Balloons Empty
A decayable container prefab that spawns mosquito sacks upon decay and water balloons when placed in inventories, with haunt mechanics that may spawn balloons.
A decayable container prefab that spawns mosquito sacks upon decay and water balloons when placed in inventories, with haunt mechanics that may spawn balloons.
Manages the dormant state and self-decay mechanics for Bernie the Beard, including fuel consumption, reanimation logic, and equippable behavior.
A withered cave fern prefab that can be harvested for cutgrass and spoils into spoiled_food after 10 seconds.
A classified client-side visual effect entity that tracks a target and renders Charlie's residue, decaying when activated or vision conditions change.
Manages the lifecycle, mutation, looting, and decay of creature corpses, including handling lunar rift mutations and gestalt possession.
A consumable/loot item that disappears over time when dropped on the ground but stops decaying when placed in an inventory slot.
Stores edible food items indefinitely by stopping their decay and preventing pick-up, and releases them with decay resumed upon taking.
Manages the state, decay, and visual progression of a koalefant carcass object, including meat consumption tracking, seasonal build variants, and decay timing.
Manages the lighting, state transitions, and decay behavior of mushroom-based lanterns in DST, including battery-powered operation, spore-based colour tinting, and structural collapse when damaged.
Creates and configures a light-emitting, shatterable cave tree that spawns spores, drops loot when damaged, and can regrow or decay over time.
Spore prefabs that spawn from mushtrees, persist briefly, and decay based on crowding and time.
A perishable, dryable, and consumable item that grants sanity loss; used as a crafting component or food source with negative effects.
Stores configuration for how preservation affects item decay rates, primarily used by the game's preservation and spoilage systems.
Controls how perish and temperature decay rates are multiplied for an entity's items or contents.
Represents a buried player remains that decays over time, drops loot when hammered, and preserves player identity data for resurrection or inspection.
Manages the creation, behavior, and decay of skeleton entities, distinguishing between generic environmental skeletons and player skeletons with avatar data and save/load persistence.
A transient visual effect prefab that plays an eating animation when Wortox consumes a soul.