Abigail
Manages Abigail, Wendy's ghost companion, including combat behavior, leadership, buff application, transformation states, and interaction with player-bond mechanics.
Manages Abigail, Wendy's ghost companion, including combat behavior, leadership, buff application, transformation states, and interaction with player-bond mechanics.
Spawns visual and audio effects for Abigail's attack animations, handling both normal and ground-specific variants.
Applies a forcefield effect to an entity, granting absorption and the forcefield tag, typically as a visual and gameplay feedback from Abigail's abilities.
Manages spawning and tracking of acid bat waves in response to players accumulating nitre during acid rain.
Applies and removes an acid infusion effect based on world rain state and entity rain immunity, adjusting combat stats, movement speed, and visual effects accordingly.
Manages acid rain damage and effects for entities, tracking accumulated acid exposure and applying damage to health, equipment, and perishable items over time.
This component defines the complete action system for Don't Starve Together, including action type registration, range validation helpers, distance adjustments for terrain and physics, and comprehensive player interaction handlers covering combat, crafting, exploration, boat mechanics, and special gameplay mechanics.
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.
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.
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.
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).
Controls the AI behavior of the Alterguardian in its first combat phase, coordinating shield usage, targeted attacks, and wandering behavior.
Implements the Phase 2 stage of the Alter Guardian boss, handling movement, combat, spawning spikes, music triggering, health regeneration on waking, and loot drops.
Manages the AI behavior tree for the Alterguardian boss during Phase 2, coordinating movement, targeting, and state-aware actions.
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.
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.
Controls the AI behavior of the Alter Guardian in phase 3, managing combat prioritization, home-finding, and dodging via behavior trees.
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.
Manages the lifecycle, behavior, and effects of the Alterguardian's Phase 3 meteor trap, including landing damage, grogginess pulses, and trap destruction/loot handling.
Manages the behavior, state transitions, combat mechanics, and environment interactions of the Phase 4 Lunar Rift boss in DST's Wagstaff finale.
Controls the combat and movement behavior of the Alterguardian during its Phase 4 Lunar Rift transition, prioritizing ranged attacks while chasing andwandering within the arena.
Manages the behavior and state transitions of the Antlion boss, including desert camouflage, tribute acceptance, rage cycles, and combat activation.
Manages the lifecycle and damage mechanics of an antlion-triggered sinkhole, including collapse stages, repair cycles, and area-of-effect interactions with nearby entities.
Spawns an antlion when a sandstorm becomes active, and manages the spawned antlion's lifecycle.
Controls the decision-making logic for the antlion boss using a behavior tree to manage combat, rock-eating recovery, and post-combat calm periods.
Manages the state and visual feedback for a charging area-of-effect attack, synchronizing charge progress and owner tracking across networked clients.
Manages casting and validation logic for area-of-effect (AoE) spells in DST, integrating with targeting, spellbook, inventory, and world constraint systems.
Manages AOE (area-of-effect) targeting state and visual feedback for deployable items, including reticule management, range validation, and FX spawning.
Provides area-of-effect weapon functionality with configurable targeting, damage, and interaction callbacks.
Extends AOEWeapon_Base to provide leap attack functionality with area-of-effect damage and target tossing.
Extends the base AOE weapon component to enable lunge attacks that hit multiple targets along a trajectory path.
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.
Controls AI behavior for archive security pulse entities, managing patrol movement toward power points and sequential waypoints.
Manages durability, damage absorption, and weakness modifiers for armor entities in combat.
A wearable armor item that triggers thorn-based retaliation effects when the wearer is blocked or attacks, conditional on skill tree activation.
Provides fire-resistant body armor with a chance to ignite attackers on successful block or parry.
A high-defense body armor piece that regenerates condition during Insanity Mode and synergizes with the Dreadstone set.
A wearable grass armor item that provides basic damage absorption and integrates with skin-swapping, fuel, and flammability systems.
Provides armor protection, planar defense, damage reflection, and set-bonus resistances for equippable gear, with conditional behaviors for plantkin characters.
A piece of heavy armor that provides high damage absorption at the cost of movement speed, with special marble-sound effects when blocking attacks.
A wearable piece of high-defense armor that provides substantial damage absorption and integrates with DST’s skinning and shadow level systems.
Provides protective armor and applies a sanity penalty to the wearer when damage is blocked.
Grants the wearer temporary resistance to multiple damage types by consuming nightmare fuel and spawning visual shield effects when damaged.
A wearable body armor that grants increased damage absorption when the wearer enters the shell state, and disables absorption upon exiting it.
A wearable item that grants shadow-aligned resistance, planar defense, and sets a negative sanity aura when equipped.
A wearable armor item that grants increased speed and defense based on target tracking duration, with visual and audio feedback across multiple performance stages.
Provides wooden armor with damage absorption, fuel properties, and visual skin-swapping logic for equipping.
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.
Manages the state, gameplay progression, and visual effects of the Atrium Gate, including stalker tracking, destabilization sequences, cooldown handling, and Charlie-related cutscenes.
Manages evasion mechanics and cooldown periods for entities avoiding attacks.
An AI behavior node that rotates the entity toward nearby walls within a narrow angular cone and attempts to attack the nearest valid target.
Manages periodic area-of-effect damage or effects around an entity.
Manages the avenging ghost state for Wendy, increasing damage over time while in ghost form if a nearby player has the 'wendy_avenging_ghost' skill activated.
Provides a multiplayer-synced chopping tool with durability, weapon damage, and skin-aware equip animations for characters.
A growth-stage-based animal prefab that matures through defined life phases, interacts with beefalo herds, and supports combat, foraging, and periodic waste production.
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.
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.
A flying hostile monster that can form teams and adapt its behavior and abilities when infused with acid.
A consumable weapon item that deals damage on attack and drains health/sanity from valid targets on critical hits.
AI brain responsible for controlling bat behavior, including foraging, stealing nitre, escaping caves, and following team/formation rules.
Manages the "Battleborn" mechanic—accumulating a resource when attacking enemies and consuming it to heal, repair equipment, or restore sanity when a threshold is reached.
Defines configuration and behavior for Wathgrithr's battlesong buffs and instant-use battle quotes in Don't Starve Together.
Generates combat buff prefabs and their associated song definitions for the Battlesinger class, integrating with the singing inspiration system and debuff lifecycle.
Defines the Bearger and Mutated Bearger boss prefabs, configuring their components, AI, and combat behaviors.
Controls the behavior tree and AI logic for the Bearger boss, managing combat, foraging, and seasonal movement patterns.
Controls off-screen roaming behavior for Bearger by moving it along a predefined wandering path and destroying objects in its path.
Defines the worker and killer bee prefabs, configuring their AI, combat, and inventory behaviors.
Controls the AI behavior of bees, including foraging, returning to hive, evading threats, and responding to environmental conditions like fire or darkness.
Provides shared constants and utility functions for bee behavior, including combat targeting, hive defense, and home-seeking logic.
This component initializes beefalo and beefalo_carry prefabs with assets, loot tables, and helper functions for managing state including domestication, riding, shaving, carrat interactions, bell ownership, mood visualization, combat retargeting, and shadow poop logic with save/load support.
Defines the Bee Guard creature prefab with combat, follower, and loyalty mechanics for both hostile and friendly states.
Implements the AI behavior tree for the Bee Guard entity, which patrols near the Bee Queen and engages threats while maintaining formation.
Defines the Beehive prefab entity that spawns bees, handles combat interactions, and drops loot when destroyed.
Creates beemine trap entities that can be deployed, armed, and explode to spawn aggressive bees.
Defines the Beequeen boss prefab with combat, phase transitions, honey trail mechanics, and bee guard command systems.
Controls the combat behavior, special abilities, and movement logic of the Bee Queen boss entity.
Defines the active Bernie companion prefab with combat, movement, and skill tree integration for Willow's character mechanics.
Manages AI behavior for Bernie the bee, including leader following, combat targeting, and activation/deactivation logic.
Manages the AI behavior of Bernie the Big Bernie, including detecting when to transform, finding a leader to follow, taunting nearby sanity monsters, and switching between wandering and following states.
A boss-like shadow entity that engages in combat by attacking nearby targets, tracking them within range, and periodically reevaluating its target.
Prefab definition for the Birchnutdrake mob, a combat-capable monster withAI, looting, and fire-related mechanics.
Implements the behavior tree for the Birch Nut Drake, governing its movement, panic responses, combat engagement, and leash behavior.
Controls AI behavior for mutant bird entities, including swarming, combat, skeleton breaking, and (for spitters) projectile spitting.
Controls the decision-making behavior of the Mutated Rift Bird, handling flight responses to threats and food/mining actions.
Creates and configures mutant bird prefabs (runner and spitter variants) with combat, projectile, and behavioral components for DST's lunar moonstorm event.
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.
Handles the behavior, combat, and visual effects for the Bishop chesspiece enemy in DST, including both normal and nightmare variants.
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.
Manages the behavior tree for the Clockwork Bishop entity, orchestrating combat, navigation, and social behaviors like following and facing.
A temporary, non-persistent marker entity used to visualize the maximum range of a blink-based ability (e.g., Wigfrid's Battle Truce).
Handles teleportation logic and visual/audio effects for the Blink Staff item in DST.
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.
A specialized blowdart item that launches explosive lava projectiles, using AOE targeting with custom reticule behavior and visual trails.
Creates and configures deployable bumper prefabs for boats, handling health, repairs, destruction, and interaction with boat ring systems.
Manages the behavior and state of a mounted cannon used on boats, including aiming, loading, firing, and interaction with operators and reticules.
Manages loading, aiming, and firing operations for a boat-mounted cannon, including ammo state tracking and projectile launch with recoil physics.
Manages the state and synchronization of boat cannon aiming for a player entity, handling client-side aiming visuals and server-side cannon assignment.
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.
A destructible, buoyant obstacle block used in boat races that yields throwable deployment kits upon destruction.
A ranged explosive weapon that launches a spinning projectile to detonate on impact, dealing planar damage in an area.
Creates and configures the Lava Arena-specific spell books (fossil and elemental) with AOE targeting, reticule visuals, and associated prefabs.
A reusable ranged weapon that returns to the thrower after hitting a target or missing, with finite durability and equippable state.
A throwable item that creates a two-way ocean whirl portal teleporter when tossed into ocean water.
Tracks and manages boss entities for gameplay systems that need to know when a boss is present in the world.
Creates visual effect entities that deal contact damage to nearby enemies within a growing radius, typically used for thorn-based armor or trap damage.
Controls combat and movement behavior for the Brightmare Gestalt boss based on its current behavior level and surrounding threats.
Implements the AI behavior tree for the Brightmare Gestaltguard, handling aggression, player proximity response, and target tracking using a hierarchical state machine.
AI brain for the Brightmare Gestalt invader entity, managing aggression, pursuit, projectile spitting, and structural interaction during invasion behavior.
Handles visual effects and physics for the Brilliance Projectile weapon projectile, including bouncing logic and hit/miss animations.
A reusable tool-and-weapon item that captures insects and degrades after a fixed number of uses.
A deployable, perishable weapon that functions as a whip; when equipped, it overrides entity animations and can snap to deal damage while consuming spoilage.
A sentient pig-like creature that can follow players, wear hats, and enter a powerful "beard lord" nightmare state under certain conditions.
AI controller that manages autonomous behavior for bunnyman entities, including combat, fleeing, foraging, home-seeking, and trading interactions.
Defines two prefabs—the standard buzzard and its mutated gestalt variant—each with behavior, stats, and gameplay mechanics specific to Don't Starve Together.
Controls the AI decision-making logic for buzzards, including food targeting, threat detection, and corpse defense or abandonment behavior.
Handles the behavior and interactions of cactus plants in the game world, including harvesting, thorn damage, seasonal flowering, and regrowth mechanics.
A wearable weapon tool that modifies the owner's movement speed and deals damage when used.
Creates a visual effect particle system used for the cane sharp weapon's glowing trail.
Handles the physics-based flight, target detection, and splash damage of cannonball projectiles in DST, including interaction with terrain, entities, and destructible objects.
Serves as a central event structure in the Carnival event, managing decorative rank progression, crow kid spawners, and host summoning functionality.
Implements the shooting minigame station for the Carnival event, managing game state, aiming mechanics, target spawning, and reward distribution for players.
Manages the aiming and shooting mechanics for the carnival shooting mini-game, controlling projectile launch parameters and aim animation.
Manages the ability to catch thrown projectiles based on proximity and state.
Implements the catcoon creature, a tameable animal that interacts with players through trading, retching gifts, and combat with flocking behavior.
Manages a damage-dealing cave entrance that periodically strikes nearby players and respawns loot over time.
A hostile cavern-dwelling creature that alternates between solid and vent phases, deals damage, and gains planar properties near shadow rifts.
Manages dynamic vent behavior for cave rock entities, handling spewing of heat, miasma, or gas based on world state and mining progress.
Manages the AI behavior of cave vent mites, including combat, foraging, and navigation using a behavior tree.
Implements AI behavior for centipede enemies, managing combat tracking, charging, face-targeting, and autonomous movement.
Manages the state and callbacks for an item being channel-cast by a user, including tracking the active user and handling startup/shutdown logic.
Manages channeling state and item usage for entities performing channel-based actions, such as casting spells or using artifacts.
Manages a visual reticle that follows a target entity and points toward a dynamic aim direction (mouse or controller), used for indicating where a charging attack will land.
A behavior node that orchestrates chasing and attacking logic by interacting with the combat, locomotor, and health components.
Manages AI behavior to chase, attack a target, and avoid obstacles when they are closer than a specified distance.
A behavior node that executes a charged ram attack toward a target, managing pursuit, alignment, and termination conditions such as distance, time, or attack count limits.
A destructible and repairable chess-themed debris entity that spawns chess piece minions upon destruction or repair, with loot drops and RuinsRespawner integration.
A transformable chest entity that hides as a loot chest and attacks players upon opening, functioning as both a container and a hostile monster.
Controls the AI behavior of the chest mimic entity, governing actions such as item gathering, wandering, hiding, and combat.
Manages the transformation, behavior, and state transitions of the Chester chest monster, including morphing between normal, snow, and shadow variants.
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.
Provides shared utility functions for clockwork-related AI behaviors, including home positioning, combat retargeting, trading, regeneration, and befriendability logic.
Manages combat logic including targeting, attack readiness, damage calculation, attack execution, and aggro behavior for entities.
Provides a network-replicated interface for combat-related operations, synchronizing combat state (target, panic, range) and attack logic between client and server in Don't Starve Together.
Manages a group of unit entities (soldiers) that respond to shared commands such as targeting, wake/alert, and distance tracking.
Provides reusable state definitions and event handlers for common entity behaviors such as movement, sleep, freezing, electrocution, death, and hopping.
A consumable item that reveals map terrain and depletes over time when equipped, while also functioning as a basic melee weapon.
Manages physics-based projectile trajectories with configurable launch conditions, gravity, and hit/miss callbacks for ranged attacks.
Provides utility functions for entity state checking, tile change handling, bridge deployment, rose residue management, luck-based probability calculations, corpse conversion, impact sound selection, topology parsing, inventory tracking, and world migration logic.
Controls minion behavior to harvest, pick, or pick up nearby target entities within a defined radius.
A hostile ocean-dwelling predator that targets and drills into boats to consume wood, sharing target information with nearby kin.
Manages the AI behavior tree for the Cookiecutter entity, handling fleeing, wandering, boat boarding, and home return logic.
Manages charging and recharging states for an entity's abilities, tracking cooldown duration and triggering callbacks when fully charged.
A playable character with trader, combat, and minigame participation behaviors, primarily used for the YOTR Pillow Fight event.
Manages the AI behavior of the Cozy Bunnyman during minigames and normal gameplay, including pillow fights, carrot-spinning contests, and home management.
Manages the Crab King boss entity, including spellcasting, gem socketing, arena generation, and combat behavior.
A stationary defensive turret belonging to the Crab King that fires mortar projectiles at boats or nearby enemies and reacts to collisions.
Handles the crab king's claw entity as a combat-capable, ocean-bound minion with autonomous behavior and shadow linkage.
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.
Creates the Crab King's mob units with distinct variants (regular and knight), handling combat, movement, AI brain, and loot drop configuration.
Controls the behavior tree logic for Crab King mobs, handling platform abandonment, panic responses, combat pursuit, and homing to their known home location.
Spawns the Crab King boss upon timer expiration and manages regeneration when the current Crab King is killed.
Controls the AI behavior of the Crab King boss, managing phase transitions and targeting actions via behavior trees.
Controls the AI behavior of a Crab King claw unit, coordinating attack, circling, leashing, and wandering actions using a behavior tree.
Manages a critter entity's personality traits, including tracking scores for behaviors like combat, playfulness, and crafting, and determining the dominant trait that influences the critter's emotes and stats.
Manages application, removal, and state tracking of curses on an entity, primarily by interacting with cursed items and inventory.
Manages cursed inventory item behavior, including pursuit and forced attachment to a player or target when dropped.
A wearable weapon that deals damage and steals items from targets on attack.
Renders a damage popup number for the local player when damage is applied, synchronized across the network.
Provides a callback-based mechanism for reflecting damage back to attackers, typically used by the combat component.
Tracks cumulative damage dealt by an entity and triggers a callback when a specified damage threshold is reached.
Calculates multiplicative damage bonuses based on target tags by aggregating source-specific modifiers per tag.
Manages resistances to damage based on the tag(s) of the attacker or weapon applying the damage.
Applies mass damage to all wall entities within range of an entity upon scenario creation.
Manages the boss entity Daywalker, including phase transitions, leech attachment, chain mechanics, and combat state changes during boss fights.
Manages the behavior, visual chains, structural degradation, and prisoner interaction logic for a Daywalker Pillar entity in the game world.
Manages the Daywalker2 boss entity, handling phase transitions, combat behavior, equipment management, and state persistence.
Creates a visual particle effect for the Daywalker2 boss's swipe attack animation.
AI brain controlling the Daywalker 2 boss, coordinating combat behavior including rummaging, stalk chasing, tackling, and avoidance of junk entities.
Controls the AI behavior of the Daywalker boss, coordinating combat targeting, dodging, stalk-in, and home-leash mechanics via a behavior tree.
Manages the attachment, detachment, extension, and symbol-following behavior of a debuff applied to a target entity.
Manages application, tracking, and removal of debuff effects on an entity, including persistence across save/load cycles and entity transfers.
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.
Manages deciduous tree prefabs, including growth stages, seasonal leaf changes, monster transformation, burning behavior, and loot generation.
Manages the transformation of a deciduous tree into a hostile monster state, controlling drake spawning, root attacks, and state transitions.
Manages a deck of playing cards with visual stack states, shuffling via punching, and reveal mechanics.
Manages the behavior, combat, and lifecycle of deer entities, including antler growth, migration, and gemmed variants that cast spells.
Manages the behavior tree for deer entities, coordinating solo and herd-based AI including fleeing, wandering, grazing, and alert responses.
A large, seasonal boss entity that attacks player structures and becomes aggressive when its structures-destroyed threshold is not met.
Acts as a temporary combat projectile entity that deals damage,摧毁s workables, and interacts with freeze and temperature states upon impact.
Controls the decision-making behavior of the Deerclops boss, coordinating combat, movement, base destruction, and ice regeneration.
A deployable structure that spawns cold-ice entities, reveals map area, overrides local temperature, and emits light and effects when an eyeball is inserted.
Manages the spawning, timing, and targeting logic for Deerclops boss attacks in DST.
AI brain controlling deer gemmed behavior, managing responses to keeper status, combat, panic, and positioning relative to the keeper.
Manages disease progression, symptoms, and transmission for entities, including timed warnings, environmental effects, and spread mechanics.
Tracks damage per second (DPS) by monitoring health changes over a sliding time window.
Manages the dragonfly boss entity's state transitions, combat behavior, lavae spawning, and environmental interactions in Don't Starve Together.
Manages AI behavior for the Dragonfly boss, including fight reset logic, Lavae spawning, chase/combat, and home patrolling.
A spider den that slowly regenerates and spawns spider droppers, and can web nearby webbable entities over time.
Manages the ability for an entity to lift and use a dumbbell for workout-related gameplay effects.
Implements a set of multipurpose workout equipment prefabs with weighted, elemental, and temperature-based variants, enabling melee combat, AOE attacks, and environmental thermoregulation.
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.
Manages the behavior, combat stats, trading interactions, and inventory logic for the Dustmoth creature entity in DST.
Controls the AI decision-making behavior of the DustMoth entity, handling panic responses, home seeking, food consumption, dustable object interaction, and navigation.
Acts as a structure that spawns dustmoths after being repaired; manages its own durability, regenerative child-spawning, and loot drops upon destruction.
Manages a collection of electric attack sources on an entity, automatically removing itself when no sources remain.
Manages electrical connections between electric fence segments by creating visual beam effects and tracking bidirectional links.
Manages visual and audio effects for electrocution events, including flash/flicker lighting, forked lightning propagation to nearby targets, and synchronization with target entity behavior.
Triggers a scare effect on nearby entities within a specified radius, excluding certain tags and including only entities matching one of a set of required tags.
Manages the behavior and effects of explosive entities, including area-of-effect damage, building destruction, ignition of flammable objects, and camera effects upon detonation.
Manages resistance to explosive damage over time, including accumulation and gradual decay.
A short-lived projectile prefab used by eyeball turrets to deal damage, which spawns a hit FX entity upon collision.
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.
Defines the mini variant of the Eye of Terror enemy, implementing combat, movement, and AI behavior for a flying hostile creature.
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.
Controls the AI behavior of the Eye of Terror entity, managing its pathfinding, combat, and foraging actions via a behavior tree.
Creates a collapsible sinkhole prefab that triggers ground collapse, damages nearby objects, and ejects items when activated.
Controls the AI behavior of the Eye of Terror boss, coordinating special attacks, leashing, facing, and spawning mini-eyes via behavior trees.
Manages the entity logic for the Eyeplant, a stationary hostile plant that targets and attacks enemies within range using combat, health, and locomotion components.
A deployable companion turret that automatically engages enemies within range, emits a dynamic light, and shares aggro with nearby turrets.
Manages the AI behavior for an eye turret entity, determining target acquisition and prioritizing attack and orientation actions.
A tool prefab that enables tilling soil, dealing damage, and providing floating buoyancy; its durability is managed by finite uses.
Provides electrically conductive wall functionality with connection handling, damage mitigation, and deployment logic for fence structures.
A consumable tool used to rotate fences; equipped as an inventory item and decrements finite uses per rotation.
A ranged weapon prefab that casts fireball projectiles with area-of-effect targeting and custom reticule logic.
A consumable explosive item that detonates when ignited, creating a chain reaction of physical propulsion and startle effects on nearby entities.
Monitors entities within range for fire-related hazards, supporting normal fire detection and emergency mode responses based on burning, smoldering, or withering targets.
A ranged weapon that ignites targets, unfreezes frozen entities, wakes sleeping creatures, and fuels burnable objects using fire-based projectiles.
A multi-use tool item that allows characters to fish, deals damage in combat, and handles visual and functional behavior when equipped or used.
Spawns and manages flame-effect entities for the flamethrower weapon's area-of-effect damage in Warg's mutated attack.
Represents a customizable plant entity that can transform into a rose under certain conditions and interacts with sanity, combat, and world state systems.
Factory for creating temporary food-based buff prefabs that apply one-time or extended status effects to target entities.
A seasonal ground spike prefab that erupts from the ground, damages or destroys nearby targets, and then deactivates after a delay.
Handles the lifecycle and behavior of a fossil spike projectile, including launch, impact, area damage, and particle effects upon detonation.
Manages freeze states, coldness accumulation, and thawing behavior for entities, including visual tinting, shatter effects, and resistance mechanics.
Implements the frog and lunarfrog prefabs with combat, thieving, and sleep behavior for DST creatures.
Manages the behavior, state (ripe/unripe), sleep cycle, combat interactions, and thermoregulatory home-finding logic for the Fruitdragon entity.
Implements the behavior tree for the Fruit Dragon boss, handling combat, home tracking, wandering, and panic responses.
Manages fruit fly entities with distinct behaviors for hostile lord/mini variants, friendly companions, and seed-bearing fruit fly fruit that spawn companions.
Defines the AI behavior tree for fruit flies, governing their movement, targeting, planting, and spawning logic.
Prefab for a hostile boss-like shadow entity that spawns from portals, maintains aggression range, and interacts with sanity, combat, and planar damage systems.
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.
AI brain component for the fused shadeling enemy that manages combat behavior including leashing, chasing, and combat jumps.
Creates petrifiable and reanimatable monster statues that crumble when mined and spawn moon variants upon reanimation.
Manages the gelblob enemy's lifecycle, including size progression, player suspension/eating mechanics, loot dropping, and chunk-based reabsorption.
Manages the spawning and lifecycle of gel blobs in response to active rifts, player proximity, and spawner cooldowns in DST.
Spawns the Brightmare Gestalt boss entity with tailored combat, tracking, and sanity-based transparency behaviors.
Creates a fast-flying, combat-capable projectile entity used by Gestalt-related bosses to chase and attack nearby targets.
Manages the gestalt cage item, including its equippable state, weapon damage, and three upgradeable filled states (1–3) that can deploy wagdrones when placed.
Manages a high-priority nightmare-based combat entity with dynamic targeting and transparency logic based on observer sanity and inventory.
Manages the behavior, combat, and lifecycle of the evolved Gestalt Guardian boss enemy, including ranged attacks, teleportation, sanity-based transparency, and loot generation.
Implements the decision-making logic for an evolved Gestalt guard enemy, handling combat targeting, movement, and ranged/telporting attacks via behavior trees.
Manages targeting and capturing of Gestalt creatures using a cage item.
Manages the ghost entity's behavior, including its aura damage, combat targeting, sanity effects, and tethering to a gravestone.
Manages the behavior tree for ghost entities, handling targeting of living characters and switching between following and wandering states.
Defines the structure and logic for Wendy’s ghost command spells, including unsummon, behaviour commands, and skill-enabled abilities.
Triggers surprise effects when unwrapped or picked up, spawning entities and re-targeting combatants based on gift contents.
A passive entity that holds a reference to a creature prefab and triggers its spawn and targeting behavior upon unwrapping.
Manages the spawning and progression of gingerbread-themed hunts during events, including generating crumb trails and spawning gingerbread pigs or houses.
A mobile, crumb-dropping enemy prefab that chases players and eventually spawns crumb trails for the Gingerbread Hunter mini-game.
Implements AI behavior for the Gingerbread Pig entity, handling panic, fleeing, leashing, and orientation logic.
Creates deployable glass obstacles that can be hammered into blocks and used as defensive equipment with unique visual and behavioral states.
A consumable weapon prefab that deals damage with finite uses, deals bonus damage against shadow enemies, and provides visual feedback via equipped animations.
Controls the behavior, state management, and interaction logic for the Gnarwail entity, including horn combat, loyalty mechanics, and formation following behavior.
A one-time-use musical instrument that spawns two directional attack waves and tends nearby farm plants when used in water.
AI brain controller for the Gnarwail creature that manages navigation, combat, trading, tossing, and feeding behaviors in a water-centric world.
Manages the behavior, stats, movement, and state persistence of the Grassgator entity in DST.
AI brain that governs the movement and combat behavior of the grass gator creature, handling panic, chasing, fleeing, orientation toward players, and land-based wandering.
Controls the AI behavior of a ghost entity in DST, including following living targets, playful interaction with other ghosts, and periodic despawning.
Manages temporary impairment effects including grogginess, knockouts, and associated speed penalties on an entity.
Manages Grotto War dynamic spawners and population logic, spawning nightmares and brightmares near players based on area and population limits.
Simulates a radial ground pound attack that triggers delayed damage, destruction, platform pushing, and inventory item launch effects across concentric rings.
Implements weighted target selection and dynamic weight redistribution for entities managing multiple potential targets.
Manages the lifecycle of a summoned guardian entity, tracking summon progress, spawning and dismissing the guardian, and handling its death.
A small explosive item that detonates when ignited or placed in a mole's inventory.
Creates and manages buff entities that apply periodic health/sanity restoration or bravery effects when attached via the halloween potion items.
A debuff component that attaches to campfires and generates visual/sound effects based on the fire's fuel level.
A perishable melee weapon whose damage decreases as it spoils over time.
A durable tool and weapon used for destroying structures and enemies; has finite durability and triggers skin overrides when equipped.
Defines the Hammer Mjolnir weapon prefab and associated FX prefabs for the Lava Arena event, including reticule targeting and area-of-effect capabilities.
A ranged weapon prefab that provides AOE targeting support and projectile casting functionality in DST's Lava Arena event.
Manages entity health state, including damage, healing, regeneration, penalties, and fire damage handling.
Synchronizes health status and percentage between server and client, tracking health regen/degen sources for UI indicators.
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.
Defines a configurable hitbox representation using circles and triangles, supporting world-space transformations and collision tests against points, lines, circles, triangles, and other hitboxes.
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.
Manages AI behavior for shadow thrall parasite hosts, coordinating coordinated attacks, formation positioning, and leash tracking using a behavior tree.
Manages the behavior, combat, and lifecycle of hound entities including variants like fire, ice, lunar-aligned, and hedgehounds.
Implements the behavior tree for hound entities, governing movement, combat, and social behaviors based on hound type, leadership, and environmental state.
Manages timed, escalating hound waves targeting players based on world age and group proximity.
Manages weighting for entity selection as a hound target and tracks sources that qualify it as a hound thief.
A structure that spawns hounds periodically and releases them upon damage or death; it also haunts players under certain conditions.
A ranged weapon that fires houndstooth darts; manages ammo loading/unloading, equipping animations, and projectile behavior including visual tail effects and impact spawning.
A consumable tool that emits a whistle sound to attract hounds and wargs, adding them as followers to the user.
Manages dynamic monster hunting sequences triggered by players investigating dirt piles, including track generation, beast selection, and spawn logic based on world state and active shrines.
Handles the destruction of items inside a container when triggered, including optional sound playback, event dispatching, and kill/murder event propagation for living items.
Tracks and manages temporary ink status on players affected by squid attacks.
A consumable item that applies a debuff causing periodic poison damage and poop spawning over time.
Manages the revealed form of an item mimic, handling state transitions, player interaction, and shadow VFX synchronization during combat.
Controls the AI behavior of a revealed item mimic entity, making it flee from players while scanning for nearby mimicable entities to imitate.
A trap-like prefab that spawns, targets a nearby enemy, and deals periodic damage before deactivating after death.
Manages the lance-based melee attack logic for jousting entities, including collision detection against targets within the lance's arc and pushback/knockback behavior.
Manages joust-specific logic and callbacks for entities capable of performing jousting actions, including edge detection and custom validation.
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.
Manages the AI behavior of the killer bee entity using a behavior tree to handle attacking, retreating, homing, and wandering.
Manages the gameplay logic and state transitions for the Klaus boss entity, including phase changes, ally summoning, aggro management, and environmental interactions.
AI brain component that controls Klaus's behavior, including rage states, combat, wandering, and chomp attacks.
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.
Controls the AI behavior of gilded knights, managing combat, formation movement, stage seating, and coordinated actions with other horsemen.
Creates the Koalefant entity (a seasonal large herbivore) with combat, movement, sleeping behavior, poop spawing, and seasonally variant loot.
Manages the Krampus spawning system by tracking player naughtiness and spawning Krampus entities when thresholds are exceeded.
A hostile boss entity with combat, inventory, and sleep cycle behaviors, featuring loot dropping and dynamic animation states based on its sack status.
Implements the decision-making logic for the Krampus character, handling stealing, chest-emptying, aggression, fleeing, and departure behaviors.
Defines win condition and performance-based achievement requirements for the Lava Arena mini-game.
Creates and manages visual and gameplay effects for Lava Arena battle standards, including applying debuffs to nearby mobs via a world-wide tracker.
Defines the Lava Arena Boarlord prefab — a boss entity with custom speech UI and talker component behavior for dialogue display.
Aprefab definition for the Lava Arena boss enemy Boarrior, defining its visual, physical, and network properties.
Creates and configures the lava arena elemental entity, a flying companion with specific physics, collision, and network behavior for lava arena scenarios.
Provides a throwable weapon for the Lava Arena event that projects an AOE targeting reticule and fires projectiles on use.
A weapon prefab that implements area-of-effect targeting with an arc-shaped reticule for precision targeting in lava arena combat.
Provides the weapon entity for Lucy's spinning axe attack in the Lava Arena, handling reticule targeting and visual feedback.
A Lava Arena enemy mob prefab that tracks mobility state via the LavaArenaMobTracker and spawns projectiles and effects during combat.
A hostile enemy prefab used in the Lava Arena event that supports being fossilized and integrates with the Lava Arena mob tracker system.
A monster prefab for the Lava Arena event that tracks itself with the world’s mob tracker upon spawn.
Manages the state and progression of the Lava Arena event, including round tracking, victory condition reporting, and player quest data for network synchronization.
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.
Controls the behavior tree for the Lavae boss, including combat pursuit, wall breaking, and emergency return to a lava pool on reset.
Manages a group of follower entities, coordinates shared combat targets, and handles follower lifecycle events.
Boss monster prefab that manages scale-based scaling, hibernation states, sanity aura, and integration with combat, health, and sleep systems.
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.
AI brain for Leif that manages behavior via a behavior tree, prioritizing wall attacks, combat, and wandering.
Manages the Willow lighter item's behavior, including ignition, fuel consumption, lightning attacks, and skill-based enhancements.
A flying insect prefabs that groups into formations around players, lights up dark areas, and drops lightbulbs when killed or picked up.
Controls the AI behavior of lightfliers, managing movement, threat response, home seeking, and formation following.
Implements the lightning goat entity with charging behavior, passive electric retaliation, and herd-based AI.
Controls the AI behavior of the Lightning Goat, managing state transitions between wandering, fleeing, facing, and attacking.
A structure component that accumulates charge during thunderstorms and discharges lightning upon impact, while also acting as a battery and breakable workable object.
Handles the generation, modification, and spawning of loot items dropped by an entity upon destruction or deconstruction.
Manages luck modifiers and adjusts hounded target behavior based on cumulative luck value.
Lucy is a sentient axe prefab that handles speech, equipping/unequipping, container storage, and transformation behaviors in the game.
Manages the lunar-grazing entity’s cloud-based sleep induction, combat behavior, debris mechanics, and Gestalt integration in DST.
Implements the AI behavior tree for the Lunar Grazer entity, managing combat, movement, and despawn logic based on target status and entity state.
Applies periodic lunar burn damage to an entity and its mount while the entity stands over a fissure, managing visual FX and health state updates.
Spawns lunar tentacles as secondary attacks when equipped and used in combat, conditional on skill tree activation.
Creates a short-lived lunar-aligned tentacle entity for combat in DST, handling health, combat stats, planar damage, and auto-despawn.
Manages a stage-progressing rift portal that transforms terrain, spawns lunar enemies and crystals, and triggers ground-pound events during growth phases.
Manages thequest progression and defeated mutation tracking for lunar rift boss encounters, including Wagstaff NPC appearances and reward logic.
Manages visual and gameplay effects for the Lunar Supernova ability by tracking blocking sources and updating related FX and colour properties.
Applies and manages damage and visual effects for the Alter Guardian's lunar supernova ability during Phase 4.
Controls the behavior of the Lunarthrall Plant boss, including vine spawning, targeting, state management, and coordination with vine segments and the back visual entity.
Controls the AI behavior of a Lunar Thrall Gestalt entity that moves toward and infests specific lunar thrall plants.
Acts as a hostile, spellcasting entity that spawns minions and consumes bait to lure and attack players and creatures.
A deployable item that spawns a Lureplant when placed in the world.
Implements the behavior tree for a lureplant entity, primarily delegating minion control and movement through behavior nodes.
Manages the usage lifecycle of magical tools by tracking user context and invoking custom callbacks when tools are started or stopped being used.
Manages the boss AI, combat behavior, and lifecycle events for the Malbatross boss entity in DST.
Controls the AI behavior of the Malbatross boss, managing combat aggression, drowning logic, dive attacks, and land departure.
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.
A deployable item prefab that detonates after ignition, creating visual and auditory effects, notifying nearby players, and spawning minimap indicators.
Manages core gameplay behaviors for Merm characters, including combat AI, loyalty mechanics, transformation states (shadow/lunar), and royal upgrades.
Creates visual effects for merm lunar thorns that deal damage to nearby enemies within an expanding radius, with owner-aware targeting logic.
Applies periodic health regeneration to a target entity for a fixed duration, used by merm characters and related gameplay elements.
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.
Defines the AI decision tree and behavior logic for merms, including combat, tool management, throne seeking, garden assistance, and social interactions.
Implements the decision-making logic for a merm guard entity, handling combat, following, trading, armor acquisition, healing requests, and interaction with offering pots.
A structure that spawns Merm minions during the night and regenerates them over time, with special behavior when crafted with an offering pot.
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.
Provides prefab factory functions to generate temporary debuff components for Merm King gear upgrades (Trident, Crown, Pauldron) that modify combat stats of attached targets.
A non-networked server-side debuff that periodically damages targets lacking Miasma immunity, stopping when the target dies or becomes immune.
Manages Wolfgang's physical transformation system based on his current mightiness level, dynamically adjusting stats, animations, sounds, and gameplay modifiers.
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.
Manages workout and attack interactions for strongman characters, dynamically adjusting mightiness gain rates and consumption based on current mightiness state.
Manages weight loading, workout state, and visual/sound feedback for the Mighty Gym structure in the game.
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.
Triggers an explosion effect when a valid nearby entity enters its detection radius, commonly used for traps.
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.
Controls the behavior tree logic for the Minotaur boss, coordinating combat, movement, and special attacks (jump and ram) in response to environment and state conditions.
A consumable meat item that restores health, hunger, and reduces sanity when eaten.
A cave-dwelling bat prefab that engages in combat, shares targets with nearby allies, naps periodically, and manages a home burrow using multiple components.
Controls the AI behavior of the Molebat, managing movement, nest building, sleeping, and combat logic through a behavior tree.
Manages the behavior, state, and lifecycle of the monkey entity, including transformations between normal and nightmare states based on world conditions and external triggers.
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.
AI brain controller for monkey characters that manages combat, foraging, item gathering, leash behavior, and leader harassment via behavior tree logic.
A reusable prefab for monkey-throwable projectile objects that deal minor sanity damage on impact or splash upon missing.
Controls the AI behavior of the Moon Beast boss, managing its transitions between chasing, attacking the Moon Base, and petrification states.
A temporary attackable ground spike that performs area-of-effect attacks and then destroys itself.
A regenerative boss lair that spawns moon spiders and responds to player actions, world state, and environmental events like quakes.
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.
Provides the core prefabs and logic for Moonstorm-related static electricity entities including stationary containers, roaming sparks, catchers, and upgrade components.
Tracks and captures moonstorm static charges by interacting with capturable entities during targeting and catch operations.
Manages the moose boss entity's behavior, stats, and lifecycle in DST, including combat logic, egg-laying mechanics, and seasonal responsiveness.
Controls the AI behavior tree for the Moose entity, managing operations like returning home, leashing, chasing targets, laying eggs, facing players, and wandering.
A throwable projectile component that deals damage, triggers splash effects, and interacts with terrain and entities during flight and impact.
Acts as a small, flying insect that feeds on characters, shares combat targets with nearby mosquitoes, and splats when overfed or haunted.
A throwable weapon that explodes on impact to spawn temporary mosquito followers and deal area damage to enemies.
Controls the AI decision-making behavior for the mosquito entity, coordinating movement, combat, and homing logic via behavior trees.
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.
AI decision engine for mossling entities, coordinating foraging, stealing, guardian summoning, and panic responses via behavior trees.
A lunar-aligned tree monster that spores periodically, deals combat damage, and emits a dynamic sanity aura based on enemy proximity.
AI brain component that governs the behavior of the Mushgnome enemy, managing combat, panic responses, and wandering actions through a behavior tree.
Manages the lifecycle, growth, and explosive behavior of Toadstool Mushroombombs in DST, including progressive animations, lighting fade, and area-of-effect damage on detonation.
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.
Manages acid rain interaction, burning behavior, and webbing-specific loot for the webbed mushtree structure.
Controls the circling behavior of a mutated buzzard around a target entity, managing movement, migration, and interactions like flare detonations and corpse landings.
Implements the Wortox ability to pick up multiple items in a forward cone and net multiple entities in sequence.
Factory function for creating nightmare creature prefabs with dynamic behavior based on game world state, such as shadow rift presence and nightmare dawn.
AI brain component for Nightmare Creatures that manages combat, harassment, and loiter behaviors, including conditional battle cries and shadow dominance submissions.
A spawner-like entity that triggers the growth of a nightmare growth prefab, which emits strong negative sanity aura and can destroy nearby structures.
Implements the AI decision tree for the Nightmare Monkey boss, prioritizing panic responses, weapon equipping, chasing and attacking, and wandering behavior.
A renewable light source weapon that ignites on equip and deactivates when unequipped or pocketed; supports battery and moonspark charging.
A consumable weapon that deals shadow damage and loses one use each time it is swung.
Creates and manages visual particle effects (smoke and ember trails) triggered by the Nightsword player character during attack animations.
Generates visual particle effects (smoke, sparks, embers) synchronized with the Nightsword weapon's attack animation.
Creates and manages particle effects for the Nightsword Lightsbane weapon attack animation on the client.
Spawns particle effects synchronized with weapon attack animations for the Nightsword, emitting smoke, sparks, and embers during combat.
Generates visual FX (smoke and spark particles) synchronized with the Nightsword character's attack animation when not mounted.
Manages the ocean fishing rod's casting, targeting, tension tracking, and fish capture logic, acting as the central controller for ocean fishing interactions.
Implements the ocean fishing rod item, managing tackle slots, reticule targeting, and fishing state transitions in Don't Starve Together.
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.
Controls the AI behavior of ocean-based shadow creatures, including target management, harassment actions, and conditional teleportation to land.
Manages time-based aging mechanics by converting accumulated damage into health damage over time, simulating biological aging effects on entities.
A hostile ocean-dwelling monster that steals items, shares combat targets with nearby allies, and drops loot upon death.
A structure that spawns and houses otters, stores loot, and reacts to player interaction or combat damage by releasing or aggroing otters.
Triggers panicked movement in a random direction while avoiding nearby threats when a specified avoidance condition is met.
Provides parry detection logic and event hooks for combat weapons, validating whether an attack can be successfully parried based on angular alignment and stimuli type.
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.
Manages network-synchronized pet health visualization and status indicators for companion entities.
Manages physics-based entity destruction, collision callbacks, and launch mechanics for entities in the world.
A tool-and-weapon prefab providing mining and combat functionality with finite durability, equipped with visual, inventory, and network support.
A specialized mining tool that gains increased damage when equipped alongside the Lunar Plant Hat, with separate states for intact and broken conditions.
A consumable item that, when used, spawns a random Pig Elite Fighter as a follower and removes itself from play.
Controls the AI behavior tree for pigs, handling movement, combat, foraging, trading, minigame spectating, and response to threats or environment.
Creates and configures elite pig warrior prefabs with combat, squad, and sleeper functionality for DST's boss encounters.
AI brain controlling Pig Elite behavior during minigames, including gold diving, prop pickup, panic responses, and post-match posing.
Creates a configurable elite pig fighter NPC with combat, following, and timed despawn behavior.
AI brain that governs Pig King's elite fighter behavior, handling combat, leader following, panic states, and despawn logic via a behavior tree.
Controls the AI behavior of pig guard NPCs, managing combat, navigation, and environmental interactions via a behavior tree.
Defines a static map layout for the Pig Guards arena, containing tile data, decorative torches, and wooden walls for environmental structure.
Manages the Pig King's trading and wrestling minigame mechanics, including gold/nugget exchange, elite pig participation, area safety validation, and reward distribution.
Manages the behavior, state transitions, and interactions of pig-based characters (normal pig, pig guard, and moonpig), including loyalty mechanics, combat, transformation, and trading.
Defines configuration data for pillow types, specifying combat and resource yield properties used by pillow prefabs.
Generates prefabs for body and hand pillows, including associated attack FX, with equipment and weapon behavior tailored for combat and minigames.
Manages the pinned state and visual wear-off effect for entities that can be stuck by goo-based attacks.
A throwable tool prefab that enables terrain modification and combat, with limited durability and skin support.
Calculates and manages planar damage by combining a base value with additive bonuses and multiplicative multipliers.
Manages planar defense values for an entity, combining base defense with external multiplicative and additive modifiers.
Modifies incoming damage to follow a non-linear scaling curve and triggers planar-specific visual effects for resistances or vulnerabilities.
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.
Determines valid player actions based on context (mouse position, target, held item, and modifiers).
Manages player input, locomotion prediction, targeting, placement, and combat actions for the player entity in Don't Starve Together.
Manages the player's Heads-Up Display (HUD), including UI overlay hierarchy, screen transitions, input handling, target indicators, and status effect visuals.
A weaponized pocketwatch that toggles between shadow and depleted states based on fuel level, altering damage and emitting visual effects.
AI brain controlling Polly Rogers and Salt Dogs, handling leader following, ocean-based wandering, salt management, and panic responses.
Manages the transformation and reversion logic for Lucy, a possessed axe that links to a woodcutter player and reverts to a standard axe under specific conditions.
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.
Implements the Powder Monkey character entity with combat, inventory, and crew member behaviors in Don't Starve Together.
AI brain controlling powder monkey characters, managing movement, looting, combat, and boat operations such as rowing, tinking, and cannon firing.
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.
Handles the logic for projectiles, including trajectory, homing, collisions, and throwing behavior in DST.
Implements a breakable, equippable sign prop that functions as a lightweight weapon and interacts with minigame excitement tracking.
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.
Manages the hangriness meter and progression system for Quagmire-era entities, including hunger depletion simulation, acceleration-based speed modeling, and rumble sound triggering.
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.
Provides AI behavior for rabbit-related minions under the Rabbit King's command, implementing movement, aggression, fleeing, and burrowing logic via a behavior tree.
Manages the AI behavior tree for the Rabbit King entity, handling distinct behavioral states such as passive trading, aggressive combat, and lucky fleeing.
A usable weapon item that grants sanity restoration against manrabbit targets and degrades after repeated use.
Applies a random reduction to an entity's health, uses, condition, armor, or fuel based on available components.
A server-side prefab component that provides razor functionality as a combat/shaving tool.
Manages charge progression and recharge logic for inventory items and other entities with variable charge capacity.
Causes nearby entities with specified repel tags to stop following their leader or drop combat targets when activated.
Manages damage resistance by tracking tags that grant immunity or mitigation against specific damage sources.
Manages the resurrection statue entity, allowing players to attune it to复活 dead players in DST.
Creates a client-side visual effect entity used to indicate charging status during target acquisition, typically for ranged or charge-based attacks.
Spawns visual effect prefabs (reticules) around multiple entities targeted by a willow ember attack, updating their positions and animations in real time.
Manages whether an entity can be revived from its corpse state and controls revive behavior, including health restoration and speed modifiers based on reviver tags.
Manages a player entity mounting and dismounting rideable creatures (such as beefalo), handling animations, physics, damage redirection, and serialization.
Manages Rocky's behavior as a controllable NPC character, including growth mechanics, follower loyalty, combat targeting, and interaction with players via trading.
Controls the AI behavior of Rocky, a boss character that manages combat, shield usage, loyalty retention under stress, and goal-driven actions like eating and wandering.
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.
AI brain for the Rook enemy that orchestrates movement, combat, and navigation behaviors using a behavior tree.
A consumable equippable weapon that allows the player to summon shadow tentacles on attack, with a limited number of uses and shadow level scaling.
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.
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.
A consumable tool that removes saddles from beefalo and other animals, with limited durability and weapon functionality.
Manages item-saddle modifiers such as bonus damage, speed multiplier, and damage absorption, and applies modified damage calculations during combat.
Creates animated ground spikes and blocks that emerge from the sand, deal damage, destroy workable structures, pick plants, and transform into glass when ignited.
Represents a two-state interactive cage prefab that accepts a power point to transition from empty to full (activated) state.
Manages sentient behavior and speech for the Lucy (Woodie's axe) entity, including owner interaction, transformation alerts, and conversational triggers.
Manages equipment set bonus logic for entities, enabling or disabling set-based effects when matching gear is equipped.
Manages Abigail's state machine, including her idle, movement, attack, transform, and special behaviors (e.g., dash attacks and gestalt mode transitions).
Controls the state machine and AI behavior of the Alter Guardian boss during its first phase, handling movement, attacks (rolling, tantrum AOE), shield mechanics, and lunar-based regeneration upon min_health.
Manages the behavior state machine for the Alter Guardian Phase 2 boss encounter, including movement, attack selection, and transition logic.
Manages the phase 3 state machine and behavior logic for the Alter Guardian boss in DST.
Manages thePhase 4 lunar rift boss behavior including attack sequencing, AOE effects, camera shake, and multiple defeat/cinematic states.
Manages the state machine for the Antlion boss, handling transitions between idle, tribute, combat, and world-entry/exit behaviors.
Defines the state machine and behavior for an aggressive Antlion enemy, handling movement, combat, summons, and state transitions.
Defines the state machine for the bat creature, handling flight, idle, eating, taunting, and combat behaviors.
Manages the complete behavioral stategraph for the Bearger entity, including movement, combat, attacks, staggering, yawn-based crowd control, and state transitions during special actions.
Manages the behavioral state machine for the Bee entity, handling flight, idle, movement, attacking, landing, pollinating, and resting phases.
Manages the state transitions and behavior of the Bee Guard enemy, including spawning, idle, movement, combat, hit reaction, and death states.
Manages the state machine for the Bee Queen boss, controlling her movement, attacks, screeching, guard spawning, target focus, sleep, and freeze states.
State machine controller for Bernie Big boss entity, managing animations, sound cues, shadow transitions, and behavior states (idle, attack, death, etc.).
Manages the animation and combat-driven state transitions for the Big Shadow Tentacle entity during its appearance, idle surveillance, and attack cycles.
Defines the stategraph for the Birchnut Drake entity, governing its movement, combat, spawning, and subterranean behavior patterns.
Manages the behavior state machine for the mutant bird, handling movement, attack, projectile spit, emergence, and transformation states.
Manages the state transitions and behavior of the mutant rift bird, including movement, idle taunts, attacks, projectile shooting, and death states.
Manages the state machine and behavioral logic for the Bishop mob, including movement, combat, stunned states, and targeted projectile attacks.
Manages animation states and events for a boat cannon entity based on its ammo status and actions.
Manages the state machine for the Brightmare Gestalt boss entity, controlling its behavior including emergence, movement, idle, attack, relocation, and capture states.
State graph for the Brightmare Invader entity that manages movement, idle behavior, attacks, and death animations.
Manages the state machine for the Bunnyman entity, handling idle, movement, combat, death, and special interactions like cheering and eating.
Defines the complete state graph for buzzard entities, handling flight, idle behavior, attacks, distress animations, and mutated flamethrower mechanics in DST.
Manages state transitions and animation logic for the Catcoon entity, including walking, idling, hairball vomiting, pouncing attacks, and rain-triggered homing behavior.
Defines the state machine and behavior logic for the cave ventmite entity, including movement, attacking, shield mechanics, and environmental interaction via miasma spawning and temperature effects.
Defines the state machine behavior for the Archive Centipede entity, handling movement, idle, taunt, roll attacks, AOE attacks, and combat interactions.
Manages the state machine behavior for a chest mimic entity, including idle, attack, taunt, death, and spawn sequences.
Defines the state machine and behavioral logic for the Cookiecutter character, handling transitions between swimming, walking, drilling into boats, combat, death, and electrocution states.
Manages the AI behavior and state transitions for the Cozy Bunnyman character, including combat, movement, emotions, spawning/despawning, and event responses.
Defines the state machine for the Crab King boss, handling transitions between idle, taunt, casting, healing, and combat states.
Controls the state machine and behavior of the Crab King's cannon tower, managing spawning, loading, shooting, and breach-related animations and logic.
Manages the state machine and behavior logic for the Crab King mob, handling movement, combat (including melee and spin attacks), drowning, diving, and state transitions.
Manages the state machine for the Crab King's claw entity, handling transitions between idle, emerge, submerge, attack, hit, and death states, including AI-driven actions and animation synchronization with a shadow entity.
Manages the Daywalker's state machine and combat behaviors, including movement, attacks (pounce/slam), struggle/tired states, defeat, and electrocution handling.
Manages the behavior and animation state machine for a captured Daywalker entity that struggles against its chains while imprisoned.
Stategraph component managing Daywalker2 entity behavior, including attack chains (laser, cannon, tackle, pounce), rummaging, throwing junk, taunting, and defeat states.
State graph defining the behavior, animations, and event handling for the Deer creature, including idle, alert, grazing, combat, magic casting, unshackling, and transformation states.
Manages state transitions, attack logic, FX, and behavior for the Deerclops entity via a custom stategraph.
Stategraph for the Dragonfly boss that governs its movement, combat states (including attacks and ground pound), transformations, sleep behavior, and special states like knockdown and death.
Manages the state machine for the Eye of Terror boss, handling movement, attacks, minion spawning, transformation, and lifecycle events.
Manages the state machine for the Mini Eye of Terror enemy, controlling its idle, attack, taunt, eat, death, and other behavioral states.
Defines the state machine for the Eye Plant entity, governing its animations, actions, and transitions between states such as idle, alert, attack, and eat.
Defines the state machine for the Eye Turret entity, managing idle, attack, hit, and death animations and behaviors.
Manages the state machine behavior for frog characters, including locomotion, idle animation, aggression, attacks, and death responses.
State graph for the Fruit Dragon entity that manages its idle, ripening, sleeping, and combat-related states including fire-based attacks and challenge duels.
Defines the state machine for fruitfly entities, handling movement, idle animation, combat attacks, flight, and reproductive behaviors.
Manages the state machine and behavior transitions for the Fused Shadeling boss enemy, including idle movement, jumping, attacking, being hit, taunting, teleporting, and despawning.
Defines the state graph for the evolved Gestalt Guard boss entity, managing its idle, movement, combat, and death behaviors through state transitions and timed events.
Manages the state transitions and behavioral logic for the Ghost character entity, including idle, attack, knockback, death, and play states.
State machine for the Gnarwail creature, handling movement, attacks, feeding, and status effects like freezing and sleep.
Manages the state machine for the Grass Gator entity, handling transitions between idle, attack, fall, dive, and death behaviors based on timers, events, and component states.
Manages the state machine for the Grass Gekko creature, handling locomotion transitions, tail drop mechanics, and integration with common combat and environmental states.
Manages the complete state machine for hound-type entities, handling movement, combat, eating, howl-based spawning, transformations (clay/statue), and special states (frozen, electrocuted, moonbase mining).
Manages the revealed-item-mimic entity's behavior states including idle, walking, jumping, and mimic-copying mechanics.
Manages the full state machine for Klaus, the seasonal winter boss, handling combat, summoning, transitions (enrage/call for help), laughter cycles, and death/resurrection logic.
Defines the stategraph for the Yoth Knight boss entity, managing its movement, attacks (including joust mechanics), stuns, and environmental interactions.
Manages the animation and state behavior for the Koalefant creature, including idle, movement, attack, and death states.
Manages the state machine for the Krampus character, handling idle, attack, hit, taunt, steal, hammer, death, and exit behaviors using animation, sound, and combat systems.
Stategraph for the Lavae creature, managing its behaviors, animations, movement, combat, death, and environmental interactions such as freezing.
Defines the state machine and animation/sound logic for the light crab entity, handling states like idle, eat, hit, stunned, trapped, and death with sound loop management.
Defines the state machine behavior for the Lightning Goat, handling movement, taunting, combat, and electrocution mechanics via discrete animation-triggered states.
Defines the state machine logic for the Lunar Grazer boss entity, managing transitions between idle, movement, attack, hit, despawn, and capture states.
Defines the state machine behavior for the lunar plant tentacle enemy, handling idle, taunt, attack, and death states with combat integration.
Manages the state machine and behavior of the Lunarthrall Plant boss, including idle, attack, hit, death, fatigue, and freeze states.
Manages the state machine and behavior of a vine segment belonging to a Lunarthrall plant structure, including movement, combat, freezing, and chain reactions with parent and child segments.
Manages state transitions and animations for the Lure Plant entity, handling phases such as emergence, hiding, bait display, hit responses, and death.
State graph for the Malbatross boss, managing its flight, combat, swimming, and death behaviors via state transitions and event-driven logic.
Manages the state machine for Merm characters, including idle behaviors, transformations, combat, and special animations for lunar or shadow variants.
Manages the behavior and state transitions for the Minotaur boss entity using a stategraph-based AI system.
Defines the state machine and behavior logic for the mole creature, handling movement, burrowing, stealing items, and reacting to threats.
Defines the state machine for the mole bat entity, governing its behaviors such as idle, movement, eating, summoning allies, and combat via state transitions and event handling.
Defines the state machine for monkey entities, handling movement, combat, eating, idle, and interaction behaviors in Don't Starve Together.
Controls the behavior state machine for the Werepig character, handling movement, combat, idle, death, and special states like working on Moon Base structures.
Stategraph for the Moose/Moosegoose entity that manages movement, Idle, combat (including disarm), egg-laying, flying, and death animations via state transitions and event handling.
Implements the state machine for the mosquito entity, controlling its flight, idle, movement, attack, and splat behaviors.
Manages state transitions and behavioral logic for the Mossling character, including idle, eating, flying, spinning attacks, and death animations.
Defines the state machine for the mushroom gnome creature, handling animation, combat, locomotion, and environmental interactions.
State machine controller for the Ocean Shadow Creature entity, managing movement, teleportation, combat states, and despawning behavior.
Defines the state machine for the Otter character, handling movement, eating, combat, actions, and amphibious transitions in Don't Starve Together.
Manages the state machine behavior for penguin entities, handling locomotion, eating, attacking, death, and seasonal movement animations.
Defines the state graph for the Perd creature, managing its movement, combat, and life cycle behaviors.
Defines the full state machine and behavior logic for Pig Elites, including movement, combat, minigame interactions, and match-end sequences.
Defines the state machine for the Pig Elite Fighter entity, handling movement, combat, idle, spawn-in, and despawn behaviors.
Manages player state transitions for hosted multiplayer sessions, including movement, combat, teleportation, death, and mount-specific behaviors.
State graph controlling the behavior and animations of the Powder Monkey character, including combat, rowing, taunting, diving, and corpse handling.
Defines the state graph and AI behavior for a test version of the Powder Monkey character, handling movement, combat, idle animations, and interaction states.
Manages the state machine for the rabbit prefab, handling movement (idle, hop, run), actions (eating, performing buffered actions), damage states (hit, stunned, trapped), and death transitions.
Defines the state machine for the Rabbit King character, handling movement, idle behaviors, abilities (summon and dropkick), burrowing, and status effects like stun and stun-locked states.
Defines the state machine logic for the Rabbit King's Bunnyman minions, handling movement, combat, burrowing, and death animations.
Defines the state machine for the Rocky character, handling movement, combat, idle, shield, and death states.
Manages the state machine for the Rook boss entity, handling movement (walk/run), attacks (ram/charge), stuns, sleep, death, and environmental interactions.
Manages the state transitions, animations, and behavior logic for the Ruins Nightmare creature, including movement, attack phases, invisibility cycles, and despawn mechanics.
Manages the state machine and combat behavior for the Shadow Bishop boss entity during its attack cycle in Don't Starve Together.
Defines reusable state machine logic and event handlers for shadow chess piece entities in Don't Starve Together, including movement, combat states (idle, attack, hit, death), and allied entity coordination.
Manages the state transitions and combat behavior of the Shadow Knight boss entity, including attack phases, taunting mechanics, and transition to/away from the idle state.
Defines the state machine for the shadow leech entity, handling behaviors such as spawning, jumping, attaching to targets, and death.
Implements the state machine for the Shadow Rook, a boss entity in DST's Shadow Chess minigame, handling its attack sequence (teleport and area attack), movement, and lifecycle states.
Manages the state machine and behavior of shadow-based entities, including movement, combat transitions, teleportation, and despawning logic.
Defines the state machine and animation logic for the Shadow Tentacle entity, handling idle, taunt, attack, and death states with combat-triggered transitions.
Manages the animation, movement, and behavior states for centipede segments of the Shadowthrall mob in DST.
Manages the state machine and attack behavior of the Shadow Thrall Hands entity, coordinating locomotion, AOE attacks, team coordination, and animation-driven scaling.
Manages the state machine and combatbehaviour for the Shadow Thrall (Horns) boss, handling states like jumping, slapping, faceplanting, and devouring targets.
Implements the full state machine for the Shadowthrall Mouth boss enemy, handling movement, stealth, leaping, and bite attacks.
Manages the animation, state transitions, attack logic, and projectile spawning for the Shadow Thrall wings entity in Don't Starve Together.
Manages the state machine and behavior of Shadow Waxwell (a boss entity) in Don't Starve Together, including combat, movement, tool use, and dynamic scaling based on leader proximity and shadow gear.
Manages the state machine for shark entities, handling transitions between idle, swimming, attacking, jumping, eating, and death states.
Manages the state machine and behavior of the sharkboi entity, including movement, combat, digging, AOE attacks, and defeat sequences.
Manages the state machine for the Slurper creature, handling behaviors like idle, rumble, taunt, burp, jumping attacks, headslurping equipment, and death with loot dropping.
Manages state transitions and behavior logic for the Slurtle creature, including movement, combat, eating, shielding, and salt-induced dissolution death.
Controls the behavior state machine for the Spat entity, handling idle animations, combat attacks, sound-based actions like bellowing, and transitions between movement, grazing, and attack states.
Manages the state machine behavior for spider-type entities, handling movement, combat, mutations, and special attack types.
Manages the state machine for the Water Spider, handling swimming, walking, attacking, eating, and mutation transitions in both water and land environments.
Manages the state machine for the Spider Queen entity, controlling its behaviors such as idle, attack, hit, birth, and nest production.
Defines the state machine and state transitions for the Squid aquatic creature, handling movement, combat, fishing interactions, breathing, and amphibious transitions.
Defines the state machine for the Stageusher character, managing transitions between idle, sitting/standing, walking, attacking, and extinguishing states based on animation events and component interactions.
Manages the stalker entity's state machine, including movement, combat, summoned actions, mind control, and death, with integrated audiovisual feedback and networkable behavior.
Manages the state machine for a stalker minion entity, handling emergence, locomotion, and death behaviors.
Manages the state machine for a tentacle enemy, handling idle cycles, taunting, attacking, death, and hit reactions using animation events and combat component integration.
Manages state transitions and animations for a small tentacle arm entity in combat, emergence, retraction, and death behaviors.
Implements the full state machine for the Toadstool boss, handling movement, combat attacks (pound, spore bomb, mushroom bomb), channeling with mushroom sprouts, camera shake, and entity interactions during its lifecycle.
Manages the high-level behavior and state transitions of the Wagboss Robot boss entity, including attack selection, projectile targeting, AOEs, and camera effects.
Manages the flight, hovering, movement, and animation state transitions for the Wagnificent Drone entity during active combat.
Manages the rolling state behavior of the wagdrone entity, including spinning attacks, recoil, work interactions, and state transitions.
Manages the state machine for the Walrus character, handling movement, combat, animation, and behavioral transitions.
Manages the state graph for the Warg entity, handling movement, combat (including flamethrower and stagger states), transformation into/instantly from statues, sleep, freeze, electrocute, and lunar rift mutation transitions.
Manages the state machine for the water plant creature, handling stage transitions, combat, sleep, freeze/thaw cycles, and state-specific behaviors like spawning clouds or dropping loot.
Manages the state machine for the Werepig character, handling animations, movement, combat, and transformation between pig and werepig forms.
Manages the player character's state graph, coordinating animations, physics, component interactions, and input handling for movement, combat, actions, and transformations.
Defines the state machine for Wolfgang’s gym workout sequences, including lift success, failure, and loop states, while interacting with mightiness and gym components.
Manages the animation, power state, and attack logic for Winona's catapult structure, including projectile launching and elemental battery consumption.
Defines the state machine behavior for the Wobster creature on land, handling movement states (idle, run, hop), combat states (hit, stunned), and death transitions.
Stategraph for the Worm character that manages its transformation between a dormant underground mound and an active above-ground worm state, handling movement, combat, eating, luring, and state transitions.
Controls the state machine for the head entity of the Worm Boss, managing emergence, eating, spitting, swallowing, movement, and death behaviors.
Manages state transitions and animation control for the tail segment of the Worm Boss entity in Don't Starve Together.
Defines the state machine for the Wormwood Fruit Dragon entity, handling idle, attack, movement, and status-affected behaviors.
Defines the state machine logic for the Lightflier creature, handling movement, combat, sleep, and status effects.
Manages the state machine and lifecycle of a Wortox soul decoy, including idle behavior, death transitions, explosion, and fizzle effects.
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.
Applies health and sanity penalties to a target entity when attached and detached, and spawns a visual effect during its duration.
Controls the AI behavior of the Shadow Bishop boss entity, handling movement, facing, taunting, and timed despawn logic.
Controls the AI behavior of the Shadow Knight entity, coordinating combat actions, movement, and despawning logic via a behavior tree.
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.
Implements AI behavior for the Shadow Leech entity, coordinating jumping attacks, leash-based movement toward the Daywalker, facing the target, and wandering when no target is present.
Manages the lifecycle, visual FX, and timer-based behavior of shadow pillar entities that immobilize and deal damage to targets over time.
Controls the AI behavior of the Shadow Rook chess piece, managing chasing, facing, taunting, and despawning logic.
A trap prefab that detects nearby panic-capable targets, triggers a shockwave effect, and applies a movement speed penalty and panic state.
A non-tangible boss-phase entity that spawns shadow minions and manages their behavior through a commander system, with dynamic sanity aura and transparency.
Defines prefabs and shared logic for Shadow Chesspiece monsters (rook, knight, bishop), including level-up progression, combat tuning, music triggers, and loot generation.
Spawns shadow creatures that attack sane players and drain sanity when targets are nearby.
Implements the AI behavior for shadow creatures, including target tracking, harassment mechanics, and conditional chasing or loitering based on combat state and locomotion speed.
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.
Provides AI behavior for shadowheart-infused entities by prioritizing fleeing from players over standing still.
Handles the behavior and impact effects of a shadow meteor falling from the sky, including visual warnings, terrain damage, entity destruction, and loot spawning.
Manages shadow parasite waves and host spawning for the Shadow Thrall mechanic during rift events.
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.
Grants an entity the `shadowsubmissive` tag and manages its behavioral response to shadow-dominant entities by tracking attacks and restoring the `shadowdominance` tag after a delay if conditions are met.
A transient shadow-aligned tentacle projectile that deals damage, applies sanity drain, and auto-destructs after 9 seconds.
Manages the spawn, structure, and shared behavior of shadow thrall centipede entities (controller, head, body) within the Entity Component System.
Manages AI behavior for Shadowthrall Centipede segments, coordinating control negotiation, miasma consumption, and wandering.
Manages control succession between centipede head segments based on control priority and randomized switching logic.
Controls behavior and properties of Shadow Thrall Hands minions, including combat logic, movement, loot drops, and visual effects synchronization.
Controls the AI behavior for shadow thrall hands, managing attack timing, movement, and coordination with allies (horns and wings) during boss encounters.
A boss enemy prefab with shadow-aligned alignment, using custom combat logic, brain, and team-based state synchronization.
Controls the AI decision-making logic for Shadowthrall Horns, orchestrating attack timing, movement, and coordination with teammate entities.
Manages spontaneous spawning of item mimics for the Shadowthrall boss during Cavenights when shadow rifts are active.
A hostile NPC component that manages stealth behavior, combat functionality, and planar damage effects for the Shadowthrall Mouth entity.
Controls the AI behavior for the Shadowthrall Mouth entity, managing transitions between combat, idle, and stealth states using a behavior tree.
Spawns a flying hostile monster entity that grants parasite-related abilities upon death, including mask-equipped revival and health restoration for the host.
Controls the movement and lifecycle behavior of a shadow thrall parasite entity by removing it when no players are nearby and fleeing from players and shadow rift portals.
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.
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.
Controls the AI behavior of the Shadowthrall wings entity, implementing coordinated attack timing with teammates and movement using formation positioning.
Manages the lifecycle of shadow fissures and their associated thralls during nightmare events, including spawning, tracking, and releasing fissures and their thralls.
Provides prefabricated spawn logic and component setup for Maxwell's shadow minions and related FX in DST.
Controls AI behavior for Shadow Waxwell minions (e.g., shadowworker, shadowprotector, shadowduelist) by managing priority-based behavior trees focused on following, dancing, avoiding danger, performing work, and combat.
Implements the behavior and properties of the shark entity, including combat, amphibious movement, state management, and formation following.
Manages the behavior, appearance, and state transitions of the Sharkboi boss entity in DST, including combat targeting, trading mechanics, and dynamic visual customization.
Manages a dynamic, seasonally-adjusted ice boulder that melts or grows over time and can be mined for ice shards.
A deployable frozen ground spike that damages nearby entities, breaks collapsible workable structures, and can be mined for ice resources.
Controls the AI behavior of the Sharkboi character, handling combat, trading, wandering, and chatter states in Don't Starve Together.
Manages the AI decision-making logic for sharks, controlling movement, aggression, feeding, and boat-following behavior in Don't Starve Together.
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.
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.
Provides utility functions for world and entity queries, vision checks, camera effects, and world event management.
Manages a player's inspiration resource and active battle songs, handling inspiration gain/loss, song activation, and buff application to nearby allies.
Manages the spawning and timing of antlion sinkhole attacks targeting specific players during the Antlion event.
Builds and returns skill tree data for Walter's skill tree, including skill positions, dependencies, tags, and activation/deactivation logic.
Defines the complete skill tree configuration for the Wathgrithr character, including node positions, skill dependencies, activation effects, and unlocking conditions.
Defines the complete skill tree data structure for the Willow character, including skill definitions, positions, dependencies, activation effects, and alignment mechanics.
Defines Wolfgang’s skill tree layout, skill definitions, and activation logic including might, training, planar damage, and allegiance systems.
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.
Provides the skill tree data and functional callbacks for Wortox, including UI rendering logic, skill activation effects, and alignment-based combat modifiers.
A throwable item that explodes upon impact to release a sleep-inducing cloud and visual burst effect.
A world FX entity that spawns floating spore clouds which induce sleepiness or knockback resistance in nearby entities over time.
Triggers a spider queen ambush when the scenario entity is attacked, spawning spider warriors around it and ending the scenario.
Manages the core functionality, visual layers, equipment, and projectile launching behavior for the slingshot weapon and its variants in DST.
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.
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.
Creates and manages visual effects for slingshot attacks, including target rings, color-coded AOE indicators, and power-up animations.
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.
Provides AI behavior logic for the Slurper entity, managing panic responses, enemy chasing, and homing wandering using known locations.
A prefabricated entity that defines the Slurtle and Snurtle creatures, including their combat, locomotion, eating, explosive, and spawner behaviors.
Controls AI behavior for slurtle entities, coordinating actions like fleeing, attacking, eating, stealing food, and returning home using a behavior tree.
A small, stackable explosive item that ignites and detonates when set on fire, dealing area damage and creating visual fx.
Implements AI behavior for the Slurtle Snail entity, including threat avoidance, food seeking, stealing, shield usage, and returning home when hungry.
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.
Controls the AI behavior of small birds, prioritizing survival (starvation, food), following leaders, evading players when not companions, and engaging in combat when necessary.
Defines reusable prefabs for ruins-related smashable objects (e.g., relics, rubble, chairs) with repair, health, loot, and shadeling-spawning behavior.
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.
Enables an entity to consume soul entities, triggering custom logic and removing the consumed soul.
A large creature component that manages AI behavior, combat, projectile attacks with sticky phlegm, periodic poop spawning, and temporary hiding mechanics via prop simulation.
Controls the behavioral logic for the Spat creature, managing combat prioritization, movement, weapon switching, and threat response via a behavior tree.
Applies and manages a temporary spawn protection buff that grants temporary invulnerability and collision exclusion to a target entity.
A singleton utility for managing and calculating special damage types and their interaction with special defenses across entities.
A consumable spear weapon with limited durability that deals fixed damage and supports skin overrides on equip/unequip.
A specialized ranged weapon prefabs with reticule-based targeting, designed for the Lava Arena event, featuring lunge-based attacks and visual effects integration.
A combat weapon prefab that enables area-of-effect leap attacks with reticule-guided targeting and recharge functionality.
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.
Manages the lifecycle, update loop, and behavior of a spell effect on an entity, including start/finish callbacks, periodic ticking, and save/load support.
Factory function defining multiple spider variant prefabs with shared combat, AI, state, and lifecycle logic.
Creates temporary debuff prefabs applied to spiders to enforce behaviors like whistle immunity, bedazzlement, and summoning.
AI brain for water spiders that prioritizes survival behaviors including fleeing, aggression, following leaders, trading, and consuming food or oceanfish while managing environmental risks.
A projectile entity that deal damage on impact or after a short delay when acid-infused.
A consumable item that summons spiders from dens and wakes up sleeping spiders within range, while granting temporary buffs to nearby spider followers.
Manages the AI behavior tree for spiders, handling combat, following, hiding, foraging, and navigation based on spider type and state.
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.
A single-use consumable item that applies a bedazzling buff to a target upon use, designed for spider-related gameplay interactions.
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.
Controls the AI behavior of the Spider Queen entity, including nest placement, spawning followers, panic responses, and combat logic.
Applies a debuff that follows a target, fades out over time, and spawns a spore cloud upon detachment or timer expiration.
A transient visual and gameplay effect that emits periodic aura damage and spoil effects over a radius, commonly used by the Toadstool creature.
A mobile aquatic predator that attacks enemies with ink projectiles, shares combat targets with nearby squids, and switches between land and water movement modes.
Controls AI behavior for squid entities, managing movement, combat, fishing interactions, and herd coordination.
Implements magical staff prefabs with colour-specific abilities, including fire/lighting, ice/freezing, teleportation, blinking, deconstruction, and light creation.
Manages a scenario-based trap that springs when an item is placed in an inventory, instantly hibernating nearby hounds and releasing them upon pickup.
A ranged magical weapon component that channels planar energy and supports broken/repaired states with visual FX integration.
Creates animated projectile prefabs for ice and fire magical attacks, handling hit behavior with specialized effects and cleanup.
A consumable weapon that spawns a tornado entity targeting an enemy, with limited uses and integration into the spellcasting and equippable systems.
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.
Manages the behavior tree logic for the Stage Usher boss entity, coordinating movement, combat engagement, and return-to-spawn behavior.
Manages the lifecycle, combat behavior, and unique abilities of the Stalker boss entity across three distinct environments (cave, forest, and atrium).
Manages the AI behavior of stalker minions, which remain stationary while their stalker is present but die shortly after the stalker is destroyed.
A factory that generates stalker minion prefabs with lifecycle management, stalker tracking, and environment interaction logic.
Creates a visual effect entity that repels nearby creatures and deals damage to them upon activation.
Manages the decision-making and behavior tree logic for Stalker entities, including ability usage, movement, combat, and phase transitions based on health and environmental state.
A deprecated AI behavior component that implements chasing, attacking, and avoidance logic by delegating to ChaseAndAttackAndAvoid with fixed avoidance distance.
Controls an entity to remain stationary while pursuing and attacking a target until a timeout or target death occurs, commonly used for combat AI.
Manages the spawning and tracking of enemy waves triggered by a statue during the Maxwell Threat event, and restores player sanity upon wave completion.
A small throwable item prefab that can be stacked and launched as a projectile.
Manages a character's gym workout session, pausing mightiness while active and resuming it upon completion.
Tracks incoming damage over time and triggers a stun effect when damage exceeds a threshold within a specified window.
A reusable prefab that provides a lunar plant-based weapon with set-bonus activation logic, floating fx management, and broken state handling.
Handles collision detection and interaction logic for entities that can tackle or trample other entities and work on workable targets.
Manages speech and chatter functionality for entities, including text display, network replication, and interaction with AI states like death and sleep.
Manages the behavior, combat, and nesting logic for the Tallbird character entity in Don't Starve Together.
Controls the AI behavior of the Tallbird, implementing tasks such as nest defense, egg laying, homing, and threat response using a behavior tree.
Tracks a single target entity and manages tracking duration, pausing, and automatic invalidation.
Manages an entity’s participation in a team-based combat formation, including movement to formation positions and attack orders derived from a team leader.
Manages team coordination and formation for monster-type entities, including threat tracking, team membership, and dynamic ordering of team members.
A large hostile enemy that auto-attacks nearby targets and switches aggression when attacked by other entities.
A boss-related combat entity that emerges to attack players and allies, managing lifecycle through player proximity, retraction states, and health-based retreat.
Manages the lifecycle, combat behavior, arm deployment, and teleporter link synchronization of the Marsh Tentacle Boss in DST.
A consumable weapon item that deals damage and degrades after a fixed number of uses.
Enables an entity to steal items from other entities' inventories or containers.
A companion entity that tracks and retrieves hidden Kitcoons for a player leader, with combat and quest management capabilities.
Manages the Toadstool boss entity, including its phase progression, ability usage (Spore Bomb, Mushroom Bomb, Mushroom Sprouts, and Ground Pound), movement, and loot behavior.
Implements the behavior tree for the Toadstool entity, managing its channeling, homing, combat engagement, and fleeing states using custom logic and behavior nodes.
Tracks which actions a tool can perform and their effectiveness, managing tag-based action identification and breaking behavior.
Manages the torch item’s lighting, fuel consumption, ignited state, and interaction with Wilson’s skilltree upgrades.
A consumable item that can be launched to damage or destroy nearby objects and entities, primarily used in combat scenarios.
Manages trap logic including setting, baiting, springing, harvesting, and loot generation for traps in the game.
Manages trap functionality, including bait detection, capture logic, and finite-usage tracking for mechanical traps in Don't Starve Together.
A reusable trap prefab that deals damage to enemies on contact, deactivates when sprung, and supports hauntable interaction with special refund mechanics.
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.
A deployable mine trap that springs on entity contact, deals damage, and consumes one use per trigger.
A deployable trap entity that detects moving targets within its radius, applies a movement speed debuff, and deals damage.
A rock tree prefab that supports growth stages, mining, falling, and vine loot generation, while interacting with combat, burnable, and sleeper systems.
A magical trident that enables远程 wave-spawned explosions on water and interacts with fish, plants, and structures in the ocean.
Controls shield mechanics by determining when an entity should enter or exit a shielded state based on recent damage, fire, projectiles, or fear events.
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.
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.
Handles the visual and gameplay effects of the Wagboss beam attack, including targeting, AoE damage, and ring animation synchronization.
A non-networked projectile component that handles missile flight physics, targeting, visual effects, and area-of-effect detonation logic for the Wagboss boss encounter.
Manages the state, combat, drone coordination, and environmental behavior of the Wagboss Robot boss entity.
Controls the AI behavior of the Wagboss robot, with distinct hostile and friendly logic paths determined by the inst.hostile property.
Utility module for managing lunar arena mechanics including fissures, lunar burn damage, and supernova line-of-sight blocking.
Provides shared utilities and lifecycle configuration for WAG drones, including support for friendly, loot, and hackable states.
Manages the visual beam segments and electric shock attack logic for the Wagdrone laserwire entity.
Manages the behavior and impact effects of a wagdrone's electric projectile during its descent and impact phases in DST.
Manages the state, movement, visuals, and connectivity logic for the Wagdrone Rolling boss enemy during its rolling phase.
Manages the visual UI and HUD elements for the Wagpunk hat's targeting and level progression system in Don't Starve Together.
Controls the behavior tree and state machine of the Wagstaff NPC, managing quest progression, clue-following, arena interactions, and dialogue triggers across different game contexts.
Creates a walrus character prefab with AI-driven combat behavior, inventory-equipped projectiles, and day/night sleep/return logic.
AI controller for walrus entities, managing movement, combat, homing, and social behaviors like following leaders.
Character-specific component for Walter, managing Woby integration, mounted command wheel, sanity mechanics, storytelling, and sprint trail effects.
Manages Wanda's dynamic aging system, which dynamically adjusts her health, hunger, sanity, combat stats, and appearance based on her current health percentage.
Factory function for creating multiple warg-type prefabs with varying properties, behaviors, and components depending on variant (normal, clay, gingerbread, or mutated).
A projectile component that applies slime-like sticky damage to targets, pinning them or dealing direct damage on impact.
Manages animated fire and ember effects used by the mutated warg’s flamethrower attack, handling collision, temperature damage, visual fading, and particle reuse.
Controls AI behavior for warg hounds, including carcass consumption, hound summoning, and statue mechanics.
A hostile hound-like boss entity that spawns additional hounds, coordinates a pack, and transitions between land and water locomotion.
A hive-like structure that periodically spawns killer bees and reacts to nearby players and attacks by releasing aggressive wasps.
A sentient, flower-based ocean plant entity that regenerates barnacles, spawns fish, and attacks nearby threats using ranged combat or pollen-based abilities.
Represents a throwable bomb item that explodes on impact, damaging nearby targets and damaging boats if no combat target is hit.
Controls the decision-making logic for water plants, determining behavior states such as emergency pollen spraying, stage-specific combat, and cloud spraying based on internal state and environmental conditions.
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.
Defines Wathgrithr as a playable character with inspiration-based battle singing mechanics, including spirit spawning on kills and song-based buffs.
A wearable shield that provides defensive parry capabilities and periodic offensive damage via AoE when discharged, exclusive to the Wathgrithr character.
Manages the behavior and lifecycle of Wavey Jones and its associated parts (arms, hands, hand art, and marker) in the Dangerous Sea event.
A visual and networked entity that represents Waxwell's shadow during the lava arena boss fight, used for shadow strike attacks.
Manages weapon properties, attack behavior, and ranged projectile launch logic for combat entities.
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.
Defines the asset and initialization logic for Webber's spider minion prefabs in DST, including physics, animation, sound, and network properties.
Defines configuration and behavior templates for weed plants, including growth stages, spread mechanics, and custom actions for forgetmelots, tillweed, firenettle, and ivy.
Implements Wendy’s unique gameplay mechanics, including Abigail the ghostly friend, sanity aura adjustments during Sisturn events, and bonding progression.
Manages werebeast transformation logic, including moon phase triggers, manual transformation, and automatic reversion timers.
Tracks consumption of monster meat and forces transformation to were-form when the internal counter reaches a threshold.
Manages the wereness meter and its dynamic behavior, including draining and state persistence for player entities.
Manages AI behavior for Werepigs, including panic responses, food-seeking when safe, combat aggression, and wandering with home-based navigation.
Defines the Wes player character with unique penalties and bonuses for mining, chopping, and hammering, while reducing insulation effectiveness.
Manages enemy wave spawning logic for the Maxwell boss encounter, triggered when the player approaches after statues are destroyed.
A ranged combat item that attacks targets with a whip, triggering knockback effects and optional supersnap mechanics against enemies with active combat targets.
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 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.
Provides shared utility functions for handling willow embers, including detection, spawning, and target selection logic.
Creates and manages visual and gameplay effects for Willow's shadow flame projectiles, flamethrower projectiles, and frenzy visual effects.
AI brain component that defines Wilson's default behavior tree for combat and movement, prioritizing player-held primary input while enabling fallback automated attacks.
Manages the combat, power, and state behavior of Winona's catapult structure, including targeting logic, skill tree upgrades, active/inactive states, and circuit connectivity.
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.
Manages spell selection, deployment targeting, and battery-powered operations for Winona's engineer remote gadget, including circuit connections, charging logic, and elemental ability validation.
AI brain that controls Winona's catapult entity to stand and attack the nearest valid target.
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.
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.
Controls the decision-making behavior of Woby (Walter's Woby), including following, combat avoidance, assisting with CHOP/MINE tasks, and interacting with players and the player link UI.
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.
Manages Woodie's transformation between human and three were-forms (beaver, moose, goose) and their associated gameplay mechanics.
Manages the work state and completion logic for interactable entities in the game world.
Manages the gameplay logic and behavior of the Worm boss, including home selection, lure mechanics, combat targeting, light control, and loot generation.
Manages the lifecycle, state transitions, and chunked composition of the Worm Boss enemy including spawn, combat, death, chunk persistence, and loot generation.
Provides core utility functions and constants for the Worm Boss boss fight, handling chunk generation, movement, digestion, and state transitions.
Manages AI decision-making for the Worm boss, coordinating behavior such as hunting, returning to a home location, eating, and executing lure-based attacks.
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.
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.
AI brain component for the Wormwood Fruit Dragon entity that manages its movement and combat behavior using a behavior tree.
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.
Manages Wortox's soul-based gameplay systems, including soul collection, storage, overloading, portal hopping, and skill-triggered buffs and effects.
Manages Wortox's soul-collecting bug net, dynamically adjusting weapon damage, visual size, and effects based on inventory soul count and slot usage.
Manages a soul entity that follows and heals nearby hurt players, with behavior modified by Wortox's skill tree.
Provides shared utility functions for Wortox's soul-based mechanics, including healing nearby players, spawning souls on death, and determining valid soul sources.
Handles the behavior and lifecycle of Wortox's thrown soul projectile, including homing, tail spawning, soul stealing, and soul spear effects.
Manages a rechargeable, spellcasting terraforming tool used by Wurt to deploy terrain-altering projectiles with cooldowns and sanity costs.
Creates and configures Wx78 modular components for the DST game, including animation, inventory, network, and usage management.
Manages point-based racing statistics for entities, including stats modification, random point allocation, degradation, and baseline tracking.
Applies a timed buff to a target entity, automatically removing itself when the timer expires or the target dies.
Manages the availability and flight behavior of the Yoth heckler entity across Knight shrines in the Year of the Horse event.
Manages knight spawning logic for the Yoth event by tracking shrines, princesses, and cooldown states.
A consumable melee weapon that deals damage and burns fuel while the wielder moves forward.
A consumable ranged weapon component that provides melee combat functionality with lance-specific jousting mechanics.
A minigame arena component that facilitates a competitive pillowfight minigame with timed rounds, ring-out mechanics, and prize distribution.