Abigail Attack Fx
Spawns visual and audio effects for Abigail's attack animations, handling both normal and ground-specific variants.
Spawns visual and audio effects for Abigail's attack animations, handling both normal and ground-specific variants.
A floating mechanical minion that serves as a portable platform in the Rifts biome, supporting entity movement and state synchronization with its associated large pillar.
Manages the puzzle mechanics for the Abysspillar Trial, including pillar grid generation, player interaction, minion spawning, and puzzle state transitions.
Applies and removes an acid infusion effect based on world rain state and entity rain immunity, adjusting combat stats, movement speed, and visual effects accordingly.
Manages activation state and behavior for entities, including activation conditions, state tags, and callback execution.
Constructs the first phase of the Alterguardian boss entity, including its combat behavior, health system, teleportation logic, and support for multiple cosmetic variants (basic, lunar rift, and gestalt).
Implements the Phase 2 stage of the Alter Guardian boss, handling movement, combat, spawning spikes, music triggering, health regeneration on waking, and loot drops.
Manages shape-shifting behavior for an entity by switching between predefined forms based on inventory contents.
Defines the prefab data and initialization logic for ancient husk statues, including identity-specific animations and physics properties.
Spawns an antlion when a sandstorm becomes active, and manages the spawned antlion's lifecycle.
Controls the dynamic opening and closing behavior of an atrium fence based on player proximity and power state.
Manages persistent links between entities and players, enabling attunement mechanics for items like resurrection effigies.
A growth-stage-based animal prefab that matures through defined life phases, interacts with beefalo herds, and supports combat, foraging, and periodic waste production.
Manages bait behavior for traps, handling attachment to and detachment from trap entities via lifecycle events.
Manages entities entering and occupying a bathing pool, tracking occupants, enforcing space limits, and calculating valid entry positions.
Manages the spawning and tracking of bats for a given entity, ensuring bats are only active when the owner is awake and respecting spawn limits.
Enables an entity to consume power from a battery component, handling charge verification and callback execution.
Manages beard growth, appearance, and related inventory mechanics for bearded characters in DST.
Defines the Bearger Fur Sack prefab, a portable storage container that preserves perishable items.
Controls the AI behavior and decision-making logic for beefalo entities, including greeting feeders, loitering, wandering, and following leaders or herd members.
Records and reports metric events related to beefalo domestication, riding, attacks, and death for analytics purposes.
Defines the Beehive prefab entity that spawns bees, handles combat interactions, and drops loot when destroyed.
Creates beemine trap entities that can be deployed, armed, and explode to spawn aggressive bees.
Implements a behavior tree system for AI entity decision-making and task execution.
Controls AI behavior for mutant bird entities, including swarming, combat, skeleton breaking, and (for spitters) projectile spitting.
A portable trap prefab that captures birds when baited and sprung, supporting multiple bird species with symbol swaps and finite uses.
Manages bloom effect stacking and propagation for entities and their children, supporting priority-based bloom layering and automatic cleanup on source removal.
Manages the creation, behavior, and physics of ocean-going vessels, including variant-specific functionality (wood, grass, ice, pirate, ancient, otterden).
A temporary game object that simulates water leaking into a boat, interacting with nearby entities and inventory items to simulate clogging and eventual ejection.
Manages the crew roster, AI behavior state, and loot tracking for a boat entity in pirate encounters.
Controls the AI and behavior of the Boatrace Prime Mate character, including checkpoint targeting, leak repair during sleep, and buoy generation for players.
Checks for proximity to boatrace proximity beacons and triggers detection events after a sustained overlap period.
Controls the behavior of a spectator dragonling that follows a boat race indicator entity during boat races.
Defines book prefabs and their associated magical spell effects for the Wickerbottom character, including growth spells, weather manipulation, and entity summoning.
Provides a mechanism to bottle certain entities, invoking a customizable callback when the action succeeds.
Manages AI behavior trees and scheduling for entity intelligence.
A sentient pig-like creature that can follow players, wear hats, and enter a powerful "beard lord" nightmare state under certain conditions.
AI controller that manages autonomous behavior for bunnyman entities, including combat, fleeing, foraging, home-seeking, and trading interactions.
A non-physical, boat-anchored locator entity that triggers fire damage on its parent boat while smoldering or burning.
Manages butterfly spawning behavior based on active players and world conditions.
Defines two prefabs—the standard buzzard and its mutated gestalt variant—each with behavior, stats, and gameplay mechanics specific to Don't Starve Together.
Spawns and manages reusable light ray prefabs in a radial area around the owner entity for visual canopy effects.
Monitors nearby terrain anomalies and adjusts walking speed to slow the entity when moving over uneven ground.
Controls the AI behavior of the Carnival Host, managing its interactions with minigames, crowd behavior, and environment navigation.
Manages the carrat (a rabbit-like creature) entity, including its burrowing behavior, racing mechanics in the YOTC event, and interaction with other game systems like cooking, inventory, and state transitions.
Manages the AI behavior tree for the Carrat character, including racing logic, panic responses, and food foraging.
Implements the decision-making AI for the Catcoon entity, coordinating movement, play, loyalty, and home-returning behaviors.
Manages the lifecycle and behavior of cave entrance structures, including spawning bats, handling mining to open the entrance, and state transitions based on world migration status and day/night cycles.
Manages dynamic vent behavior for cave rock entities, handling spewing of heat, miasma, or gas based on world state and mining progress.
Manages the physical structure and movement coordination of a multi-segment centipede-like entity, including segment spawning, constraint linking, rotation synchronization, and brain control handover.
Creates an animated visual effect used during channeling absorption events, playing different sub-animations depending on the fire state.
Manages entity channeling behavior, supporting single or multiple simultaneous channelers with state transition control.
Generates chesspiece prefabs with dynamic behavior based on moon phases, material variants, and interaction with other entities during moon events.
Controls the AI behavior of the chest mimic entity, governing actions such as item gathering, wandering, hiding, and combat.
Manages the animated light source for Chester's Eye, dynamically adjusting radius and animation state when turned on or off.
Manages the spawning, tracking, and regeneration of child entities for parent entities such as bosses or nest structures.
Manages additive colour blending stacks for an entity and propagates colour updates to child entities and render systems.
Manages a group of unit entities (soldiers) that respond to shared commands such as targeting, wake/alert, and distance tracking.
Provides reusable state definitions and event handlers for common entity behaviors such as movement, sleep, freezing, electrocution, death, and hopping.
Manages blueprint mappings for construction sites, enabling conversion of target prefabs into their corresponding construction site prefabs.
Provides a network-replicated interface for client-side access to construction site state, mirroring server-side construction data.
A flying lunar-aligned entity that spawns near players to track and interact with a target entity, utilizing rifts when available for teleportation.
Manages corpse persistence logic by tracking registered corpses and applying persistence sources based on configured callback functions.
Defines configuration templates for corpse prefabs, specifying visual, physical, and gameplay properties for creature deaths including burn behavior, sanity effects, and mutation mappings.
A playable character with trader, combat, and minigame participation behaviors, primarily used for the YOTR Pillow Fight event.
Creates the Crab King's mob units with distinct variants (regular and knight), handling combat, movement, AI brain, and loot drop configuration.
Defines prefab factories for creating companion critter entities with hunger, sleep, and follower behaviors.
Manages visual symbol overrides for entity build groups, allowing dynamic replacement of animation symbols based on current build configuration.
Manages creature data collection, regeneration, and consumption for scanner-like entities in the game.
Manages the boss entity Daywalker, including phase transitions, leech attachment, chain mechanics, and combat state changes during boss fights.
Manages the Daywalker2 boss entity, handling phase transitions, combat behavior, equipment management, and state persistence.
Manages spawning and tracking of Daywalker boss arenas based on world time and configured spawning points.
Manages deciduous tree prefabs, including growth stages, seasonal leaf changes, monster transformation, burning behavior, and loot generation.
A prefab factory function that generates deer antler items used as collectibles and key items in DST, supporting both standard and irreplaceable variants via the KlausSackKey component.
Generates visual and audio effect prefabs for the Deer creature's ice and fire circle abilities, including particle effects, lighting, and interaction logic with nearby entities.
Manages activation and deactivation of deployable helper entities based on recipe or key triggers within a specified range.
Manages visual fading and removal of an entity when it is marked for despawning.
Manages the domestication and obedience mechanics for tameable entities, tracking changes via periodic decay tasks and broadcasting relevant events.
Manages spawning and lifecycle of dragonflies in lava ponds, tracking active dragonflies and synchronizing engagement state across connected ponds.
Facilitates the selection and application of drawable assets from nearby entities during a drawing action.
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 ability for an entity to lift and use a dumbbell for workout-related gameplay effects.
A consumable food item that serves as bait for moles and food for dust moths, with stackable and tradable properties.
Manages an entity's ability to consume food items, applying health, hunger, and sanity effects while handling diet restrictions and spoilage tolerance.
Manages a collection of electric attack sources on an entity, automatically removing itself when no sources remain.
The core entity management system for DST that handles entity lifecycle, components, behavior, persistence, network synchronization, and world interaction.
Manages a set of named entity references and tracks their lifecycle to prevent dangling references.
Manages resistance to explosive damage over time, including accumulation and gradual decay.
A temporary debris object that appears when farm soil is worked, dropping randomized loot upon destruction.
Tracks and evaluates stress conditions on farm plants to determine their final stress state based on environmental and gameplay factors.
Manages the logic for transforming an empty container or vessel into a filled version when interacting with a water source.
Manages the lifecycle, lighting behavior, and gameplay interactions of fireflies, including fading animations, workability, and inventory handling.
Manages a pool of fish that can be caught via fishing mechanics, including respawning, freezing states, and hooking/release logic.
Manages a fish school entity that spawns fish when caught by a fishing net and replenishes its fish over time.
Creates a networked fire FX entity for the floating lantern with animated lighting and camera-aware alpha rendering.
Spawns and manages floating debris (flotsam) in ocean environments, including scheduled natural spawns and guaranteed items like message bottles.
Manages camera positioning, movement, and update logic for following a target entity in the game world.
Manages networked references to an entity's leader or item owner for follower behavior synchronization between client and server.
Remembers and tracks a follower's last known leader across sessions and entity state changes, enabling reunification when the leader returns.
Factory for creating temporary food-based buff prefabs that apply one-time or extended status effects to target entities.
Tracks remembered food items and calculates consumption-based multipliers for an entity over time.
Manages an entity's participation in a formation, including leader detection, positioning updates, and sleep/wake lifecycle handling.
Controls the AI behavior of friendly fruit fly entities, managing tasks like following a leader, wandering, and interacting with farm plants.
Manages the behavior, state (ripe/unripe), sleep cycle, combat interactions, and thermoregulatory home-finding logic for the Fruitdragon entity.
Manages fuel consumption, storage, and state transitions for entities that consume fuel over time.
Tracks and manages the fuel properties and consumption behavior of an entity within the game's burning system.
Manages fuel-burning multiplier bonuses for entities that consume fuel, such as fire sources or lanterns.
Defines a family of gem prefabs with shared behavior including inventory physics, repair capabilities, and sparkle animation effects.
Tracks targeting and capture state for Gestalt-based entities, enabling them to be captured by the Gestalt Cage.
Manages the ghost entity's behavior, including its aura damage, combat targeting, sanity effects, and tethering to a gravestone.
Manages the behavior tree for ghost entities, handling targeting of living characters and switching between following and wandering states.
Manages activation flags and mutation logic for ghost entities in the world.
Acts as a leader for Glommer entities and tracks their life state, transforming into a dead flower when Glommer leaves or dies.
Marks an entity as grabbable by players and provides a callback for custom grab conditions; however, this component is deprecated in favor of using the inventoryitem component's grabbableoverridetag.
Manages procedural generation logic for a Voronoi region in the world map, including entity placement, tile generation, and population using custom functions or Voronoi-based sampling.
Defines the Grassgekko entity, a small animal prefab that patrols, sleeps in short naps, and joins herds.
Manages clothing and grooming interactions for dressable entities, handling entering/exiting the grooming state, skin changes, and shared/single-user access.
Manages training interactions with a trainee entity, including training timer management, perishability checks, music state transitions, and phase-based rest behavior.
Manages the incubation process for eggs, tracking progress toward hatching or failure based on thermal conditions and time.
Manages entity health state, including damage, healing, regeneration, penalties, and fire damage handling.
A temporary entity that periodically restores health to a target using jellybean-style regen logic, stopping automatically if the target dies or becomes a ghost.
Manages thermal output properties and behavior for an entity, supporting configurable heat sources, carried heat, and endothermic/exothermic states.
Manages a group of herd members (e.g., beefalo) around a central entity, handling membership, gathering, merging, position updates, and persistence.
Tracks herd membership for an entity and manages herd creation or rejoining when enabled.
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 logic for a location where a Hider entity can be concealed, including spawn, eviction, and cleanup.
Manages hitching state and tag synchronization for entities that can be hitched to or from other entities.
Represents a dynamic thermal pool entity that provides health and sanity restoration to occupants, can be transformed into a calcified glass state via bath bombs or full moon cycles, and yields loot when mined after calcification.
Manages the behavior, combat, and lifecycle of hound entities including variants like fire, ice, lunar-aligned, and hedgehounds.
Manages weighting for entity selection as a hound target and tracks sources that qualify it as a hound thief.
Marks an entity as eligible for HUD tracking by the HUD indicatable manager.
Manages on-screen HUD target indicators for nearby entities tracked via the hudindicatable system.
Manages hunger and starvation mechanics, including decay, damage application, and synchronization with the health component.
Provides network-replicated access to hunger state (current, max, and starvation status) for entities on client or non-master simulation instances.
Manages the Chester hutch entity, a companion that transforms between forms based on inventory batteries and provides light, damage reflection, and sanity effects.
Manages incremental resource production on an entity, with configurable delay, capacity limits, and custom callbacks for production logic and state queries.
Manages inspection behavior and dynamic description/status reporting for entities.
Manages the playback logic and event callbacks for in-game musical instruments, including range-based listener detection and custom asset overrides.
Manages client-side preview and server-side synchronization of inventory and equipment state for networked entities, enabling responsive UI updates during item interactions.
Manages trophy scale type tagging and provides a hook for weighing in items.
Manages the interactive junk pile object that players and NPCs can deconstruct to harvest loot, with dynamic health stages, animation updates, and boss mob loot theft detection.
Manages a collection of kitcoons associated with an entity, tracking their presence and responding to their removal.
Manages the state, decay, and visual progression of a koalefant carcass object, including meat consumption tracking, seasonal build variants, and decay timing.
Creates and manages visual petal FX particles emitted from a held lantern or resting on the ground in DST.
Creates and configures the lava arena elemental entity, a flying companion with specific physics, collision, and network behavior for lava arena scenarios.
Generates and manages network-synchronized debris entities used for visual effects during the Lava Arena event's fossilizing effect.
Spawns visual trail effects for moving entities (e.g., lavae, hutch) by playing animation sequences at scaled positions.
A combustible fuel item that, when ignited or consumed as fuel, wakes nearby sleeping Leif entities and spawns new Leif entities from eligible nearby trees.
A flying insect prefabs that groups into formations around players, lights up dark areas, and drops lightbulbs when killed or picked up.
Controls dynamic light sources and illumination properties for entities in the game world.
Manages lightning protection range and strike handling for an entity, adding or removing the `lightningblocker` tag based on block range.
Manages shackle relationships between a lantern post and connected light sources in Don't Starve Together.
Manages persistent associations between player entities and linked items, ensuring items track their creator/owner and respond appropriately when players join or leave the world.
Manages lock/unlock state and key-based access control for entities such as doors and containers.
Monitors entities within a range to activate or deactivate fruit fly spawners when they enter or remain inside the trigger zone.
Manages the spawning and lifecycle of lunar rift guardian entities at designated locations in the world.
Manages the lunar hail buildup mechanic for a structure, tracking accumulation and decay during lunar hail events, and handling work required to remove the buildup.
A scenario-triggered trap that triggers when a pumpkin carver is picked up, growing the pumpkin into an oversized state and spawning crows and a shadow effect.
Creates high-level prototyper prefabs (research labs) with specialized behavior, including on-built achievements, variable activation animations, and optional rabbit-spawning on hit.
Provides a central registry of map-specific tags and spawner configurations used during level generation in DST's worldgen system.
Manages a pool of integer identifiers to track which entities have marked this instance, supporting mark/unmark operations with optional callbacks.
Provides a proxy interface to an underlying entity's Markable component, forwarding mark operations and managing the "markable_proxy" tag based on markability state.
Tracks calorie consumption to determine if a merm should transform into a stronger variant.
Renders a fading shadow FX entity that warns players of an incoming meteor impact during meteor showers.
Manages the lifecycle and participant/spectator logic for minigame events in the world.
Tracks and manages an entity’s participation in a minigame, including automatic cleanup, follower disengagement, and timeout handling.
This component manages logic and behavior for miscellaneous item prefabs in the game.
Tracks and synchronizes whether an entity is wet across the network in Don't Starve Together.
Grants temporary immunity to moisture accumulation by forcing an entity's moisture level to remain dry via external sources.
Controls the behavior and state transitions of the mole creature, including underground/aboveground physics, inventory management, and home-seeking logic.
Controls AI behavior for mole entities, handling movement, home creation, bait stealing, and environmental avoidance.
Manages timed and seasonal mood states for entities, such as mating behavior in beefalo, by tracking mood duration, season-based activation, and world settings multipliers.
Serves as the central hub for constructing and launching the Moon Altar boss sequence, handling stage transitions, construction logic, and meteor impacts.
Tracks and captures moonstorm static charges by interacting with capturable entities during targeting and catch operations.
Manages the moose boss entity's behavior, stats, and lifecycle in DST, including combat logic, egg-laying mechanics, and seasonal responsiveness.
A buried grave structure that produces loot upon excavation, periodically spawns ghosts during full moons, and supports special Halloween event behaviors.
Implements the logic for construction, activation, and player teleportation through multiplayer portals in Don't Starve Together.
Adds the `murderable` tag to an entity, marking it as a valid target for murder-related game logic.
Represents a growable, light-emitting mushroom tree that can be chopped and transitions through stages based on links to a Toadstool entity.
Creates and configures a light-emitting, shatterable cave tree that spawns spores, drops loot when damaged, and can regrow or decay over time.
Manages the behavior, lifecycle, and combat mechanics of moon spores, including population density regulation, proximity-based explosion triggering, and area-of-effect damage upon popping.
Manages acid rain interaction, burning behavior, and webbing-specific loot for the webbed mushtree structure.
Assigns and manages a custom display name for an entity, including support for formatting, author tracking, and network replication.
Manages network-replicated name and author information for entities in DST's multiplayer system.
Manages registration, tracking, and filtering of night light entities within the world for master simulation.
Factory function for creating nightmare creature prefabs with dynamic behavior based on game world state, such as shadow rift presence and nightmare dawn.
Manages a collection of spawned prefabs as owned objects, tracking them for persistence and event handling.
Manages an entity's ability to be occupied by another entity, handling tag updates, nesting, and lifecycle callbacks.
Generates both underwater swimming fish entities and their corresponding inventory item versions used in ocean fishing and cooking, including lifecycle management, prey behavior, and fire-suppression capabilities.
Defines static configuration data for ocean fish species, including behavior, loot, diet, and school spawning weights.
Generates ocean fishing lure prefabs with configurable appearance, data, and behavior for use in the Ocean Fishing subsystem.
Manages the attachment and configuration of the complexprojectile component for entities intended to be thrown into ocean water.
A flying spider cocoon that slowly spawns water spiders to hunt for ocean fish; it can be ignited or frozen, and drops silk, twigs, or ash upon destruction.
Manages a structure that collects kelp to summon and hire merms, including support for upgraded variants and merm-calling mechanics.
Manages a set of pet entities associated with an owner, including limits, spawning, attaching, and despawning.
Manages externally applied velocity contributions to an entity's physics, aggregating multiple sources and updating physics and locomotor state.
Controls the AI behavior tree for pigs, handling movement, combat, foraging, trading, minigame spectating, and response to threats or environment.
Enables an entity to provide researchable plant information and supports unlocking plant stages for research purposes.
Manages the identity (suit and pips) of a playing card entity in the game.
Implements the Powder Monkey character entity with combat, inventory, and crew member behaviors in Don't Starve Together.
AI brain controlling powder monkey characters, managing movement, looting, combat, and boat operations such as rowing, tinking, and cannon firing.
Handles the logic for projectiles, including trajectory, homing, collisions, and throwing behavior in DST.
Manages temporary visibility toggling of an entity using a placeholder prop, with optional callbacks and scheduled re-emergence logic.
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.
Defines the Quagmire variant of the beefalo creature, including its visual appearance, physics, and tags.
A reusable trap prefab used in the Quagmire that detects and interacts with passing entities.
A small, non-hostile crab prefab found in the Quagmire region that serves as a collectible animal with basic creature physics and animation states.
Defines the prefabs and visual/audio properties for the Quagmire version of Shadow Maxwell, including animation, sound, and network setup.
Defines the prefabricated entity for the Quagmire Elder Swamp Pig, including its visual representation, collision physics, minimap icon, talker configuration, and shop tab assignment.
Manages quest state and lifecycle events for an entity, including tracking whether a quest is active or completed, and invoking custom callbacks for begin, abandon, and complete operations.
Manages the lifecycle, transformations, loot, and interactions of rabbit entities, including seasonal morphing and nightmare-state conversion into beardlings.
Controls the AI behavior of rabbit-like entities, managing panic responses to predators, home seeking, foraging for edible bait, and wandering.
Manages a dynamic rain-shield dome entity that grants rain immunity to nearby entities within its active radius.
Grants and manages immunity to rain damage for an entity by tracking external sources of immunity.
Manages charge progression and recharge logic for inventory items and other entities with variable charge capacity.
Tracks and manages the inventory and restocking behavior of crafted recipes for an entity.
Manages playable music records for the phonograph, handling asset switching, naming, and save/load persistence.
Stores and provides access to the GUID and prefab name of a real entity during replay playback.
Manages damage resistance by tracking tags that grant immunity or mitigation against specific damage sources.
Manages the resurrection stone's lifecycle, including charging, haunt-based activation, light effects, and networked ID assignment for touchstone functionality.
Manages a player entity mounting and dismounting rideable creatures (such as beefalo), handling animations, physics, damage redirection, and serialization.
Stores and manages the type classification for a rift thrall entity.
Manages the herd system for spawning and maintaining groups of Rocky entities in the world, including seasonal spawning behavior and member population limits.
Manages rope bridge creation, destruction, health tracking, and earthquake damage response across the world grid.
Manages callbacks and configuration for rose inspection interactions and residue handling.
Creates a non-networked entity that manages respawning of a specified prefab after its ruin is destroyed, typically used for ruins that reset after being cleared.
Manages sanity value, mode (Insanity/Lunacy), and related mechanics for an entity, including dynamic rate calculation from environmental and aura sources.
Creates interactive, moonphase-sensitive statue prefabs that can be uncovered, repaired, and morph into chess-related creatures.
Provides search interaction logic for entities, including tagging, search callbacks, and removal behavior.
Manages the animation and sound state machine for a balloon held by an entity.
Defines the state machine for the bat creature, handling flight, idle, eating, taunting, and combat behaviors.
Manages the complete behavioral stategraph for the Bearger entity, including movement, combat, attacks, staggering, yawn-based crowd control, and state transitions during special actions.
Manages the state machine and animation logic for beefalo entities, including movement, grazing, aggression, domestication, and life-cycle transitions.
Manages the lifecycle and state transitions of an ice-based boat entity, including placement, damage响应, sinking, and destruction.
Manages the visual states and animation lifecycle of boat bumper entities during placement, impact, and degradation.
Manages animation states and events for a boat cannon entity based on its ammo status and actions.
Manages the state machine for the Bunnyman entity, handling idle, movement, combat, death, and special interactions like cheering and eating.
Manages the animated behavior and transformation sequence of a poisoned canary in DST, including idle loops, hit reactions, explosion, and recovery into a normal canary.
Defines the state machine for the Charlie (statue mask) stage post entity, controlling its animation states, sound playback, and transition logic during cutscenes.
Defines the state machine and behavioral logic for the Cookiecutter character, handling transitions between swimming, walking, drilling into boats, combat, death, and electrocution states.
Manages the Daywalker's state machine and combat behaviors, including movement, attacks (pounce/slam), struggle/tired states, defeat, and electrocution handling.
Stategraph component managing Daywalker2 entity behavior, including attack chains (laser, cannon, tackle, pounce), rummaging, throwing junk, taunting, and defeat states.
Manages state transitions, attack logic, FX, and behavior for the Deerclops entity via a custom stategraph.
Defines the state machine for the dust moth entity, handling idle, interaction (e.g., dusting, repair), and environmental response states.
Manages state transitions and animation playback for an electric fence entity during connection, disconnection, idle, placement, and hit states.
Manages the visual state machine for the fishing net, coordinating animation and movement during casting, opening, retrieving, and final pickup phases.
Manages state transitions and behavior for the Gelatinous Blob entity, including spawning, shrinking/growing, and death animations.
Manages state transitions, animations, and AI behavior for the hermit crab entity in Don't Starve Together.
Defines the state machine for a hermit crab–operated teashop building, handling idle, hit, and placement animation states.
Manages state transitions and animations for the Lure Plant entity, handling phases such as emergence, hiding, bait display, hit responses, and death.
Manages the state machine for the Mandrake entity, handling animations, sounds, and transitions for idle movement, being picked/planted, being hit, and death.
Defines the state machine for the Mighty Gym prop's animation and interaction logic.
Defines the state machine and behavior logic for the mole creature, handling movement, burrowing, stealing items, and reacting to threats.
Controls the animation and state transitions for a moonspore entity, including idle flight, takeoff, pre-pop delay, and final pop/explosion behaviors.
Manages animation, sound, and visibility states for the nightmare rock entity during raising, lowering, concealing, and revealing operations.
Defines the state graph and AI behavior for a test version of the Powder Monkey character, handling movement, combat, idle animations, and interaction states.
Manages the state machine for shark entities, handling transitions between idle, swimming, attacking, jumping, eating, and death states.
Manages the state machine and behavior of the sharkboi entity, including movement, combat, digging, AOE attacks, and defeat sequences.
Manages the state machine for the Small Bird entity, controlling animations, sounds, and behavior transitions such as idle, attack, death, and growth phases.
Manages the stalker entity's state machine, including movement, combat, summoned actions, mind control, and death, with integrated audiovisual feedback and networkable behavior.
Manages the state machine and behavior logic for the Tallbird entity, including movement, idle animations, combat, nesting, and life cycle transitions.
Manages the high-level behavior and state transitions of the Wagboss Robot boss entity, including attack selection, projectile targeting, AOEs, and camera effects.
Manages the rolling state behavior of the wagdrone entity, including spinning attacks, recoil, work interactions, and state transitions.
Manages the animation and state transitions for a ship's walking plank entity in DST.
Controls the state machine behavior for the Wandering Trader, managing movement, trading, revelation, concealment, and teleportation states.
Defines the state machine logic for winch entities, handling transitions between raised, lowered, raising, and lowering states based on animation events and component interactions.
Defines the state machine for a wormhole entity, managing idle, opening, open, and closing animation states and layering.
Manages state transitions and animations for a limited-functionality wormhole entity, such as opening, closing, idle, and death states.
Controls the state machine for the Carrat character in DST, handling idle, movement, pickup/give actions, and death behaviors.
Implements AI behavior for the Shadow Leech entity, coordinating jumping attacks, leash-based movement toward the Daywalker, facing the target, and wandering when no target is present.
A temporary shadow creature component that moves toward a target fire source to extinguish it, retracts when the player gets too close, and dissipates when the fire is extinguished or the distance limit is exceeded.
Manages the shadow level state of an entity by storing a base level and an optional dynamic level function.
Creates a non-persistent visual effect entity that appears near players and fades out after a random delay when the player moves away.
Manages AI behavior for Shadowthrall Centipede segments, coordinating control negotiation, miasma consumption, and wandering.
Manages spontaneous spawning of item mimics for the Shadowthrall boss during Cavenights when shadow rifts are active.
Generates visual effects for Sharkboi's ice-based attacks and swipe actions.
Manages the AI decision-making logic for sharks, controlling movement, aggression, feeding, and boat-following behavior in Don't Starve Together.
Manages the ability for an entity to be shaved, producing configurable loot items upon successful shaving.
Tracks whether an entity is under cover (e.g., from trees or structures) and manages shelter state transitions, including communication and networking.
Triggers incremental growth stages on an entity using repeated automatic calls to Growable:DoGrowth until a target stage is reached.
Manages active singing shell entities and controls whether players should update their shell detection logic.
Triggers activation callbacks for nearby singing shell entities when the owner is alive, based on a configurable range.
Manages entity seating state and occupier tracking for interactive furniture-like objects.
Manages smooth scaling transitions (tweening) of an entity's visual size over time.
Manages the creation, behavior, and decay of skeleton entities, distinguishing between generic environmental skeletons and player skeletons with avatar data and save/load persistence.
Manages a cap on the number of active skeletons in the world by removing the oldest skeletons when the limit is exceeded.
Provides AI behavior logic for the Slurper entity, managing panic responses, enemy chasing, and homing wandering using known locations.
A hostile, structure-like entity that spawns slurtles or snurtles over time and explodes when ignited or destroyed.
Tracks ambient temperature and manages melting state transitions for entities like snowballs in response to environmental conditions and snow cover.
Manages the lifecycle, growth, decoration, and destruction of a snowman entity that can be built and modified in the game world.
Marks an entity as a decorated snowman, likely for cosmetic or gameplay identification purposes.
Manages snowman decoration, stacking, hat placement, and state persistence for snowman entities in DST.
Assigns the 'soul' tag to an entity, primarily used for identification and gameplay logic.
Manages a single persistent entity (e.g., a named NPC) by spawning, housing, and releasing it according to configured timing and occupancy rules.
Manages visibility fading for newly spawned entities to reduce abrupt appearance.
Creates networked spawnpoint entities used in multiplayer world generation, distinguishing between master and non-master spawnpoint instances.
Factory function defining multiple spider variant prefabs with shared combat, AI, state, and lifecycle logic.
Manages the lifecycle, spawning, and combat behavior of spider dens, including growth stages, spider release, queen transformation, and interaction with environment mechanics like burning, freezing, and bedazzlement.
Controls AI behavior for squid entities, managing movement, combat, fishing interactions, and herd coordination.
Creates staff-powered light-emitting entities with dynamic lighting, heating/cooling, sanity aura, and timed extinguishing behavior.
A factory that generates stalker minion prefabs with lifecycle management, stalker tracking, and environment interaction logic.
A decorative and functional statue that spawns Glommer-related entities during full moons and responds to player interactions such as mining and flower picking.
Dynamically scales an entity along its facing axis to match the distance to a target entity, commonly used for stretchy visual effects like slingshots or elastic attachments.
Manages the submersion logic and underwater placement for salvageable entities, ensuring proper positioning in ocean tiles.
A hatchable egg prefab that requires specific environmental conditions to successfully hatch into a smallbird, spoil, or produce different loot based on temperature exposure.
Manages inter- and intra-world teleportation of entities, including followers and items, with support for migration, camera transitions, and walkable offset alignment.
Manages entity body temperature, including heating/cooling logic, insulation, moisture penalties, and health impact from extreme temperatures.
A large hostile enemy that auto-attacks nearby targets and switches aggression when attacked by other entities.
Manages the lifecycle, combat behavior, arm deployment, and teleporter link synchronization of the Marsh Tentacle Boss in DST.
Serves as a static teleporter anchor that spawns a tentacle pillar when players or items interact with it, and handles associated sound effects, state synchronization, and residue behavior.
Stores a numeric gold value for an entity, used to determine its worth in trade transactions.
Manages trade logic and acceptance conditions for an entity acting as a merchant or trade partner.
Manages switching an entity between two prefabs based on events or world state, preserving component and prefab data across transformations.
Provides configuration data for loot tables and biome-specific drop mechanics for tree rock entities in DST.
A rock tree prefab that supports growth stages, mining, falling, and vine loot generation, while interacting with combat, burnable, and sleeper systems.
Manages trophy data for a weighable item, including comparison logic, storage, and spawner functionality for trophy instances.
Defines and initializes the global TUNING table containing all gameplay constants and configuration values for Don't Starve Together.
Registers placeholder functions for all known tuning hooks used by the game to allow modded overrides of season, weather, entity, and environment-related tuning tables.
Manages animation timelines for UI widgets, including tint, scale, position, and rotation transitions.
Assigns and manages a unique numeric identifier for an entity, incrementing per prefab type via the UniquePrefabIDs system.
Generates and tracks unique numeric IDs per prefab name to ensure distinct identification for spawned entities.
Manages multiple per-frame, long-interval, wall-logic, and post-update callbacks for an entity.
Tracks and manages upgrade progression for entities, handling stage advancement and upgrade counting logic.
Manages the state, combat, drone coordination, and environmental behavior of the Wagboss Robot boss entity.
A crafting station prefab that integrates with the prototyper system to provide workstation-specific recipe blueprints and behavior, including sound and animation management.
Manages a physical platform (e.g., a boat or raft) that players and objects can stand on, handling entity attachment, detachment, and interaction with surrounding systems like drowning, physics halting, and network registration.
Manages the registration, lookup, and update of walkable platforms in the world.
Manages the state and lifecycle of a walking plank, including mounting, dismounting, extending, and retracting behaviors.
Manages the walrus camp structure that spawns walruses, little walruses, and icehounds during winter when occupied, and handles their regeneration timers.
Manages the wandering trader's shop inventory, movement routing, and hide/show states in Don't Starve Together.
Manages dressing interactions for entities, including skin and clothing changes, shared usage, and animation states.
Generates waterlog terrain features and marker entities in ocean regions during world generation.
Applies basic physical properties to entities that interact with water, specifically defining their bounciness (restitution).
Manages weight-related data and tags for entities that can be weighed (e.g., trophies, items used in weighing mechanics), including owner information and weight percentage calculation.
Acts as an intermediate placeholder prefab used to spawn Wendy’s gravestone, supporting ghost skeleton snapping, writing, and transition to the final gravestone prefab.
Manages growth stages, decoration, lighting, and gift-giving behavior for seasonal winter trees during the Winters Feast event.
Applies a timed damage-healing buff that restores health, hunger, and sanity over time while reducing hunger burn rate, and supports bonus duration extension based on feast statistics.
Tracks the last cycle on which a gift was given to a winter tree to enforce cooldown logic.
A water-based structure that spawns and regenerates Wobster creatures over time, interacts with player mining actions and boat collisions, and can transform into a Moonglass Wobster Den during Halloween events.
AI controller for the Wobster entity that manages its behavior while fishing, including struggling when hooked, returning home during the day, and interacting with fishing lures.
Utility module for Woby (Walter's companion creature) that manages command wheel setup, skill-aware UI rendering, container restrictions, alignment transformation effects, and courier delivery logic.
Manages action-specific work multipliers for an entity, allowing dynamic modification of work output via additive source-based modifiers.
Manages portal-based world migration logic, including status validation, item migration rules, and event triggering for players and items.
Coordinates movement along a predefined path in the world, handling walking, teleportation on failure, and sleep/wake synchronization.
Manages the lifecycle, state transitions, and chunked composition of the Worm Boss enemy including spawn, combat, death, chunk persistence, and loot generation.
Manages named sign and gravestone UI layouts for in-game writing interfaces, including prompt text, animation banks, and button configurations.
Provides a structure-based crafting interface for beefalo sewing recipes, managing sewing state, animations, sound, and interaction callbacks.
Manages point-based racing statistics for entities, including stats modification, random point allocation, degradation, and baseline tracking.
A factory function that generates prefabs for prepared food items with configurable edible, perishable, and floater properties.
Manages a deployable post that connects to nearby posts, holds light-emitting batteries, and dynamically spawns suspended lantern chains with flickering light effects.