wormwood
Manages the bloom-based progression system for the Wormwood character, including sanity regulation from nearby plants, pet leadership, and photosynthesis-based health regeneration.
📄️ Wormwood Carrat
Manages the lifecycle, behavior, and visual state of the Carrat pet summoned by Wormwood during lunar alignment, including its transformation into a carrot upon timer expiry or interaction with an owner.
📄️ Wormwood Fruitdragon
A pet-like creature introduced in the "Turn of Tides" update that serves as a temporary combat companion and transforms into dragon fruit upon death or interference.
📄️ Wormwood Lightflier
A flying pet entity summoned by Wormwood that orbits the player in a rotating formation, emits light, and transforms into a lightbulb upon death or timer expiration.
📄️ Wormwood Mutantproxy
Serves as a temporary visual and functional spawn proxy for Wormwood’s pet transformation ability, handling the animation, sound, and delayed spawning of the actual pet prefab after a fixed delay.
📄️ Wormwood Plant Fx
Renders a visual effect animation sequence associated with Wormwood's plant transformation, triggering growth or un-growth based on player proximity and state.
📄️ Wormwood Vined Debuff
Applies a rooted debuff effect to a target entity, dealing periodic damage and attaching a visual FX entity that follows a specific symbol on the target.
📄️ Wortox
Manages Wortox's soul-based gameplay systems, including soul collection, storage, overloading, portal hopping, and skill-triggered buffs and effects.
📄️ Wortox Eat Soul Fx
A transient visual effect prefab that plays an eating animation when Wortox consumes a soul.
📄️ Wortox Nabbag
Manages Wortox's soul-collecting bug net, dynamically adjusting weapon damage, visual size, and effects based on inventory soul count and slot usage.
📄️ Wortox Portal Fx
Creates particle FX entities for Wortox's portal jump-in and jump-out animations.
📄️ Wortox Reviver
Manages the Wortox player's life revival mechanic by storing and releasing souls, linked to skill tree progression and owner identity.
📄️ Wortox Soul
Manages a soul entity that follows and heals nearby hurt players, with behavior modified by Wortox's skill tree.
📄️ Wortox Soul Common
Provides shared utility functions for Wortox's soul-based mechanics, including healing nearby players, spawning souls on death, and determining valid soul sources.
📄️ Wortox Soul Heal Fx
A visual effect prefab that applies a temporary tint to a target entity during Wortox's soul heal animation.
📄️ Wortox Soul In Fx
A client-side FX entity that applies and animates a glowing tint effect on the target entity when Wortox's soul enters it.
📄️ Wortox Soul Spawn
Handles the behavior and lifecycle of Wortox's thrown soul projectile, including homing, tail spawning, soul stealing, and soul spear effects.
📄️ Wortox Souljar
Manages the Wortox character's soul storage jar, handling soul containment, leakage, usage display via finiteuses, and interactions like opening, closing, and hammering.
📄️ Writeable Classified
Serves as a client-side helper entity that coordinates with its parent writeable item to manage classified data attachment and lifecycle.
📄️ Wurt
Implements the Wurt character's unique gameplay mechanics including pathfinding support, wetness-based skill interactions, and Merm King upgrades via debuff-based planar buffs for followers.
📄️ Wurt Casting Fx
Generates visual and audio effect prefabs for Wurt's planar casting abilities, supporting both ground and mounted variants.
📄️ Wurt Swamp Terraformer
Applies temporary swamp terrain changes to the world and automatically reverts them after a set duration.
📄️ Wurt Tentacle Warning
A non-persistent visual decoration entity used as a warning indicator for Wurt's tentacle attacks.
📄️ Wurt Terraform Item
Manages a rechargeable, spellcasting terraforming tool used by Wurt to deploy terrain-altering projectiles with cooldowns and sanity costs.
📄️ Wx78
Manages WX-78's robot-specific behaviors including energy management, moisture tracking, temperature modulation via upgrade modules, and lightning interactions.
📄️ Wx78 Big Spark
Creates a temporary visual and lighting effect (spark) that can align to a target entity and trigger screen flash visuals.
📄️ Wx78 Moduleremover
A consumable inventory item that removes upgrade modules from WX78 components.
📄️ Wx78 Modules
Creates and configures Wx78 modular components for the DST game, including animation, inventory, network, and usage management.
📄️ Wx78 Scanner
Manages scanning behavior, proximity detection, and state transitions for the Wx78 character's scanner device.
📄️ Yot Catcoonshrine
Acts as a special祭坛 that holds a birdfeather offering and becomes a prototyper once activated; supports burning, hammering, and state persistence.
📄️ Yotb Beefalo Dolls
Generates prefabs for collectible Beefalo dolls used in the Year of the Beast event, supporting appraisal, trading, and event-specific functionality.
📄️ Yotb Beefaloshrine
Manages the interactive shrine structure for the Yotb mod, handling offering placement, trading, burning state, and dynamic prize changes during contests.
📄️ Yotb Blueprints
Creates consumable blueprint prefabs that, when used, spawn and fling a specific cosmetic Beefalo doll variant.
📄️ Yotb Pattern Fragments
A set of three throwable pattern fragment items that serve as fuel and cat toys.
📄️ Yotb Placer Common
Provides helper functions and constants to manage placement preview rings for deployable prefabs in DST.
📄️ Yotb Post
Manages the behavior and state of the yotb_post structure, including hammering, hitching, marking, burning, and ribbon animation effects.
📄️ Yotb Sewingmachine
Provides a structure-based crafting interface for beefalo sewing recipes, managing sewing state, animations, sound, and interaction callbacks.
📄️ Yotb Stage
Manages the stage booth structure, handling placement, interaction (hammering, hitting), voice playback, and cleanup with event notifications and loot drops.
📄️ Yotc Carrat Race Checkpoint
Manages the behavior and visual state of a checkpoint used in the Carrat Race minigame, including light toggling, racer detection, and interaction callbacks.
📄️ Yotc Carrat Race Common
Provides shared utilities for carrat race checkpoints and finish lines, including color-aware lighting, deploy helper rings, and placer visuals.
📄️ Yotc Carrat Race Finish
Manages the behavior and visual feedback of the carrat race finish line checkpoint in DST's Carrat Championship event, handling activation on race completion, lighting effects, loot, and burnt state persistence.
📄️ Yotc Carrat Race Start
A structure that initiates and manages carrat racing events; it spawns racers, triggers race start/end logic, and handles destruction with burn and hammer interactions.
📄️ Yotc Carrat Rug
Decorative floor item that plays idle and animation states upon placement or burning.
📄️ Yotc Carrat Scale
A gym-scale structure that accepts carrat rats, displays their stats via animated rods, and manages their interaction during training.
📄️ Yotc Carratshrine
Manages the Carrat Shrine entity's state transitions, offering interactions, prototyping access, and burn mechanics in the YOTC content.
📄️ Yotd Boats
Defines the data and logic for the Year of the Dragon Boat (YOTD) prefabs in DST, including the boat body, deployable kits, item packs, and AI shadowboat variants.
📄️ Yotd Dragonshrine
A ritual shrine that accepts charcoal offerings, activates a prototyper when offered, and resets to an empty trader state when used or extinguished.
📄️ Yoth Buffs
Applies a timed buff to a target entity, automatically removing itself when the timer expires or the target dies.
📄️ Yoth Knightshrine
Manages the lifecycle, offering acceptance, and heckler behavior of the Yoth Knightshrine structure in Don't Starve Together.
📄️ Yoth Knightstick
A consumable melee weapon that deals damage and burns fuel while the wielder moves forward.
📄️ Yoth Knightwarningsound
Spawns a one-frame local audio effect at a calculated position relative to the player when a Yoth Knight warning is triggered within camera range.
📄️ Yoth Lance
A consumable ranged weapon component that provides melee combat functionality with lance-specific jousting mechanics.
📄️ Yotp Food
A factory function that generates prefabs for prepared food items with configurable edible, perishable, and floater properties.
📄️ Yotr Decor
Creates decorative campfire-like structures that burn fuel, produce light, and interact with weather and gameplay events.
📄️ Yotr Fightring
A minigame arena component that facilitates a competitive pillowfight minigame with timed rounds, ring-out mechanics, and prize distribution.
📄️ Yotr Food
Defines four configurable food prefabs (carrot roll, moon cake, Moon Jelly, and dango) with custom nutritional and perishability values for Don't Starve Together.
📄️ Yotr Rabbitshrine
A seasonal event structure that spawns cooperative bunnymen, accepts offerings of carrots to unlock crafting options, and triggers special gameplay during the YOTR event.
📄️ Yotr Token
A small, stackable collectible item used as currency in the YotR event, featuring floatable physics and tradability.
📄️ Yots Lantern Post
Manages a deployable post that connects to nearby posts, holds light-emitting batteries, and dynamically spawns suspended lantern chains with flickering light effects.
📄️ Yots Snakeshrine
A boss-adjacent structure that accepts monster meat offerings, unlocks crafting capabilities when offered, and can be hammered down for rewards.
📄️ Yots Worm Lantern
A deployable lantern prefab that transforms into a worm when activated, triggering nearby worm lanterns to activate in sequence.