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17 docs tagged with "decay"

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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.

Bernie Inactive

Manages the dormant state and self-decay mechanics for Bernie the Beard, including fuel consumption, reanimation logic, and equippable behavior.

Cave Fern Withered

A withered cave fern prefab that can be harvested for cutgrass and spoils into spoiled_food after 10 seconds.

Charlieresidue

A classified client-side visual effect entity that tracks a target and renders Charlie's residue, decaying when activated or vision conditions change.

Corpses

Manages the lifecycle, mutation, looting, and decay of creature corpses, including handling lunar rift mutations and gestalt possession.

Furtuft

A consumable/loot item that disappears over time when dropped on the ground but stops decaying when placed in an inventory slot.

Gelblob Storage

Stores edible food items indefinitely by stopping their decay and preventing pick-up, and releases them with decay resumed upon taking.

Koalefant Carcass

Manages the state, decay, and visual progression of a koalefant carcass object, including meat consumption tracking, seasonal build variants, and decay timing.

Mushroom Light

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.

Mushtree Moon

Creates and configures a light-emitting, shatterable cave tree that spawns spores, drops loot when damaged, and can regrow or decay over time.

Mushtree Spores

Spore prefabs that spawn from mushtrees, persist briefly, and decay based on crowding and time.

Petals Evil

A perishable, dryable, and consumable item that grants sanity loss; used as a crafting component or food source with negative effects.

Preservative

Stores configuration for how preservation affects item decay rates, primarily used by the game's preservation and spoilage systems.

Preserver

Controls how perish and temperature decay rates are multiplied for an entity's items or contents.

Shallow Grave

Represents a buried player remains that decays over time, drops loot when hammered, and preserves player identity data for resurrection or inspection.

Skeleton

Manages the creation, behavior, and decay of skeleton entities, distinguishing between generic environmental skeletons and player skeletons with avatar data and save/load persistence.

Wortox Eat Soul Fx

A transient visual effect prefab that plays an eating animation when Wortox consumes a soul.