Anchor
Manages the raising and lowering state of an anchor attached to a boat, handling drag physics, animation timing, and multiplayer coordination via sailor tasks.
Manages the raising and lowering state of an anchor attached to a boat, handling drag physics, animation timing, and multiplayer coordination via sailor tasks.
A deployable boat accessory that prevents vessel movement and interacts with water physics and environmental systems.
Creates and configures deployable bumper prefabs for boats, handling health, repairs, destruction, and interaction with boat ring systems.
A deployable structure component that enables boat magnet functionality by pairing with a beacon and responding to beacon state changes via the state graph.
Manages the beacon that pairs with a boat magnet to control magnet movement when placed on a boat.
Creates a non-persistent visual effect for boat wake trails beneath the water surface.
Controls a boat's AI behavior by scanning for nearby sail-raised vessels and adjusting its own sail to follow them.
Manages the state and synchronization of boat cannon aiming for a player entity, handling client-side aiming visuals and server-side cannon assignment.
Calculates and applies drag and velocity modifiers to watercraft entities during movement.
Manages the physics and movement state of a boat entity, including drift detection, physics activation/deactivation, and wake test lifecycle.
Manages visual, audio, and state transitions for boat leaks and repairs in DST, including plugged/unplugged states, repair timers, and integration with HullHealth for dynamic leak tracking.
Manages the magnetic attraction behavior of a boat toward a paired beacon, calculating forces and velocity to pull the boat toward the beacon's location while avoiding collisions and adapting to motion.
Coordinates beacon behavior for boat magnet pairs, including pairing/unpairing logic, beacon activation state, and platform (boat) tracking.
Displays a boat's health status and leak state in the UI, updating dynamically during gameplay.
Assigns the `boat_patch` tag to an entity and provides basic patch type tracking for boat-related environmental patches.
A game entity component that enables repairs to damaged boats using consumable patch materials (wood or kelp), providing health restoration and related functional behavior.
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.
Implements the AI behavior for the prime mate in boat races, prioritizing buoy tossing, leak repair, fire suppression, and rowing to keep the boat functional and competitive.
Manages a crew of entities assigned to a boat, tracking members, handling their life-cycle events, and supporting network serialization.
Manages rotation behavior and bumper collision detection for a boat entity in the game world.
Stores and synchronizes visual ring configuration data for boat-related effects, including radius, segment count, and rotation state.
Manages the rotation direction synchronization between a character entity and its current boat platform.
Manages movement and trajectory tracking for a boat entity in the game world.
A non-physical, boat-anchored locator entity that triggers fire damage on its parent boat while smoldering or burning.
Manages the drilling progression for a cookie-cutter boat leak repair mechanism, handling animation state and damage application upon completion.
Manages the rowing behavior and boat association for entities acting as crew members on boats.
Controls configuration values that modify boat sailing physics and anchor behavior for a boat entity.
Controls the behavior, state management, and interaction logic for the Gnarwail entity, including horn combat, loyalty mechanics, and formation following behavior.
AI brain controller for the Gnarwail creature that manages navigation, combat, trading, tossing, and feeding behaviors in a water-centric world.
Manages visual and logical attachment of boat-related accessories (plank, lip) and handles entity attachment offsets during boat placement.
Manages hull integrity and leak damage for boats, handling collision impacts, degradation over time, and dynamic leak indicators.
Manages sail state and forces for a boat mast, including furling/unfurling mechanics, physics interaction with the boat, and animation synchronization.
Manages mast structures for boats, including sail deployment, fuel-powered lighting upgrades (lamp), lightning rod upgrades, and destruction behavior.
Handles rowing mechanics for boats, applying directional force and managing rowing success/fail behavior.
Manages placement positioning, orientation, and visual feedback for deployable structures and items in the game world, including support for axis-aligned placement and boat edge snapping.
A monkey-like NPC that can command boats, fight with melee weapons, and coordinate with other monkeys in combat.
Implements AI behavior for the Primemate character, managing actions like boat rowing, leak repair, fleeing, wandering, chasing, and abandoning a boat when it sinks.
A visual indicator prefab attached to boat masts that displays the current heading direction, used for orientation and navigation.
A stackable inventory item used for repairing boats via the sewing system, providing a fixed amount of repair value.
Manages the state machine for an anchor entity’s tethered state transitions (raising/lowering) and visual/animation synchronization based on water depth.
Controls the life cycle and visual/audio behavior of a boat entity during construction, idle, damage, and sinking phases in Don't Starve Together.
Manages the lifecycle and state transitions of an ice-based boat entity, including placement, damage响应, sinking, and destruction.
Manages the logic for a boat's steering wheel, including player interaction, burning effects, and looting upon destruction.
Manages a character's interaction with a steering wheel to control boat movement, including state transitions and rudder direction updates.
Creates a floating platform prefab attached to boats that can be haunted by Wickerbeast attacks.
Controls the behavior of Wavey Jones' hand entity by selecting and performing repair-related actions on boat components based on current conditions and player sanity.
Manages the mechanical winch structure that can lower and raise a claw to salvage submerged objects, while interacting with boat physics and inventory systems.
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.