Altar Prototyper
Implements a reusable crafting station with dynamic lighting and state-dependent behavior (intact or broken), supporting research tree activation, repair, and combat-triggered creature spawns.
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.
Configures the loot table for the archive cookpot chest by defining and adding default items upon chest creation.
Represents a storage and knowledge-dispensing entity in the Grotto environment, used to unlock blueprints and manage archival puzzle data.
Implements the directional sign post and panel prefabs for placement and interaction in the game world, supporting construction, writing, destruction, and orientation persistence.
A consumable item that restores health and sanity when used, requiring the "walter_camp_firstaid" skill to trigger the sanity bonus.
A consumable item that provides fuel and can be burned, featuring perishable behavior and inventory compatibility.
Defines the Beebox structure entity which produces honey and spawns bees based on season and light conditions.
A small, stackable, floating inventory item that serves as cattoy fuel with burnable properties and tradability.
Represents a craftable item that teaches a random or specific recipe to players when used, with support for common and rare variants.
Creates a temporary entity that, when built, spawns and distributes blueprint prefabs to the builder's inventory.
A stackable inventory item used for repairing boats and as fuel.
Represents a collectible bone shard item used as crafting material and snowman decoration in the game.
Defines book prefabs and their associated magical spell effects for the Wickerbottom character, including growth spells, weather manipulation, and entity summoning.
A crafting station that restores partially consumed books and displays visual indicators of its contents based on book count.
Manages crafting, recipe unlocking, and prototyping mechanics for player entities.
Client-side replica of the builder component that mirrors crafting state, tech tree levels, and recipe knowledge to clients via classified netvars.
Manages the creation and behavior of bundle and gift prefabs, which can hold items for storage or gifting, with support for wrapping/unwrapping logic, moisture inheritance, and dynamic loot tables.
Stores configuration for bundling items, including the source and target prefabs, optional skin data, and a callback for when bundling begins.
Manages the bundling workflow for items, including spawning bundling containers, wrapping items, and persisting state across saves.
A deployable carnival-themed structure that provides lighting, music effects, crafting opportunities, and loot upon destruction.
Creates a moonglass carpentry blade prefab used as an ingredient in crafting recipes at the carpentry station.
A multiplayer-compatible structure that enables crafting of carpentry recipes and supports blade-based upgrades; handles states including construction, usage, burning, and destruction.
Implements the cartography desk prefab with prototyping, workable, burnable, and loot-dropping functionality for DST.
Generates chesspiece prefabs with dynamic behavior based on moon phases, material variants, and interaction with other entities during moon events.
Initializes a chest with a predefined set of craftable items during scenario creation.
A consumable item prefab that upgrades a chest's item stack size limit when applied.
Manages composting progress and material storage for composting bins, calculating processing time based on green-to-brown material ratios.
Manages the composting process, animation states, and harvest mechanics for the Composting Bin structure, including material tracking, cycle timing, and conversion of input items into compost.
Manages the construction state and UI container for a builder entity performing construction tasks.
Manages blueprint mappings for construction sites, enabling conversion of target prefabs into their corresponding construction site prefabs.
Creates construction plan prefabs that define which entity can be built from a given item.
Manages the state and materials required to construct a building or object at a construction site.
Provides a network-replicated interface for client-side access to construction site state, mirroring server-side construction data.
Manages controller-based crafting UI interactions, including tab navigation, recipe selection, and crafting execution with repeat input support.
Manages a single tab in the controller-based crafting interface, handling recipe selection, tab navigation, and button press handling for crafting actions.
Enables an entity to be transformed into a cooked product when processed in a cooking station.
A consumable item that, when read by a player, opens the cooking recipe book interface.
Renders the recipe book UI page for Crock Pot recipes, including recipe grid, filtering, sorting, and detailed recipe panels.
Renders the cooking recipes panel in the Redux UI, providing a structured interface for browsing and filtering recipes.
Manages recipe and food stat acquisition for the in-game cookbook, handling both local updates and network synchronization between server and clients.
Validates and executes cooking operations for items placed on a cooking entity, ensuring required conditions are met and handling side effects like sound playback and event callbacks.
A tradable, stackable inventory item prefab used for crafting in Don't Starve Together.
Central registry and calculation system for all cooking recipes, ingredients, and cookbook data in Don't Starve Together.
Represents a recipe card item in the cooking system that displays ingredients and links to a specific recipe and cooker.
Manages cooking state, interactions, and loot generation for the Crock Pot structure in DST.
Manages the crafting UI widget, including recipe listing, scrolling, filtering, and layout for both standard and Quagmire game modes.
Organizes and filters crafting recipes for the HUD based on availability and user preferences.
Manages the recipe details panel in the crafting menu UI, rendering recipe information, ingredients, skins, and build controls for the selected recipe.
Manages the HUD interface for the crafting menu, handling recipe visibility, menu open/close states, and controller navigation.
Renders and manages ingredient UI widgets for the crafting menu, displaying available and missing requirements for the selected recipe.
Manages the pinned recipe display and navigation UI for the crafting menu HUD, including page switching, focus handling, and prototype status indicators.
A UI widget that represents a pinned recipe slot in the Redux crafting menu, allowing quick access to frequently used recipes.
Manages skin selection UI for crafting recipes, displaying available skins and syncing selection with the crafting menu.
Manages the crafting menu UI interface including filtering, sorting, searching, and displaying craftable recipes.
Manages player crafting menu preferences including favorites, pinned recipes, and sort settings.
Tracks which items and recipes a crafting station has learned and manages per-recipe crafting limits.
Renders a single slot in the crafting interface, handling recipe display, locking states, and user interaction for crafting or purchasing items.
Manages a dynamic set of crafting interface slots, handling visibility, popup enabling, and slot-specific operations for the crafting HUD.
Manages the crafting interface tabs and recipe filtering for the player's inventory crafting system.
Represents a decorative lab-themed critter den that emits idle sounds, plays animations, and supports prototyper functionality for crafting trees.
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.
A stackable, tradable rock used for baiting moles and repairing stone structures.
A deployable item that places a monkey dock tile on ocean shores and coordinates with the dock manager to manage placement validity and safety.
A consumable crafting material used for repairing tools and gear in Don't Starve Together.
Constructs dried vegetable items (e.g., dried petals, seeds) with consumable, fuel, and burnable properties, primarily used as loot, crafting ingredients, or cat toys.
Marks an entity as capable of being dried and stores associated drying data, such as product yield, drying time, and associated build files for raw and dried states.
Manages the drying process of ingredients into preserved food products, handling timers, rain exposure, and state transitions.
Tracks salt slots in a drying rack and manages salt count changes with optional callback notification.
Generates raw and cooked eel prefabs with configurable states, perishability, dryability, and cooking yields.
A consumable cat toy that breaks when drawn with and can be used as low-value fuel or igniter.
Prefab factory that generates bird feather items with inventory, fuel, and interaction properties for gameplay integration.
Adds fertilizer behavior and soil interaction properties to an entity, including nutrient composition and usage tracking.
Enables an entity to provide researchable fertilizer data to the game, typically used by compost bins or similar structures in biomes like the Ruins.
A structure that provides a controllable fire source for cooking, heating, and light, fueled by consumable items and supporting charcoal production.
Generates raw and cooked fish prefabs with support for drying, cooking, perishing, and bait functionality.
A consumable, flammable inventory item used as fuel, food, or craftable ingredient that can dry into preserved form; primarily appears in the Quagmire game mode.
Marks an entity as capable of being composted, with optional green/brown categorization for composting mechanics.
Creates consumable item prefabs that provide repair materials for the Forge component when used.
Handles repair of damaged equipment using forge-based materials, consuming itself in the process and updating entity tags based on the repair material used.
Tracks and manages forge-repair eligibility of an entity based on repair material compatibility and current condition.
A consumable vegetarian item that provides minimal sanity restoration, spoils quickly, and can be dried; also serves as a cat toy and vase decoration.
A consumable inventory item that can be deployed to spawn a Fossil Stalker and repair structures using fossil material.
Defines shared logic and prefab templates for wooden and stone tables, including decor handling, burning behavior, and hammer interaction.
Defines a family of gem prefabs with shared behavior including inventory physics, repair capabilities, and sparkle animation effects.
Creates deployable glass obstacles that can be hammered into blocks and used as defensive equipment with unique visual and behavioral states.
A one-time-use musical instrument that spawns two directional attack waves and tends nearby farm plants when used in water.
Acts as a dynamic crafting station for Hermit Crab tea recipes, activated only when the Hermit Crab enters its area and updated based on pearl decoration score.
Manages the hermit crab’s home structure, including construction progression, friend-based recipe unlocking, hermit crab spawning, and pearl-based decoration scoring.
A consumable food item that restores health and hunger, tradable and stackable, commonly used in crafting or as bait.
Renders a UI element representing a crafting ingredient in the recipe UI, handling visual state, quantity display, tooltip, and interactivity.
Represents a frozen ice rock that provides health, moisture, cooling effects, and can be used as a temporary water source; it melts over time or when exposed to fire.
Manages the Willow lighter item's behavior, including ignition, fuel consumption, lightning attacks, and skill-based enhancements.
A stackable, edible wood item that serves as fuel, repair material, and trash food in the game.
Defines the Lunar Forge structure prefab, including prototyper, workable, and hauntable behaviors.
A consumable item prefab that drops from lunar plants upon harvesting; used in crafting and interacts with the stackable system for inventory management.
Manages the mad science lab structure's experimental crafting workflow, including stage progression, sound, and particle effects during recipe processing.
Manages a multi-stage lab-based science-generating process with stage timing and persistence support.
Creates high-level prototyper prefabs (research labs) with specialized behavior, including on-built achievements, variable activation animations, and optional rabbit-spawning on hit.
A lightweight, stackable item used as a cat toy and fuel source that floats on water and animates when dropped or falling.
A structure that dries meat items when exposed to air and sunlight, and burns when ignited, destroying the dried food and producing ash instead.
Factory function for creating various meat-based food prefabs with standardized components and behaviors.
Creates and configures Merm structures that dispense items to Merm units after consuming stored resources.
Implements the mini sign prefab, a deployable and drawable crafting object that can be placed in the world and inscribed with custom text by the player.
Provides utility functions and API hooks for mod configuration, world generation, and runtime initialization in Don't Starve Together.
Manages the lifecycle, linking behavior, and crafting progression of celestial altars in the DST Moon Biome.
Manages the Moon Base structure's state, including staff charging, morphing, repair, and moon-based spawner activation.
Prefab for a small, reusable crafting material that can be consumed for minimal nutrition, used in repairs, and dropped as loot.
A crafting UI widget that displays crafting tabs and slots for mouse-based interaction, inheriting from the base Crafting widget.
Implements the logic for construction, activation, and player teleportation through multiplayer portals in Don't Starve Together.
Defines the nightmarefuel prefab, a stackable inventory item used as fuel and repair material with shadow socket compatibility.
Manages a structure that collects kelp to summon and hire merms, including support for upgraded variants and merm-calling mechanics.
Enables an entity to erase erasable paper items, converting them into their erased form via the ErasablePaper component.
A small, stackable cat toy item that can be used as fuel and consumed in campfires or by fire-based entities.
A structure that accepts berrybushes to become functional and later spawns Perd creatures during daytime.
A plant-based consumable item that can be dried into a different product and haunts under certain conditions.
A perishable, dryable, and consumable item that grants sanity loss; used as a crafting component or food source with negative effects.
Manages the pig shrine structure's state machine, including empty, offering, burnt, and burnable states, with support for prototyping, trading, and salvage behavior.
Defines configuration data for pillow types, specifying combat and resource yield properties used by pillow prefabs.
Generates plantable prefabs that can be placed in the world to spawn full-grown plants, including support for medium spacing, waxed variants, and Halloween moon mutations.
Manages the dismantling logic for pocketwatch items, converting them back into their recipe ingredients.
A prefab component for the pocketwatch dismantler item that enables crafting-related dismantling functionality.
Manages the behavior and state of the portable blender structure and its deployed item form, including cooking functionality, burn mechanics, and workable construction.
Manages the cooked pot's cooking state, container interaction, deployable behavior, and visual/sound feedback during cooking, burning, and dismantling.
Manages the portable firepit item and its deployed state, handling fuel consumption, ignition, dismantling, and charcoal production logic.
Manages the logic for a portable cooking device that can be deployed, used to cook stews, and transitions to an item form when dismantled or destroyed.
Provides a callback mechanism for custom dismantling logic when a portable structure is disassembled.
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.
Defines prepared food recipes and their nutritional, status-effect, and inventory behavior in DST.
Manages prototype unlock states for crafting stations by tracking active doers and maintaining linked tech trees.
Manages carving, visual rendering, and state persistence of pumpkins in the game, including cut shapes, lighting effects, and synchronization between client and server.
A placeholder component with no functional logic, likely reserved for future implementation of pumpkin carving mechanics.
A UI screen for interactively carving pumpkins by placing carved shapes and fills on a target entity.
Manages the carving interaction and face customization logic for pumpkin-based wearable items, including validation, state transitions, and tool requirements.
Registers and configures the Quagmire game mode world, including prefabs, assets, recipes, and gameplay systems.
Defines the prefab asset data for burnt ingredients used in Quagmire-related crafting.
Creates inventory prefabs for Quagmire casserole dishes used in cooking.
Factory function for generating Quagmire crate prefabs, supporting both empty crates and pre-filled kits (e.g., oven, grill).
A consumable item used in Quagmire stew recipes, characterized by its unique animation and stew interaction tag.
A craftable structure prefab used in the Quagmire DLC that enables storage of ground ingredients and acts as a crafting node for Quagmire-specific recipes.
Creates and registers prefabs for Quagmire cooking pots with configurable capacity and visual variants.
Manages the discovery and network sync of Quagmire recipes, queueing and broadcasting recipe data across clients in the Quagmire DLC.
Manages persistent storage, filtering, and state for Quagmire Festival recipes, including unlocks, sessions, and appraisal data.
Manages the UI for the Quagmire Recipe Book, displaying discovered recipes, filtering options, and detailed recipe information.
Renders and manages the interactive recipe details popup UI for the Quagmire game mode, displaying recipe name, description, ingredients, and build status.
Manages the cooking recipe appraisal queue and network synchronization of recipe prices, dish types, and craving matches for Quagmire mode.
Generates prefabs for Quagmire seed packets, including a base packet, a mixed variant, and individual seed-type packets.
A consumable crafting ingredient used in Quagmire stew recipes, visually represented as a sticky syrup bottle.
Defines the core classes and global tables for the crafting recipe system, including Ingredient, Recipe, Recipe2, and DeconstructRecipe classes.
A UI widget that displays and manages a scrollable list of recipes for the Trade Inn, including coalesced ingredient display, time-to-expiry tracking, and input navigation.
Renders and manages the crafting popup UI for displaying recipe details, ingredients, skin selection, and build actions.
This file defines the complete crafting recipe registry for Don't Starve Together, registering all character-specific items, structures, tools, consumables, event items, and deconstruction recipes using Recipe2() and Ingredient() functions with technology tier requirements, ingredient costs, and validation callbacks.
Defines crafting menu filter categories and their associated recipe prefab lists for the crafting interface.
Enables scanning of entities to automatically unlock associated recipes for a builder.
Tracks and manages the inventory and restocking behavior of crafted recipes for an entity.
Renders a visual tile representation of a crafting recipe, including its icon, layered textures, and optional foreground animations.
Adds repair capability to an entity by exposing material-specific repair properties and managing associated tags.
A durable structure that provides salt-based sustenance for creatures and players over time, supporting improved construction and repair mechanics.
An elemental food item that serves as bait for moles, preserves other items, and repairs equipment using salt-based crafting material.
A decorative and functional structure that can be built by players to occupy space and interact with dressing-up mechanics; it supports hammering, burning, and skin changes.
Creates and configures the science and alchemy prototype machines, including their prototyping trees, animations, interactions, and seasonal gift mechanics.
Factory function that generates scrapbook note prefabs for use in the Scrapbook UI, each tied to a specific教学 (e.g., Wagstaff blueprint notes).
Represents a collectible page used to teach unique scrapbook entries; manages reservation, teach state, and销毁 behavior when used or fully taught.
Enables an entity to be taught or learned via a callback function when interacted with in the scrapbook system.
A crafting and sculpting station that accepts raw sculpting materials or sketches, allows item prototyping, and supports tool-based interaction such as hammering.
Represents collectible, reusable sculpture parts used in crafting and inventory; equipped to modify character appearance.
A deployable structure that provides prototyping capabilities for the Seafaring content, with workable and burnable behavior.
Defines the 'seeds' and 'seeds_cooked' prefabs with associated components for use as raw or cooked food, bait, farm planting material, and ocean fishing lures.
Enables repair of entities with the 'needssewing' tag using fuel-based or consumable sewing kits.
Acts as a wearable equipment storage and equipment-swap target for players using the Stageplay Set crafting recipe.
A stackable inventory item used for repairing boats via the sewing system, providing a fixed amount of repair value.
Provides a consumable inventory item for repairing wearable equipment, using a finite number of uses and applying a fixed repair value.
A structure component that functions as a prototype device for crafting shadow-based recipes, supporting activation, work interactions via hammering, and loot dropping upon destruction.
A breakable environmental object that drops singing shells when mined and can be equipped as body armor.
A science station that requires heat and proximity to function, unlocks craftable recipes via prototyping, and upgrades its tech tree based on pearl decoration score.
A small item used as a craftable material and cat toy, which can be upgraded to increase spider trust when held by a Spider Whisperer.
Represents a collectible sketch item that references a specific chess piece blueprint, stores its identity, and provides recipe and image metadata for crafting and UI.
Provides utility functions for validating and matching skin trade recipes based on selected items and restrictions.
Validates ownership restrictions and manages opening/closing of slingshot modification interfaces on target items.
A consumable item that allows the player to open the Slingshot Modding interface for compatible slingshots.
Manages the containerized parts and modding interface for a slingshot, including part validation, skill requirements, and UI interaction.
Defines modding configurations and installation/uninstallation logic for slingshot parts (bands, frames, handles) in DST.
Defines prefabs for slingshot parts (bands, frames, handles) and registers them with appropriate components and tags for installation in slingshot mod containers.
An inventory item that can be used to repair structures by providing shell-based repair material and a fixed health value.
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.
Manages socket identification and quality data for socket-capable entities.
Generates recipe data for spiced variants of base foods and registers their cooking behavior and effects.
Defines the prefabs for the succulent plant (growable flora) and its picked form (consumable inventory item) with drying and perishable behaviors.
Manages festive table functionality including food放置, seasonal feast registration, lighting effects, and interaction with the Winters Feast event system.
Provides a prototype for teaching a tackle sketch recipe to a crafting station when consumed or applied.
Represents a fishing tackle blueprint prefab that teaches a specific recipe and functions as a teachable item in DST.
A crafting station prefab that enables players to learn and prototype fishing-related blueprints; it supports state persistence, burning, haunting, and loot generation.
Teaches a specific recipe to a target entity by interacting with the Builder component.
Defines and manages available technology trees and associated bonus/level naming conventions for crafting systems.
Manages a structure that accepts gem placements to enable teleportation functionality, and responds to hammering by destroying itself and dropping gems.
Manages the Teleportato structure, handling its activation, part collection, power-up sequence, and level transition in DST.
Defines prefabs for Teleportato components used in adventure mode to construct the Teleportato device.
Manages the behavior and state of sleeping structures (tent and siestahut), handling use tracking, sleep interactions, burning, and dismantling.
Manages the terrarium crafting station and boss-summoning mechanics, including normal and crimson variants, cooldowns, and state transitions.
A reusable crafting material that repairs tools and structures, and can be consumed for minimal sustenance.
Represents a consumable and repairable Thulecite fragment used as bait, food, and crafting material in DST.
A perishable vegetable item that can be dried on a meat rack to produce tillweed_dried.
Defines structured trade recipe configurations for the game's trading system.
A crafting station used to prototype Grotto-era technologies, supporting work, burning, and hauntable mechanics.
A multi-functional small item that serves as fuel, food, repair material, and ocean fishing tackle in Don't Starve Together.
Tracks and manages upgrade progression for entities, handling stage advancement and upgrade counting logic.
Marks entities that allow upgrade modules to be removed via specific actions.
A repair item that restores wagdrones to full functionality and converts broken or unfriendly wagdrones into friendly ones.
A crafting and prototyping station prefab for the Wagpunk event that provides access to specialized blueprints and toggles arena manager state.
A stackable inventory item prefab used for crafting and trading, typically obtained from walruses.
A structure that accepts torches to become active, enabling a prototyper and emitting flame; deactivates when extinguished or deconstructed.
A stackable inventory item that serves as a specialized fuel source and can be upgraded via the waterplant planter upgrade type.
Defines the Wes player character with unique penalties and bonuses for mining, chopping, and hammering, while reducing insulation effectiveness.
Provides utility functions for crafting menu interactions, recipe construction logic, and UI indicator placement.
Defines Winona as a playable character, configuring her skills, recipes, visual assets, and specialization mechanics.
Defines configuration data for Wintersfeast festive foods, including cooking times and metadata used by the cooking system.
Implements the Winters Feast Oven, a multi-stage cooking station that requires science-based cooking steps and produces festive dishes.
Manages the state and consumption logic for the Winters Eve Feast Table, tracking which entities are feasting and handling food usage.
A specialized drying rack component that uses a dedicated container prefab (`woby_rack_container`) for storing and drying items.
Acts as a special祭坛 that holds a birdfeather offering and becomes a prototyper once activated; supports burning, hammering, and state persistence.
Creates consumable blueprint prefabs that, when used, spawn and fling a specific cosmetic Beefalo doll variant.
Defines YotB-themed beefalo costume configurations, including skin sets, crafting requirements, and category compatibility modifiers.
Manages the behavior and state of the yotb_post structure, including hammering, hitching, marking, burning, and ribbon animation effects.
Manages the sewing animation and recipe processing pipeline for a sewer-based crafting station, including task scheduling, inventory handling, and save/load synchronization.
Provides recipe selection and validation logic for a sewing-based crafting system using costume sets.
Provides a structure-based crafting interface for beefalo sewing recipes, managing sewing state, animations, sound, and interaction callbacks.
Manages the Carrat Shrine entity's state transitions, offering interactions, prototyping access, and burn mechanics in the YOTC content.
A ritual shrine that accepts charcoal offerings, activates a prototyper when offered, and resets to an empty trader state when used or extinguished.
Manages the lifecycle, offering acceptance, and heckler behavior of the Yoth Knightshrine structure in Don't Starve Together.