Charlie Hand
A non-player entity that serves as an interactive construction site for triggering Charlie's cutscene, spawning a shadow arm, and managing rift activation state.
A non-player entity that serves as an interactive construction site for triggering Charlie's cutscene, spawning a shadow arm, and managing rift activation state.
Acts as a destructible container structure that holds a nested chest and reconstructs into it upon completion, or drops its contents upon pick/hit if incomplete.
Provides UI-facing accessor methods for construction-related data, specifically the container and target entities of a construction builder, and helper functions to query construction plan ingredients.
Manages per-slot item counts for construction sites, with server-authoritative storage and client-side replication for network synchronization.
Factory function that creates chair prefabs with sittable, workable, and burnable properties, supporting both standard and rocking variants.
Manages the state, behavior, and visual synchronization of the Hermit Hot Spring structure, including heating, bathing, bathbomb effects, and construction workflow.
Serves as the central hub for constructing and launching the Moon Altar boss sequence, handling stage transitions, construction logic, and meteor impacts.
Controls the animation, sound, and state transitions for multiplayer portal entities, including spawn, construction, and idle phases.
Manages the lifecycle, reinforcement states, construction, andquake-detection behavior of the support pillar structure in DST.
Manages the construction progression and finalization of the Wagboss robot structure, including animation state transitions and completion logic.
Provides the underlying component logic andprefab factory for generating wall entities with health, pathfinding, and construction mechanics.