Builder
Manages crafting recipes, prototyper access, tech tree progress, and ingredient consumption for builder-type entities.
Manages crafting recipes, prototyper access, tech tree progress, and ingredient consumption for builder-type entities.
Serves as the client-side replica component for the Builder, syncing crafting, recipe, and technology tree state between server and client.
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.
Manages composting progress and material storage for composting bins, calculating processing time based on green-to-brown material ratios.
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.
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.
Enables an entity to be transformed into a cooked product when processed in a cooking station.
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.
Tracks which items and recipes a crafting station has learned and manages per-recipe crafting limits.
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.
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.
Manages action-specific multipliers using source-modifiable lists to support flexible, multi-source efficiency calculations.
Stores nutrient data and handles application logic for fertilizer items, including usage consumption and cleanup upon depletion.
Enables an entity to provide researchable fertilizer data to the game, typically used by compost bins or similar structures in biomes like the Ruins.
Marks an entity as capable of being composted, with optional green/brown categorization for composting mechanics.
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.
Manages a multi-stage lab-based science-generating process with stage timing and persistence support.
Enables an entity to erase erasable paper items, converting them into their erased form via the ErasablePaper component.
Validates and executes the dismantling of pocket watch–related items into component parts when used by a Clockmaker.
Provides a callback mechanism for custom dismantling logic when a portable structure is disassembled.
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.
Manages the carving interaction and face customization logic for pumpkin-based wearable items, including validation, state transitions, and tool requirements.
Manages the discovery and network sync of Quagmire recipes, queueing and broadcasting recipe data across clients in the Quagmire DLC.
Manages the cooking recipe appraisal queue and network synchronization of recipe prices, dish types, and craving matches for Quagmire mode.
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.
Adds repair capability to an entity by exposing material-specific repair properties and managing associated tags.
Enables an entity to be taught or learned via a callback function when interacted with in the scrapbook system.
Enables repair of entities with the 'needssewing' tag using fuel-based or consumable sewing kits.
Validates ownership restrictions and manages opening/closing of slingshot modification interfaces on target items.
Manages the containerized parts and modding interface for a slingshot, including part validation, skill requirements, and UI interaction.
Provides a prototype for teaching a tackle sketch recipe to a crafting station when consumed or applied.
Teaches a specific recipe to a target entity by interacting with the Builder component.
Tracks and manages upgrade progression for entities, handling stage advancement and upgrade counting logic.
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.
Manages the sewing animation and recipe processing pipeline for a sewer-based crafting station, including task scheduling, inventory handling, and save/load synchronization.