Abandonedwarf
Defines a static map layout for the Abandoned Dwarf encounter in Don't Starve Together using Tiled map format data.
Defines a static map layout for the Abandoned Dwarf encounter in Don't Starve Together using Tiled map format data.
Defines a static map layout used in DST for placing environmental objects like bullkelp plants and miniflares within a cave environment.
Manages a group of abyss pillars, tracking their lifecycle, spawn points, and synchronization during save/load operations.
Manages spawning and tracking of acid bat waves in response to players accumulating nitre during acid rain.
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 acid rain damage and effects for entities, tracking accumulated acid exposure and applying damage to health, equipment, and perishable items over time.
A deployable tree seed that can be planted to grow a deciduous tree and optionally pacify nearby monster trees.
Static map layout definition for the Altar environment in DST, containing tile data, object placements, and static structures.
Spawns and manages ground spikes used by the Alterguardian boss in Phase 2, including trail spikes and static moonglass spikes that can be destroyed by players.
Manages the lifecycle, behavior, and effects of the Alterguardian's Phase 3 meteor trap, including landing damage, grogginess pulses, and trap destruction/loot handling.
Manages the behavior, state transitions, combat mechanics, and environment interactions of the Phase 4 Lunar Rift boss in DST's Wagstaff finale.
Manages dynamic ambient lighting color transitions based on world phase, moon phase, season, weather, and player night vision state.
Manages dynamic ambient and wave sound mixing based on the player's location, season, weather, and sanity states.
Manages automatic swimming state and animation bank switching for entities that transition between land and water tiles.
Defines configurable parameters and behavior logic for ancient trees, including growth constraints, loot tables, and nightvision-specific fruit regen synced to day/night cycles.
Provides game logic for ancient tree fruits, including gem fruit temperature-based hatching, night vision fruit effects, and the night vision debuff component.
A deployable item that spawns a randomly generated ancient tree sapling when placed in the world.
Manages the lifecycle, growth, and interaction of ancient trees and their saplings, including seed deployment, growth staging, fruit production, and stump conversion upon harvesting.
Represents a temporary track marker placed on the ground that slowly fades out over time.
A background visual entity representing a school of antchovies that periodically spawns individual antchovies using the fishschool component.
Manages the lifecycle and damage mechanics of an antlion-triggered sinkhole, including collapse stages, repair cycles, and area-of-effect interactions with nearby entities.
Spawns an antlion when a sandstorm becomes active, and manages the spawned antlion's lifecycle.
A lighting entity that dynamically controls light intensity, flame FX, and sound based on power state and player proximity in the Archive or Vault zones.
Defines the static Tiled map layout for the archive end room, including tile layers and object placements for environmental props and interactive elements.
Manages the state, validation, and completion logic for the Archive Orchestrina puzzle, coordinating lockboxes and resonator sockets.
Represents a decorative, non-interactive archive pillar prop that can exist in intact or broken states, with state persistence across saves and network synchronization.
Defines prefabs and logic for Archive-related structures and entities, including mechanical switches, security systems, rune statues, and portal mechanics.
Controls AI behavior for archive security pulse entities, managing patrol movement toward power points and sequential waypoints.
Implements the directional sign post and panel prefabs for placement and interaction in the game world, supporting construction, writing, destruction, and orientation persistence.
A throwable consumable item that briefly appears on the ground before disappearing, can be used as bait or burnt food, and haunts players upon interaction.
Manages the state, gameplay progression, and visual effects of the Atrium Gate, including stalker tracking, destabilization sequences, cooldown handling, and Charlie-related cutscenes.
Creates local, non-networked sound-effect entities for Atrium gate events, playing positional audio for players inside the Nightmare zone or everywhere outside vaults.
Manages the visual and lighting behavior of the Atrium Light prefab, which activates when powered and toggles between ON and OFF states.
A static environmental prop that displays incremental lore lines when examined by players wearing ancient_reader gear, while granting a large sanity aura penalty and saving/loading story progression state.
Provides a stationary physical and visual pillar obstacle in the Atrium area, with animated idle states that respond to power status.
A decorative, non-interactive rubble prop used in the Atrium environment that supports animated variants and story-line based scrapbook status.
A boss-related interactive statue that dynamically changes appearance based on nightmare phase and drops Thulecite materials when destroyed.
Generates static, decorative rock obstacles with randomized animations and visual variation in the world.
A boss-stage facility that spawns bats over time and reacts to player proximity and day/night cycles.
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.
Controls off-screen roaming behavior for Bearger by moving it along a predefined wandering path and destroying objects in its path.
Determines whether a target entity can be bedazzled and performs the bedazzlement action, consuming uses if applicable.
Controls the AI behavior of bees, including foraging, returning to hive, evading threats, and responding to environmental conditions like fire or darkness.
A static map layout defining the arrangement of tiles, walls, objects, and entities in the Beefalo Farm location.
Handles the lifecycle, regeneration, and loot spawning of berry bushes, including growth states, seasonal interactions, and special event behaviors.
Controls the decision-making behavior of the Mutated Rift Bird, handling flight responses to threats and food/mining actions.
Stores and calculates spawn limits and timing modifiers for bird-related world entities via a additive source modifier list.
A lunar-aligned, planar-damaging bird creature that enters a brilliance cooldown state after consuming certain items and emits visual effects based on its cooldown status.
Manages the spawning and behavior of birds in the game world, including timed spawning for players, lunar hail event responses, and dynamic environmental adjustments.
A small, stackable, floating inventory item that serves as cattoy fuel with burnable properties and tradability.
Registers forest biome-specific room templates that act as visual and gameplay blockers, containing fixed or randomly distributed prefabs to shape the world layout.
Defines named collections of entity prefabs used as environmental blockers across different biomes and difficulty tiers in map generation.
Simulates wind-driven movement and speed variation for an entity by accumulating velocity in the wind direction and applying it to the locomotor component.
Defines cave-level blue mushroom biome room types and their content distributions for world generation.
A temporary game object that simulates water leaking into a boat, interacting with nearby entities and inventory items to simulate clogging and eventual ejection.
A deployable structure component that enables boat magnet functionality by pairing with a beacon and responding to beacon state changes via the state graph.
Provides the logic and interaction handling for the Boat Rotator structure in DST, including workability, burnability, and loot dropping on destruction.
Creates a non-persistent visual effect for boat wake trails beneath the water surface.
Defines the prefabs for broken boat fragments, which are collectible, burnable, and workable objects that drop boards when hammered.
Assigns the `boat_patch` tag to an entity and provides basic patch type tracking for boat-related environmental patches.
Acts as a raceway checkpoint in the Boatrace event, detecting approaching beacons, dispensing flags, handling hammering interactions, and managing lighting and state transitions during races.
Provides utility functions and prefab factories for boat race events, including deploy helper visuals, throwable deploy kits, and placement validation logic.
A destructible, buoyant obstacle block used in boat races that yields throwable deployment kits upon destruction.
Applies a ground speed penalty to non-follower entities within a radius while spawning a visual FX effect on the floor.
A temporary light source prefab that fades out after a set duration, used for visual effects in cave transitions or events.
A static map layout definition for the Brinepool biome, specifying tile placement and game object spawn regions such as saltstacks and cookiecutter spawners.
Defines a static map layout for the Brine Pool biome with ground tile configuration and object placement data for saltstacks and cookiecutter spawners.
Generates prefabs for broken walls of various materials (stone, wood, hay, moonrock, etc.) with workable states, loot drops, and visualfx.
A grounded bull kelp prefab that transforms into a wet kelp plant and a bullkelp root upon pickup, preserving moisture state.
A decorative underwater kelp plant prefab that can be harvested and regrows over time; also handles beached migration logic when moved ashore.
Defines a Tiled map layout for a medium-sized bull kelp farm static map, containing tile layer data and object group definitions for kelp placement and a driftwood log.
Static map layout file defining the Tiled map structure for a small bullkelp farm instance, containing object-group metadata for kelp spawn zones.
A non-physical, boat-anchored locator entity that triggers fire damage on its parent boat while smoldering or burning.
Manages the animated, fading visual effect of burnt ground patches, including network synchronization and persistence across saves.
Manages butterfly spawning behavior based on active players and world conditions.
Spawns buzzards in response to environmental conditions and events, managing their lifecycle, shadow proxies, and seasonal behaviors.
Handles the behavior and interactions of cactus plants in the game world, including harvesting, thorn damage, seasonal flowering, and regrowth mechanics.
Manages dynamic camera-based fading of entity visuals based on distance and screen position.
Manages a consumable fire source that provides heat, light, cooking capability, and hauntable behavior in the game world.
Creates and configures campfire and portable campfire entities with fire effects, heating, and dynamic animation levels.
Creates non-interactive visual effect entities for cannon area-of-effect and reticule indicators.
Handles the physics-based flight, target detection, and splash damage of cannonball projectiles in DST, including interaction with terrain, entities, and destructible objects.
Spawns and manages reusable light ray prefabs in a radial area around the owner entity for visual canopy effects.
Manages the spawning and despawning of leaf canopy shadow tiles around an entity within a configurable radius.
Utility module for spawning and managing leaf canopy shadows in the world.
Controls the AI behavior of the carnival crow kid, managing movement, minigame spectating, decor interaction, campfire watching, and vocalizations based on game state and environment.
Creates interactive carnival-themed decor prefabs with workable, loot-dropping, and physics properties.
Serves as a central event structure in the Carnival event, managing decorative rank progression, crow kid spawners, and host summoning functionality.
Tracks and calculates the total decorative value and rank of carnival-themed decorations within proximity of an entity.
Manages the herding minigame station, including chick spawning, game state transitions, reward generation, and static floor decoration setup.
Implements the cartography desk prefab with prototyping, workable, burnable, and loot-dropping functionality for DST.
Defines the cave world type, including prefabs, assets, spawners, and world initialization logic.
Static layout definition for a pre-designed cave chamber containing environmental objects, loot containers, and structural tiles.
This component defines a static map layout for the cave exit region, specifying tile data, object placement (such as cave lights, spawn points, and flora), and structural metadata for world generation.
A destructible ground foliage prop that can be picked for resources and burned, using the pickable and burnable systems.
A withered cave fern prefab that can be harvested for cutgrass and spoils into spoiled_food after 10 seconds.
Manages a damage-dealing cave entrance that periodically strikes nearby players and respawns loot over time.
Represents the cave world's networked entity and initializes world-specific components for caves gameplay.
Spawns and manages a single ground-level visual effect for cave vent systems, used to create layered particle effects around the main vent.
A hostile cavern-dwelling creature that alternates between solid and vent phases, deals damage, and gains planar properties near shadow rifts.
A spawner entity that periodically generates cave vent mites in response to nearby players within fumarole areas.
Manages dynamic vent behavior for cave rock entities, handling spewing of heat, miasma, or gas based on world state and mining progress.
Manages the spawning and rendering of acid rain particles in the game world, including interaction with rain domes and entity pooling.
Manages the state, physics, and behavior of large boulders used in cave-in events, including raised states, falling animation tracking, and formation creation upon landing.
Manages cave-in events triggered by sinkholes, including debris spawning, camera shake, and player warnings in the caves.
Manages dynamic lighting and spawning behavior for cave exit light sources, adjusting brightness, color, and presence based on world and cave phase states.
Manages dynamic lighting and spawner behavior for cave moonlight effects, adjusting light parameters based on world state and triggering mob spawns when players are nearby.
Generates and manages particle-based rain effects for cave environments, including pooling of raindrop prefabs and integration with rain dome boundaries.
Manages weather simulation including precipitation, moisture, wetness, and associated visual/audio effects in the Cave biome.
A prefab component that creates a fire entity with variable heat output and animation levels for use on characters in DST.
Static map layout definition for a chess-themed area containing embedded game objects and tile data.
Sets up loot and trap logic for an abandoned boat chest, including randomized item generation and a 90% chance to trigger a pirate or ghost attack on opening.
Manages the initialization and behavior of a beehive trap chest that spawns bees when opened and regulates bee spawning based on time of day and season.
Triggers ignition of nearby evil flowers when the terrarium chest is opened.
Spawns and manages a temporary chum cloud that periodically drops chum pieces and attempts to attract fish schools in ocean areas.
Renders and manages the lifecycle of a circling buzzard shadow FX entity with fade-in/fade-out transitions tied to time-of-day and season.
Manages the behavior and fuel dynamics of the cold fire structure, including burning, extinguishing, and fuel consumption modified by rain conditions.
Creates a visual and thermal cold-fire effect entity that generates cooling heat rather than warming heat.
Manages dynamic colour grading via colour cubes (LUTs) to reflect in-game conditions such as time of day, season, sanity, and environment (caves or overworld).
Manages composting progress and material storage for composting bins, calculating processing time based on green-to-brown material ratios.
Manages the drilling progression for a cookie-cutter boat leak repair mechanism, handling animation state and damage application upon completion.
A small, non-functional trinket item used as bait for moles and tradable for in-game currency or tribute.
A stationary defensive turret belonging to the Crab King that fires mortar projectiles at boats or nearby enemies and reacts to collisions.
Creates and configures a Crabs vs. King-exclusive ice spike obstacle entity that acts as a hostile, non-healable wall with dynamic visual variation and health-based state transitions.
Represents a decorative lab-themed critter den that emits idle sounds, plays animations, and supports prototyper functionality for crafting trees.
Applies mass damage to all wall entities within range of an entity upon scenario creation.
Manages the behavior, visual chains, structural degradation, and prisoner interaction logic for a Daywalker Pillar entity in the game world.
Controls the AI behavior of the Daywalker boss, coordinating combat targeting, dodging, stalk-in, and home-leash mechanics via a behavior tree.
A destructible environment object that yields bone shards and triggers visual collapse effects when hammered.
Defines the static layout configuration for a deciduous forest pond area using Tiled map data, specifying floor tiles and placement of decorative and gameplay-relevant objects such as trees, statues, flowers, fireflies, and a chance-based panflute spawn.
A temporary projectiled plant-based AoE weapon used by the deciduous monster in the DST campaign, with area damage, directional movement, and animation-based combat logic.
Manages deciduous tree prefabs, including growth stages, seasonal leaf changes, monster transformation, burning behavior, and loot generation.
Manages the transformation of a deciduous tree into a hostile monster state, controlling drake spawning, root attacks, and state transitions.
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.
A deployable structure that spawns cold-ice entities, reveals map area, overrides local temperature, and emits light and effects when an eyeball is inserted.
Static map layout definition for the Pig King arena in Don't Starve Together, specifying background tiles and object placements including Pig King and sanity/insanity rocks.
A static world layout defining decorative and narrative elements for a developer graveyard area, including named gravestones, statues, trees, pillars, and evil flowers.
Represents a temporary dirt pile landmark that can be investigated to reveal a small puff FX and notify the hunter system.
Manages disease progression, symptoms, and transmission for entities, including timed warnings, environmental effects, and spread mechanics.
Controls the visual fade effect of an entity based on its distance from the camera relative to the ground plane.
Visual and logic entity that represents damaged segments of docks and rope bridges, synced to the world's dockmanager and ropebridgemanager for repair interactions.
A deployable item that places a monkey dock tile on ocean shores and coordinates with the dock manager to manage placement validity and safety.
Creates a non-networked herd entity for Lunar Plants that manages group spawning, member aggregation, and automatic removal when the herd becomes empty.
Manages the dragonfly boss entity's state transitions, combat behavior, lavae spawning, and environmental interactions in Don't Starve Together.
A static map layout file defining the environment for the Dragonfly Arena boss encounter, including terrain, lava ponds, scorched ground, and spawn points.
A simple wood item that serves as fuel, edible material, repair resource, and waterproofer with zero effectiveness unless modified.
Defines prefabs for driftwood trees and implements their chopping, burning, stump conversion, and persistence behavior.
A spider den that slowly regenerates and spawns spider droppers, and can web nearby webbable entities over time.
Implements a set of multipurpose workout equipment prefabs with weighted, elemental, and temperature-based variants, enabling melee combat, AOE attacks, and environmental thermoregulation.
Acts as a structure that spawns dustmoths after being repaired; manages its own durability, regenerative child-spawning, and loot drops upon destruction.
Manages adaptive background music for the player entity based on gameplay context such as location, actions, time of day, season, and nearby events.
Manages electrical connections between electric fence segments by creating visual beam effects and tracking bidirectional links.
Manages evergreen tree prefabs with multi-stage growth, loot dropping, burning, hauntable behavior, and regeneration mechanics.
Provides static layout data for the Evergreen Sinkhole map region, defining background tile placement and foreground object regions.
Manages the behavior and effects of explosive entities, including area-of-effect damage, building destruction, ignition of flammable objects, and camera effects upon detonation.
Creates a collapsible sinkhole prefab that triggers ground collapse, damages nearby objects, and ejects items when activated.
Implements wearable fans (featherfan and perdfan) that extinguish fires and cool nearby entities, with the perdfan additionally summoning tornadoes when channeling.
Defines prefabs for decorative landscape items used in farm-related environments, such as rocks, sticks, and fence posts.
A tool prefab that enables tilling soil, dealing damage, and providing floating buoyancy; its durability is managed by finite uses.
Represents tilled soil in the farm, handling visual states, plowing state tracking, and persistence across saves.
A temporary debris object that appears when farm soil is worked, dropping randomized loot upon destruction.
Manages soil moisture, nutrients, and farming-related systems across the world map, including plant growth, weed spawning, and Lord Fruit Fly behavior.
Manages a farmplot structure that can be planted with crops and degrades when hammered or burnt, including level-specific growth rates, fertility tracking, and decorative element rendering.
Provides electrically conductive wall functionality with connection handling, damage mitigation, and deployment logic for fence structures.
Rotates a target entity's orientation and spawns a visual effect upon completion.
Stores nutrient data and handles application logic for fertilizer items, including usage consumption and cleanup upon depletion.
Adds fertilizer behavior and soil interaction properties to an entity, including nutrient composition and usage tracking.
Defines structured data for fertilizer types used in the game, including nutrient values, usage counts, and display metadata.
A prefabricated entity component that manages visual and thermal properties of campfire and wildfire effects in the game world.
Monitors entities within range for fire-related hazards, supporting normal fire detection and emergency mode responses based on burning, smoldering, or withering targets.
Manages the lifecycle, lighting behavior, and gameplay interactions of fireflies, including fading animations, workability, and inventory handling.
Manages visual and audio effects for fire-based entities, including dynamic lighting, sound, and animation transitions across multiple intensity levels.
A consumable vegetable item that applies a temporary temperature-based debuff to non-plantkin eaters, which can be dried to produce a longer-lasting fuel source.
A storage structure that preserves fish and breaks into wreckage upon hammering, releasing contents and triggering platform leaks.
Manages a fish school entity that spawns fish when caught by a fishing net and replenishes its fish over time.
Removes itself automatically after a fixed lifetime to prevent permanent obstruction of fish school spawn points.
Manages a flying lantern prefab that consumes fuel to stay airborne and emits light with dynamic physics-based behavior.
Represents a customizable plant entity that can transform into a rose under certain conditions and interacts with sanity, combat, and world state systems.
Manages a light-emitting, harvestable cave plant that cycles between active, recharging, and idle states based on environmental light levels.
A harvestable, sanity-affecting decorative flower that drops petals upon picking and can ignite wildfires.
A pickable, renewable grass source that provides cutgrass and can ignite wildfires.
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.
Factory for creating temporary food-based buff prefabs that apply one-time or extended status effects to target entities.
Marks an entity as capable of being composted, with optional green/brown categorization for composting mechanics.
Configures the Forest world instance by registering prefabs, assets, and world-level components for spawning, environmental effects, and game systems.
Creates and configures the network entity for the Forest world type, initializing world-level systems like weather, moonstorms, and event-specific managers.
Manages periodic spawning of renewable forest resources such as flint, saplings, and berry bushes near spawn points when no players are nearby.
A seasonal ground spike prefab that erupts from the ground, damages or destroys nearby targets, and then deactivates after a delay.
Manages the spawning and lifecycle of frogs during rainy spring weather, including logic for lunar rift influence and player-specific spawning.
Manages visual frost breath effects based on environmental temperature and entity state.
Manages the behavior, state (ripe/unripe), sleep cycle, combat interactions, and thermoregulatory home-finding logic for the Fruitdragon entity.
Calculates and provides local temperature values near fumaroles based on seasonal cycles, noise, and multipliers, for use by the temperature override system.
Manages dynamic visual overlays for fume and debuff effects on the player, based on proximity to spore clouds.
Creates petrifiable and reanimatable monster statues that crumble when mined and spawn moon variants upon reanimation.
Manages the spawning and lifecycle of gel blobs in response to active rifts, player proximity, and spawner cooldowns in DST.
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.
A lightweight decorative item used as a cat toy and small fuel source in the game.
Spawns particle-style splash FX entities used for visual effects in lava arena encounters.
Handles the lifecycle of grass patches including growth cycles, morphing into grass geckos, and interaction with world settings timers.
Creates and manages a large grotto pool entity with visual, lighting, and child object placement functionality.
A Tiled map layout file defining the static tile and object configuration for a large grotto pool environment in DST.
Creates a mineable rock prefab that drops moonglass when worked and regrows over time during cave full moons.
A static map layout definition representing a small grotto pool region, used to define placement and structure for in-game environmental features in the Grotto biome.
Creates a small, non-networked decorative pool entity with visual effects, light emission, and interaction with the grotto waterfall system.
A decorative environment prefab representing a large grotto waterfall with looping animation and networked rendering.
Represents a mineable moonglass rock in grotto environments that regrows during cave full moons and drops moonglass upon breaking.
Manages Grotto War dynamic spawners and population logic, spawning nightmares and brightmares near players based on area and population limits.
Manages dynamic spatial audio for grotto waterfalls by tracking nearby pools and assigning sound emitters to the closest valid ones.
Spawns a short-lived local FX entity that plays a stone-breaking animation and sound at a specified location.
Registers a ground creep asset type (web) with the TileManager system for use in world tile generation.
Manages a ground shadow effect that dynamically scales and positions beneath an entity based on its vertical height.
Manages the darkness-based threat system that damages entities when they remain in darkness for extended periods.
A consumable and deployable item that acts as a high-value fertilizer and fuel, spawning fly companions when dropped and producing a poison cloud when burned or used as fuel.
A debuff component that attaches to campfires and generates visual/sound effects based on the fire's fuel level.
Manages the spawning and tracking of hallucination entities based on player sanity, time of day, and environment lighting.
Manages plant-like entities that grow over time and can be harvested to yield items, handling growth progress, pausing, and item dropping.
Manages thermal output properties and behavior for an entity, supporting configurable heat sources, carried heat, and endothermic/exothermic states.
Manages thermal energy storage and emission for the Heat Rock item, dynamically adjusting insulation, heating behavior, visuals, and light intensity based on environmental temperature.
Manages dynamic physics behavior for large in-game obstacles that transition between solid, falling, and pushed states based on proximity and interactions.
Acts as a dormant, thorny flower that transforms into a hedgehound upon activation, rewarding the activator with petals and dealing thorn damage if not protected.
A deployable inventory item used to pre-configure and place hermit crab structures and markers on a forest island, coordinated via the hermitcrab_relocation_manager component.
A consumable horn item that enables teleportation to the Hermit's house and has a secondary use for tending plants.
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 state, behavior, and visual synchronization of the Hermit Hot Spring structure, including heating, bathing, bathbomb effects, and construction workflow.
Factory function that generates prefabs for laundry items used in the Hermithouse environment.
Applies temporary ground speed penalty to nearby entities stepping on honey trails via the LocoMotor component.
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.
A breakable bone object that drops loot and collapses when hammered.
Renders a background visual effect of a cracked ice tile grid using an animated prefab.
A non-persistent background visual effect that renders a static ice puddle animation at a specific transform position.
A non-persistent visual effect entity that plays a looping animation for an icebox crystal interaction.
Plays a one-shot visual effect animation sequence (pre, loop, pst) for the icebox kitchen event in DST.
Creates a stationary environmental hazard that repels players and triggers knockback upon proximity.
Defines a static map layout for a world region containing pig-related structures and environmental assets.
Static map layout for the Insane World's wormhole room, defining tile configurations and static object placements (e.g., basalt, insanity rocks, and wormhole trigger).
Manages moisture level and wet state for inventory items, synchronizing them with environmental conditions, owner state, or external control.
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 large, interactive junk pile that can be rummaged by players or mobs to yield loot, trigger daywalker encounters, and spawn a fence blueprint after repeated interaction.
Manages the launch and fall phases of a junk projectile used in the game's combat and environmental mechanics, handling physics, visuals, sound, and damage application.
Defines the layout and static object placement for the Archive Keyroom in DST, used during the Ruins gameplay sequence.
Manages the state, decay, and visual progression of a koalefant carcass object, including meat consumption tracking, seasonal build variants, and decay timing.
Creates transient visual effect entities representing lantern crystals in ground or held configurations.
Static map layout definition for the Lava Arena event, specifying tiled background data and object placements for spawners, platforms, and crowd stands.
A large environmental hazard that emits heat, ignites nearby flammable objects on contact, propagates fire, and triggers music events when engaged by the Dragonfly boss.
Sets up the Lava Arena world environment, including tile physics, lighting, ambient sound, and visual effects for the seasonal battle arena mode.
A non-interactive visual prop used exclusively during the Lava Arena event to represent Abigail's presence.
Aprefab definition for the Lava Arena boss enemy Boarrior, defining its visual, physical, and network properties.
A decorative and ambient floor component used in the Lava Arena event, featuring synchronized lava animation and periodic ember effects.
Factory function for creating ground lift effect prefabs used in the Lava Arena boss encounter.
Defines the prefabs for the Lava Arena portal structure, including its static mesh, keyhole, and activation effect.
Creates a non-networked decorative entity with animated scratch marks and spawner teeth used for visual context in the Lava Arena biome.
Creates visual trail entities for lava arena mobs, with support for variation models and automatic mob tracking.
A temporary ambient light source that emits heat and automatically extinguishes after a fixed duration.
Manages a dynamic UI canopy of animated leaf rows that respond to camera movement and player position to simulate overhead foliage.
Boss monster prefab that manages scale-based scaling, hibernation states, sanity aura, and integration with combat, health, and sleep systems.
A static map layout definition for the Leif Forest region, containing background tiles and object placements for trees and the boss Leif.
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 harvestable environmental asset that regrows over time and drops `cutlichen` when picked.
Manages dynamic lighting and ray visibility for the canopy light rays entity based on world phase (day/dusk/night) and moon state.
Creates a ragged-style fire visual effect using custom particle envelopes and emitters, deployed via the `MakeLighterFire` framework.
Creates a decorative rose-shaped fire particle effect with two distinct particle types (smoke and petals) using envelope-based color and scale animations.
A dynamic plant prefab that hosts and manages lightflier spawnlings, toggles light emission based on environmental illumination, and coordinates lifecycle events with its children.
Controls the AI behavior of lightfliers, managing movement, threat response, home seeking, and formation following.
Controls dynamic light sources and illumination properties for entities in the game world.
Controls the AI behavior of the Lightning Goat, managing state transitions between wandering, fleeing, facing, and attacking.
A spawner entity that maintains a herd of lightning goats and periodically generates new members during mating season.
Manages a vault torch puzzle and synchronized abyss pillar behavior for a trial encounter, including puzzle state logic, shadow hand spawning, and pillar spawn/collapse coordination.
A custom tree prefab that supports chopping, burning, and saving/loading state transitions between full tree, stump, and burnt variants.
A throwable item that plants a livingtree sapling and pacifies nearby Leifs upon deployment.
Defines the Tiled map layout data for a long hallway room in the Archive biome.
Monitors entities within a range to activate or deactivate fruit fly spawners when they enter or remain inside the trigger zone.
Generates haunted trinket prefabs that fade in and out based on player proximity using colour tweening and player proximity detection.
Manages the lunar-grazing entity’s cloud-based sleep induction, combat behavior, debris mechanics, and Gestalt integration in DST.
Applies periodic lunar burn damage to an entity and its mount while the entity stands over a fissure, managing visual FX and health state updates.
Manages the visual particle system and splash effects for lunar hail precipitation in the game 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 consumable item prefab that drops from lunar plants upon harvesting; used in crafting and interacts with the stackable system for inventory management.
Creates a short-lived lunar-aligned tentacle entity for combat in DST, handling health, combat stats, planar damage, and auto-despawn.
Handles the creation and behavior of lunarrift crystals, including spawn-in logic, mining interactions, recoil mechanics, and loot distribution.
Manages the seasonal spawning of Lureplants during spring by tracking player movement trails and probabilistically placing them around active players.
Creates high-level prototyper prefabs (research labs) with specialized behavior, including on-built achievements, variable activation animations, and optional rabbit-spawning on hit.
Controls the AI behavior of the Malbatross boss, managing combat aggression, drowning logic, dive attacks, and land departure.
Controls the active-phase behavior of the mandrake plant, including movement toward the nearest player, day-cycle destruction, sleep-inducing area effect upon being cooked or respawned, and state transitions between planted and inactive forms.
A breakable environmental object that yields marble resources when mined, with visual feedback and loot drop mechanics.
Creates and configures prefabs for marble trees, which are mineable structures that drop marble loot upon destruction.
A harvestable, thorny plant prefab that yields twigs upon picking and triggers damage to non-resilient pickers.
Creates networked prefabs for marsh plants and pond algae, configuring visual state, burnable properties, and world propagation behavior.
Represents a harvestable tree prefab that yields loot upon chopping and transitions through states (normal, burnt, stump) with associated behaviors and event handling.
Manages the behavior and lifecycle of a ship mast-mounted lamp, including lamp state (on/off), destruction, and loot generation upon deconstruction or burning.
Static layout definition for a puzzle map area containing stone walls, wooden walls, and rocks arranged in a structured pattern.
Spawns and manages a fixed number of light prefabs in a circular pattern around an entity.
A static map layout defining the visual tile layer and object placement for the Maxwell 3 challenge arena.
A static world layout file defining the tile-based map and object placement for the Maxwell Pig Shrine scene in DST.
Generates and caches static maze layouts for dungeon and archive environments by leveraging StaticLayout definitions.
A structure that spawns Merm minions during the night and regenerates them over time, with special behavior when crafted with an offering pot.
Manages timed meteor shower events on a map spawner entity, including level selection, spawning logic, cooldown handling, and save/load state persistence.
Creates a classified entity that acts as a meteor spawner by attaching the meteorshower component.
A UI widget that displays a looping miasma cloud animation centered over an entity, typically used for visual feedback of miasma-based environmental effects.
A non-networked server-side debuff that periodically damages targets lacking Miasma immunity, stopping when the target dies or becomes immune.
Manages miasma cloud generation, spread, strength, and decay in the world map, primarily in relation to rifts and vents.
Manages the visual overlay representing miasma fog effects and goggle-based vision adaptation for the player, including animated background layers and dynamic brightness/scale adjustments.
Tracks whether an entity is inside a miasma cloud and applies movement speed penalties accordingly.
Defines a static map layout for a military-themed entrance area, including background tile data and placement of world objects such as ruins, statues, and cave holes.
The Minotaur is a large boss entity that patrols a predefined area, enters combat when threatened, and periodically phases into a weakened state to spawn environmental hazards and shadow tentacles.
Creates a non-networked visual effect entity that emits a static mist particle system using configured texture, shader, and envelope settings.
Registers predefined audio mixing configurations for different game states and contexts.
Tracks and synchronizes whether an entity is wet across the network in Don't Starve Together.
A burrowing molebat habitat that drops random loot when dug up and awakens nearby sleeping bats.
Controls AI behavior for mole entities, handling movement, home creation, bait stealing, and environmental avoidance.
A structure that spawns moles underground and drops loot when dug up.
A shelter structure that spawns powder monkeys during the day and provides lighting at night.
A destructible environmental prop from the Monkey Island scenario that yields randomized salvage loot when hammered and spawns particle effects upon destruction.
A Tiled map layout defining static environmental assets for a monkey island zone, including ground tiles, dock infrastructure, pirate boats, cannons, monkey structures, and portal debris.
Tiled map layout file defining static environmental assets for the Monkey Island static layout, including ground tiles, docks, pirates, monkey structures, and portal debris.
Static map layout configuration for a monkey island area in DST, defining background tiles, objects, and structural elements via Tiled JSON.
A decorative environmental prop that spawns in the Caves and exhibits periodic idle animations with random movement animations.
Generates and spawns client-side warning sound effects for major monsters (e.g., Deerclops, Bearger, Krampus) at varying distances based on their attack proximity.
Manages the lifecycle, linking behavior, and crafting progression of celestial altars in the DST Moon Biome.
Coordinates the activation sequence of the Moon Altar device by linking three altars, clearing surrounding area, and triggering moonstorm events.
Defines prefabs for collectible moon altar components, including decorative pieces, mineable rocks, and markers, used in constructing and interacting with moon altars.
Serves as the central hub for constructing and launching the Moon Altar boss sequence, handling stage transitions, construction logic, and meteor impacts.
Manages the visual and gameplay behavior of the Moon Fissure prop, which reacts to lunar phases and accepts moon altar pieces as repairs.
Enables moon altars to detect and link with nearby altars of compatible types to form a valid triangle for cosmic events.
Defines a static map layout asset for a decorative rock glass object associated with the moon altar, used in level design.
Manages the Moon Base structure's state, including staff charging, morphing, repair, and moon-based spawner activation.
A world-anchored structure that reflects the current moon phase visually and functionally, enabling gestalt transformation under specific moon conditions.
Generates three prefabs for non-blocking moonglass stalactite decorative entities used in world environments.
Represents a destructible rock fragment that spawns when breaking moon rock structures and destroys itself upon completion of the mine action.
Acts as a tradeable socketed moon rock that transforms into a specific colored Moon Eye when a matching gem is traded to it.
A moon-related artifact that activates when near a moon portal and deactivates when stored or moved away.
A temporary attackable ground spike that performs area-of-effect attacks and then destroys itself.
A regenerative boss lair that spawns moon spiders and responds to player actions, world state, and environmental events like quakes.
A destructible, timed explosive structure that detonates after a fixed interval or when fully worked; inflicts area-of-effect damage to nearby entities and drops infused moon glass loot.
Creates a visual and audio effect for a lightning strike during a moonstorm, with a chance to spawn a secondary follow-up effect nearby.
Instantiates a transient visual and audio effect for a lightning strike, triggers screen flash and camera shake for nearby players, and spawns charged moon glass near any existing moonstorm_glass entities.
A floating, ephemeral lightning-based entity that periodically emits electric shocks to nearby targets and can be recharged by moonsparkchargeable components; it ages over time and disappears when depleted.
Provides the core prefabs and logic for Moonstorm-related static electricity entities including stationary containers, roaming sparks, catchers, and upgrade components.
Manages periodic ground lightning spawns during moonstorms based on player proximity and network node data.
Manages the active moonstorm zones and calculates moonstorm intensity for entities based on their position relative to node indices in the world topology.
Assigns a wandering behavior to an entity that restricts movement to land tiles within active moonstorm zones.
Manages the lifecycle, growth stages, burning, and harvesting of moon trees in DST.
Map layout definition for the Moon Tree region using Tiled map data format; specifies tile layer backgrounds and object groups for moon tree placement and petal worldgen zones.
Static layout definition for moon tree placements and terrain regions in a moon-themed world room.
Defines the static layout and object placement for the moose nesting area in the Forest world.
Manages the spawning and scheduling of moose entities in relation to moose nesting grounds during spring season.
A portable fertilizer item that provides moderate soil nutrients and repels flies when held, with unique behavior when deployed by a Wurt-activated skill.
A buried grave structure that produces loot upon excavation, periodically spawns ghosts during full moons, and supports special Halloween event behaviors.
A lunar-aligned tree monster that spores periodically, deals combat damage, and emits a dynamic sanity aura based on enemy proximity.
Defines the prefabs for red, green, and blue mushrooms—including their growth behavior, pickup, regeneration, haunting, and cooking mechanics—in Don't Starve Together.
Represents a growable, light-emitting mushroom tree that can be chopped and transitions through stages based on links to a Toadstool entity.
Manages lifecycle, growth, seasonal changes, acid rain effects, and loot generation for mushtree entities in the Cave biome.
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.
Spore prefabs that spawn from mushtrees, persist briefly, and decay based on crowding and time.
Manages acid rain interaction, burning behavior, and webbing-specific loot for the webbed mushtree structure.
Manages mutated buzzard gestalt populations, tracks circling shadows for players, and controls spawning/dropping behavior in response to rift states, megaflares, and deaths.
A visual and audio effect entity that simulates a nightlight flame with configurable lighting levels and sound intensity.
Defines a static map layout for the Nightmare scenario, specifying terrain tiles, objects, and entity spawn points.
A dynamic world entity that changes visual state, spawns shadow thralls, and responds to nightmare phase transitions.
A spawner-like entity that triggers the growth of a nightmare growth prefab, which emits strong negative sanity aura and can destroy nearby structures.
Spawns and manages nightmare-type enemies in the Caves during nightmare phases, adjusting light intensity and sanity effects dynamically.
Creates networked visual FX prefabs for nightmare-themed environmental lights and fissures.
A reactive environmental obstacle that physically rises or lowers based on nearby player sanity status, used in the sanity rock mechanics.
A non-interactive visual effect entity representing a cluster of nitre crystals, used for environmental decoration and light emission in cave ponds.
Applies a temporary non-slip buff to entities while consuming fuel over time, optionally spawning ice pools when boosted.
Provides logic to determine whether a point on the ground is covered in non-slip grit, used to prevent entities from sliding on ice or slippery surfaces.
Checks entity proximity to a circular oasis area and calculates proximity levels relative to its boundary.
Defines the static layout for an oasis environment using Tiled map data, specifying background tiles and foreground object placements.
Represents a dynamic water source in the Desert biome that can dry up during sandstorms and regrow vegetation afterward.
Manages ocean surface wave direction and speed for rendering or simulation.
Provides utility functions for ocean-related game logic, including tile querying, wave spawning, creature flight state management, entity sinking, and shore point detection.
Manages dynamic color and texture blending for the ocean floor and sky based on time of day phases (day, dusk, night, no_ocean).
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.
Spawns and manages a shoal of medium-sized oceanfish entities in water regions, automatically regenerating and respawning fish over time.
Defines prefabs for ocean fishing bobbers used in the Turn of the Tides fishing system, including projectile, floater, and inventory item variants.
Manages fishing lure behavior and fish attraction mechanics in the ocean, including charm calculation, interest tracking, and reel-based modifiers.
A non-persistent visual and repairable entity that represents damage state of ocean ice and triggers ice restoration when repaired.
Manages dynamic creation, damage, and destruction of ocean ice tiles in the world map, including entity interactions and visual effects.
Manages the lifecycle, growth, and interaction logic for ocean trees, including chopping, burning, converting to stumps, and transforming into ocean pillars when enriched.
A large, water-based environmental structure that provides canopy shade, drops loot when chopped or hit, and interacts with boat collisions and lightning strikes.
Manages the behavior, harvesting, burning, and dynamic spawing of ocean vines in the game world.
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.
A decorative, non-interactive foliage prop used in ocean/vine environments that fades based on distance and contributes no gameplay functionality.
A portal prefab that teleports boats and their contents between distant ocean locations while applying protective effects and generating wake waves.
Simulates physics forces (pull and radial rotation) on entities near an ocean whirlpool portal, and handles interaction with static objects and winch targets.
Defines a static hallway layout for archive areas using Tiled map data, including tile layers for background visuals and object groups for interactive and decorative entities.
Defines the structure, growth stages, and behavior of the Palmcone Tree entity in DST.
Manages the visual fading and slippery terrain properties of penguin-generated ice patches based on local snow levels.
Manages periodic spawning of prefabs at or around an entity with configurable timing, spatial density, and conditional logic.
Manages spoilage progress, state transitions (fresh/stale/spoiled), and lifecycle events for perishable items in response to environmental and ownership conditions.
Creates and manages non-persistent visual and audio effects for petrified tree and trunk destruction.
Controls the AI behavior tree for pigs, handling movement, combat, foraging, trading, minigame spectating, and response to threats or environment.
Defines a static map layout for a "pigguard berries easy" scenario containing decorative torches and berry bushes.
Defines static decorative layout data for a pigguard environment, including background tile patterns and foreground object placement.
A static map layout definition for a pig guard area with easy difficulty, containing fixed tile layers and object placements for perma grass and pig torches.
Defines a Tiled map layout for pig guard enclosures, specifying background tiles and object placements for walls and pig torches.
Defines a static map layout for the Pig Guards arena, containing tile data, decorative torches, and wooden walls for environmental structure.
Defines the static layout configuration for a pigguard-friendly map area, including background tiles and foreground objects such as torches and wooden walls.
Manages the pig shrine structure's state machine, including empty, offering, burnt, and burnable states, with support for prototyping, trading, and salvage behavior.
A structure that produces guards and burns fuel over time, extinguishing when its fuel runs out or during rain.
Defines static layout data for the Pig Town biome using Tiled map format, specifying tile layers and object placements for Pig houses.
Creates and configures static environmental pillar prefabs with conditional physics, tags, and sound emitter support.
Handles planting and deployment of tree saplings from seasonal pinecone items, including side effects on nearby Leif entities.
Implements the pirate flag pole structure, managing its visual animation, burnable behavior, loot drops, and flag number assignment.
Acts as a buried container that holds loot (particularly blueprints), supports digging interaction, preserves items indefinitely, and manages loot distribution upon excavation.
Implements lifecycle and interaction logic for growing crops and their ground variants, including maturation, withering, harvesting, burning, and rotting behaviors.
Initializes core growth parameters for plants, such as grow time and final product.
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 player's Heads-Up Display (HUD), including UI overlay hierarchy, screen transitions, input handling, target indicators, and status effect visuals.
Determines whether and how a player entity is affected when struck by lightning, including chance calculation and strike response logic.
Generates and manages a particle-based visual effect simulating floating pollen clouds, typically used in warm or wildfire-affected environments.
Manages frozen, spawning, and environmental state transitions for surface and cave ponds, including seasonal freezing, child mob spawning, acid rain effects, and loot spawning.
A consumable and deployable item that acts as a fertilizer, fuel, and ignitable object, spawning flies when dropped and releasing a cloud upon fueling.
A decorative cave plant that can be placed in the world, destroyed with a hammer to yield loot, and burns or haunts players upon interaction.
Manages heat propagation and thermal effects (e.g., fire melting, freezing relief, damage) between nearby entities.
Implements a breakable, equippable sign prop that functions as a lightweight weapon and interacts with minigame excitement tracking.
Helper function for creating decorative and environmental prefabs in the Quagmire and Park biomes with configurable animation banks, physics, and rotation behavior.
Defines prefabs for Quagmire-themed evergreen trees including variants (small, normal, tall) and stumps, with shared initialization logic and server-side extension hooks.
A decorative plant prefab for the Quagmire biome that provides no gameplay interaction beyond visual presence.
Creates light-emitting environment assets for the Quagmire biome with predefined visual and luminance properties.
Defines prefabs for Quagmire-era decorative and structural props (e.g., rubble, carriage, clocktower) used in the old structures theme.
A static obstacle prefab used in Quagmire mode that blocks pathfinding and visual movement.
A static environmental object representing a salt pond in the Quagmire biome that acts as a water source and obstacle.
A non-interactive environmental decoration prefab that renders the Quagmire portal structure and manages its camera focus behavior.
A decorative and functional lighting fixture that mounts on firepits and triggers visual steam effects when activated.
A static decorative and functional object used to store and dry salt in the Quagmire biome; serves as both an interactive buildable item and a placed entity.
Defines two prefabs — a placed rock variant and a ground variant — for Quagmire salts, providing static world objects with appropriate animations and network synchronization.
Represents a soil tile prefab used in the Quagmire biome that supports the Plant Soil action and integrates with the mouse interaction system.
Defines the structure and assets for Quagmire sugarwood tree prefabs, including variants by size and tap state.
Creates the visual and physical representation of a Quagmire swamp pig house, including normal and rubble states with appropriate animations and physics.
Manages environmental quaking events that spawn falling debris and trigger player-specific particle and audio effects in response to time, explosions, or forced triggers.
Defines a static map layout for a rabbit-themed area containing placed objects (e.g., rabbit house, carrot plants, tools) using Tiled TMX format data.
Manages a dynamic burrow that spawns rabbits based on season, weather, and player interactions, with support for spring-specific flooded behavior and Rabbit King lucky rabbit spawns.
Manages a structured spawning point for Bunnymen with lighting, burnable physics, and world-state-aware door mechanics in DST.
A consumable musical instrument that summons a rabbit king chest when used; tracks usage and validates spawn locations.
Manages in-game rainfall particle effects and raindrop spawning logic using a VFX emitter system.
Manages a dynamic rain-shield dome entity that grants rain immunity to nearby entities within its active radius.
Renders a dynamic overlay indicating the influence of active rain domes around the player.
Tracks whether an entity is inside a rain dome and notifies the entity upon entering or exiting.
A one-shot visual effect prefab that plays a short animation and then recycles or destroys itself.
Grants and manages immunity to rain damage for an entity by tracking external sources of immunity.
A structure component that tracks local rain levels via animation and responds to player interaction and environmental effects like fire.
A magical lantern that emits light and consumes fuel over time; supports equipping, rain exposure handling, and dynamic visual effects via attached child entities.
A preconfigured plant prefab that provides cut reeds when harvested and serves as flammable fuel.
Manages the scheduled regrowth of harvestable plants and structures after they are collected, using time-based timers and world state conditions.
Defines a compact static map layout for retrofit brinepool environments with designated salt stack placement zones and a cookiecutter spawner.
Map layout data structure defining terrain tiles and static world object placements for a large moon island map segment.
Defines the static layout and worldgen data for a small Moon Island map using Tiled map format.
Static map layout definition for the Moonmush Retrofit area, containing tile data and placed game objects such as mushtrees, lighting, spawners, and decorative elements.
Applies world-retrofitting changes for post-launch content (e.g., Return of Them, Terraria, Balatro) by dynamically spawning, repositioning, or removing prefabs after world generation completes.
A renewable plant prefab that grows through four distinct stages, yielding rock avocado fruits only at maturity before regrowing cycles.
Spawns a non-persistent, non-networked sound effect entity when a rock is broken.
Manages the lifecycle, seasonal phase transitions, and resource yield of ice boulder entities in DST.
Manages the dynamic stage-based growth and melting of ice boulders in response to local temperature, work, and environmental conditions.
A durable, fueled light source that transitions between burn states based on fuel level and can trigger a controlled explosion when fully depleted.
Defines prefabs for various rock types in the game, each with unique mining behavior, loot tables, and visual appearances.
Defines several cave room templates containing variable distributions of rocks, pillars, slurtle holes, bats, and other environmental props for world generation.
A large chess-piece-themed monster prefab that uses the ECS to manage combat, movement, AI behavior, and environmental interactions including platform hopping and ground destruction upon collision.
A simple consumable item used as fuel, tradable as a cat toy, and flammable in the environment.
Manages rope bridge creation, destruction, health tracking, and earthquake damage response across the world grid.
A destructible cave environment object that yields loot when mined, with animations and behavior varying by remaining durability.
Acts as a dynamic, physics-based obstacle in ruins caves that shrinks to allow character passage and falls when triggered, dealing damage or destroying nearby entities upon impact.
A utility prefab factory that generates destroyable, non-functional relic items (e.g., plates, bowls, chairs) for Ruins levels, enabling loot dropping, furniture interaction, and Shadeling spawning on chairs.
Manages spawning and lifecycle of a shadeling entity tied to an unsittable chair in a Nightmare-zone node, with cooldown enforcement.
Defines a static map layout using Tiled map format for the Sacred Barracks area, containing tile layers for background tiles and an object group with spawners and ruins for gameplay content.
Manages the salt-licking behavior for entities, including detecting nearby saltlicks, applying timed salted states, and consuming uses from the saltlick.
A renewable, growable water obstacle that yields salt rocks and rock items when mined, and regrows over time.
Creates animated ground spikes and blocks that emerge from the sand, deal damage, destroy workable structures, pick plants, and transform into glass when ignited.
Renders a looping dust animation overlay on the screen, typically used to indicate environmental conditions like sandstorms or dusty areas.
Manages visual and auditory effects for sandstorm conditions and goggle vision on the player, including animated overlays and dynamic scaling adjustments.
Manages global sandstorm state and calculates storm intensity based on season, weather, location, and nearby oases.
Manages movement speed penalties during sandstorms based on vision state, mounting, and storm intensity.
Manages sanity value, mode (Insanity/Lunacy), and related mechanics for an entity, including dynamic rate calculation from environmental and aura sources.
Manages the lifecycle, interaction, and transformation of sapling entities, including growth, harvesting, transplanting, and optional moon-phase conversion for seasonal variants.
Spawns fish schools and triggers special ocean predators like gnarwails and sharks in oceanic regions based on player proximity and environmental conditions.
Creates and configures the science and alchemy prototype machines, including their prototyping trees, animations, interactions, and seasonal gift mechanics.
A breakable environmental prop that yields boneshards, ash, and collapse FX when hammered by players.
Creates a background decorative ground effect with randomized animation and rotation for environmental immersion.
A crafting and sculpting station that accepts raw sculpting materials or sketches, allows item prototyping, and supports tool-based interaction such as hammering.
Creates interactive, moonphase-sensitive statue prefabs that can be uncovered, repaired, and morph into chess-related creatures.
Defines static layout data for a game map region containing decorative and gameplay-related sculptures and objects.
A breakable underwater rock entity that yields rocks when mined, serves as a collision obstacle for boats, and can be upgraded to spawn water plants; supports powder monkey tinting based on proximity to the Monkey Queen.
Represents a two-state interactive cage prefab that accepts a power point to transition from empty to full (activated) state.
Defines the state machine behavior for the abyss pillar minion entity, controlling its activation, idle, movement, and deactivation logic.
Manages the state machine for the boat rotator prop, controlling animation, sound, and transition flow between idle, placement, rotation, and power states.
Defines the complete state graph for buzzard entities, handling flight, idle behavior, attacks, distress animations, and mutated flamethrower mechanics in DST.
Defines the state machine and behavior logic for the cave ventmite entity, including movement, attacking, shield mechanics, and environmental interaction via miasma spawning and temperature effects.
Controls the state machine and behavior of the Crab King's cannon tower, managing spawning, loading, shooting, and breach-related animations and logic.
Defines the state graph for controlling a fissure entity's on/off idle states with timed transitions.
Stategraph for the Lavae creature, managing its behaviors, animations, movement, combat, death, and environmental interactions such as freezing.
Manages the lifecycle and state transitions for a moose egg, including hatching into mosslings and spawning a guardian upon full hatching.
Manages state transitions and behavior logic for the Slurtle creature, including movement, combat, eating, shielding, and salt-induced dissolution death.
Implements the full state machine for the Toadstool boss, handling movement, combat attacks (pound, spore bomb, mushroom bomb), channeling with mushroom sprouts, camera shake, and entity interactions during its lifecycle.
Manages the state machine for a tornado entity, controlling movement, animation, and damage/destruction logic for nearby targets.
Manages the state machine for the water plant creature, handling stage transitions, combat, sleep, freeze/thaw cycles, and state-specific behaviors like spawning clouds or dropping loot.
Defines a state machine for medium-sized ocean wave entities that rise, idle briefly, and then lower and remove themselves.
Manages dynamic leaf canopy shading effects using the ShadeRenderer system, including texture, position, rotation, and strength based on ambient light.
A trap prefab that detects nearby panic-capable targets, triggers a shockwave effect, and applies a movement speed penalty and panic state.
Manages the spawning, tracking, and population control of shadow creatures (e.g., Crawling Horrors, Ocean Horrors, Terrorbeaks) for players based on sanity levels and game mode.
Handles the behavior and impact effects of a shadow meteor falling from the sky, including visual warnings, terrain damage, entity destruction, and loot spawning.
Manages the lifecycle, stage progression, and environmental effects of the Shadow Rift portal entity, including miasma generation, spawner configuration, and visual/sound transitions between stages.
A transient shadow-aligned tentacle projectile that deals damage, applies sanity drain, and auto-destructs after 9 seconds.
Manages a dynamic, seasonally-adjusted ice boulder that melts or grows over time and can be mined for ice shards.
Tracks nearby sharks and adjusts shark sound parameters for players based on proximity and shark state.
Manages periodic or burst shedding of items from an entity at a specified height.
A breakable environmental object that drops singing shells when mined and can be equipped as body armor.
Tracks whether an entity is under cover (e.g., from trees or structures) and manages shelter state transitions, including communication and networking.
Manages the dynamic shadeoverride state for an entity's animation based on its sheltered status, with smooth interpolation between exposed and sheltered values.
Provides utility functions for world and entity queries, vision checks, camera effects, and world event management.
A musical harvesting component that cycles through musical notes, tending nearby plants when activated, and dropping loot upon being hammered.
Manages the spawning and timing of antlion sinkhole attacks targeting specific players during the Antlion event.
A decorative and functional structure that accepts flower-type items, modifies perish rates and sanity aura based on item content and player skill tree upgrades, and triggers special effects during moon blossoms.
A static map layout file used to define the placement of skeleton-themed decorative objects and items in the world.
A static map layout defining spawn locations and placement of loot items and a skeleton hunter NPC in the game world.
Defines a static layout for a skeleton farmer decoration in the game world, containing background tiles and object placements.
Tiled map layout file defining the placement of entities and decorative objects for the skeleton miner encounter in DST.
Defines the layout data for a static map room containing skeleton-themed assets and gameplay objects.
Defines a static map layout for the Skeleton Winter boss arena, specifying tile configuration and placement of interactive objects.
Static map layout data for a burnt forest area associated with the Skeleton Wizard boss encounter.
A world FX entity that spawns floating spore clouds which induce sleepiness or knockback resistance in nearby entities over time.
Manages the accumulation and decay of slippiness on an entity, enabling ice-related movement mechanics and slip events based on speed and environmental factors.
Marks an entity as a target location where slippery surface effects can be evaluated.
A small, stackable explosive item that ignites and detonates when set on fire, dealing area damage and creating visual fx.
Implements AI behavior for the Slurtle Snail entity, including threat avoidance, food seeking, stealing, shield usage, and returning home when hungry.
Manages the quest logic, behavior, and environmental feedback for the small ghost character in DST, including toy collection, player linking, and hot/cold hunt cues.
Generates a particle-based snow FX effect that adapts its appearance based on the active season event (e.g., Winter's Feast).
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 snowball spawn, despawn, and density distribution in the world during winter events.
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.
Manages the lifecycle, fertilizer properties, and degradation behavior of the Soil Amender item, transitioning between fresh, stale, and spoiled states based on perishable status.
A large creature component that manages AI behavior, combat, projectile attacks with sticky phlegm, periodic poop spawning, and temporary hiding mechanics via prop simulation.
A static map layout configuration defining terrain tiles and dynamic spider den placements for a specific arena zone.
Static map layout defining terrain tiles and decorative vegetation/obstacle placement, used to block or direct spider paths in the game world.
Static map layout configuration for the Spider Forest biome, defining background tiles, foreground objects, and spider den placements with growth and sleep state metadata.
A projectile entity that deal damage on impact or after a short delay when acid-infused.
Creates a short-lived, non-persistent ground creep effect under a spider's spit projectile impact.
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.
Defines a static map layout for the spiral arena using Tiled map format, including background tiles and object placements for the ruins and relics.
Manages seasonal spook level accumulation and triggers spook events (e.g., tree-specific FX) when spook level exceeds a threshold.
A transient visual and gameplay effect that emits periodic aura damage and spoil effects over a radius, commonly used by the Toadstool creature.
Implements magical staff prefabs with colour-specific abilities, including fire/lighting, ice/freezing, teleportation, blinking, deconstruction, and light creation.
Manages the behavior, physics state, and interactions of the Stagehand creature, including toggling between standing (active) and crouching (hiding) modes.
A breakable rock formation that yields mineral resources when mined and supports seasonal event behaviors like Halloween spooking.
A mineable terrain feature that yields rock, flint, gems, and other resources when broken.
Manages the lifecycle of a stalker flower, including bloom phase, fading light effects, and regenerative picking behavior in DST.
A world entity that starts as a wilted plant, blooms after a delay, becomes harvestable, and then decays after being left unharvested for a set time.
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.
A breakable decorative statue that drops marble loot when mined and supports dynamic animation states and Charlie-induced modifications.
Spawns decorative hedgehounds from a harp-shaped statue and manages timed_respawn of hounds after destruction.
Handles the behavior and state transitions of ancient statues in the Caves, including light fading, nightmare phase responses, gem植入 logic, and loot generation upon destruction.
Manages the logic for a boat's steering wheel, including player interaction, burning effects, and looting upon destruction.
Creates non-persistent visual and audio effects for structure collapse events.
Manages the submersion logic and underwater placement for salvageable entities, ensuring proper positioning in ocean tiles.
Defines the prefabs for the succulent plant (growable flora) and its picked form (consumable inventory item) with drying and perishable behaviors.
A decorative potted succulent that can be hammered to collect loot and produces a small collapse FX effect.
A map-level data structure defining spawn locations for tallbird nests and rocks in the forest biome.
Defines a static map layout containing background tiles and foreground objects (tallbird nests and rocks) used to block or partition terrain in DST world generation.
A static map layout defining geometry and object placement for small tallbird-related map areas.
A static map layout defining the placement of tallbird nests and rocks in a specific region of the game world.
Manages the tallbird nesting behavior, egg spawning, and seasonal reproduction cycle.
Defines the static Tiled map layout for the Advanced Teleportato base, specifying tile layers, background tiles, and object placements for game world generation.
Manages entity body temperature, including heating/cooling logic, insulation, moisture penalties, and health impact from extreme temperatures.
Provides a temperature override that takes effect within a specified radius around the entity, used for localized environmental heating or cooling.
A boss-related combat entity that emerges to attack players and allies, managing lifecycle through player proximity, retraction states, and health-based retreat.
Stores static layout data for tentacle and marsh vegetation objects in the Marsh region map layers.
A small fuel item used to power burnable structures and devices in the game.
Defines the layout data for a static map room containing tentacle and reeds placement objects in the game world.
Defines terrain tile restrictions for spawning in-game objects and provides access to room definitions via a deprecated lookup mechanism.
Defines the Tiled map layout for a hallway room (archive_hallway_two/three) used in DST's cave world generation, specifying tile layers and object placement for static dungeon architecture.
Defines the static layout data for the Toadstool Arena map room using Tiled JSON format, specifying background tiles and placed objects.
Manages the lifecycle and states of a toadstool patch, including tracking spawned toadstools, handling absorption of poison bursts, and controlling visual appearance via light-dark transitions.
Manages the torch item’s lighting, fuel consumption, ignited state, and interaction with Wilson’s skilltree upgrades.
Creates and manages the visual particle effects for a torch fire, including smoke and flame emissions on the client.
A particle effect component that generates nautical-themed visual effects (smoke, fire, embers) for torch-like entities using VFX particle emitters.
Defines a persistent fire effect for torchfire pillars using custom particle emitters and visual envelopes.
Generates particle visual effects for a torchfire entity, including fire, smoke, and hand animations using custom envelopes and emitters.
Spooky variant of the torch fire effect, producing distinct smoke visuals and particle behavior using custom color and scale envelopes.
A static map layout defining spawn positions for an ice staff and multiple ice hounds in Don't Starve Together.
Defines a Tiled map layout for the sleeping spider ambush trap, containing spawn positions for the spider and decorative world objects.
A static layout file defining winter-oriented game elements for summer seasons in the caves layer.
A deployable trap entity that detects moving targets within its radius, applies a movement speed debuff, and deals damage.
A static map layout used for winter-themed deciduous forests, containing predefined scenery objects and placement data.
A consumable item that, when deployed, grows into a tree_rock_sapling and replaces perishable spoilage with spoiled_food.
A rock tree prefab that supports growth stages, mining, falling, and vine loot generation, while interacting with combat, burnable, and sleeper systems.
Applies growth progression to a target tree entity, consuming the solution item after use.
Provides fertilizer functionality for repairing and regrowing trees in DST, including soil cycle progression and waterlogging compatibility.
A mobile environmental item that rolls in the wind and drops random loot when picked up or destroyed.
Spawns and periodically regenerates tumbleweed entities in the world using the ChildSpawner component.
A crafting station used to prototype Grotto-era technologies, supporting work, burning, and hauntable mechanics.
Defines a static map layout for the Atrium Hallway Three room variant, specifying background tiles and object placement using Tiled JSON format.
Periodically notifies nearby players when they enter a zone affected by uneven ground, triggering related gameplay effects.
Defines two prefabs: a broken chandelier and a decor variant, used for static environmental props in the Vault area.
Renders a background-level visual FX tile used for vault floor patterns, with configurable orientation and animation variation.
A non-interactive exit point for teleportation from the Caves to the Vault Lobby, handling sound triggers and teleporter state management.
Provides a decorative, interactive vault pillar entity with broken/capped states, optional relic attachment, and save/load persistence.
Manages visual and narrative state for vault-themed statues, including scene-specific animation and lore display in scrapbook mode.
Manages the operational states (normal, stuck, broken) and lighting behavior of the vault torch item in DST.
Creates non-blocking, static collision mesh prefabs for the Vault and Lobby areas, preventing character movement through designated zones.
Triggers a one-time vault event when the entity remains stationary inside a vault area for 3.5 seconds without entering another vault.
Defines room generation logic for vault areas, including terrain terraforming and layout spawning.
Generates cave map content with vent-themed terrain, lootable rocks, and associated flora using procedural room definitions.
Renders a procedurally generated decorative FX bridge composed of multiple animated sub-entities with randomized behavior and sound.
Manages dynamic vine bridge tiles in the game world, including creation, damage, destruction, and animation.
Manages the state, combat, drone coordination, and environmental behavior of the Wagboss Robot boss entity.
A non-networked, classified marker entity used server-side to indicate a spawn or reference point for Wagdrobes in the world.
A networked, animated wall entity that can be extended or retracted in response to game events, commonly used in the Wagpunk-themed environmental mechanics.
Deploys permanent ocean-floor floor tiles in Wagstaff Arena areas, replacing tiles and salvaging any submerged objects found beneath them.
A switchablelever component that extends when activated, enabling proximity-based interaction with the Wagpunk arena manager.
A Tiled map data file defining static wall corner decorations and ruins for the game world.
Defines a static map layout containing Ruined Walls and Broken Walls for dungeon generation.
Defines a static map layout containing wall placement data and object metadata for ruin-style wall segments.
A static map layout containing wall segments with varying health states for use in dungeon generation.
Static map layout for the wasphive biome with easy difficulty grass placement and wasphive structures.
A tool prefab that holds water for plant care, providing wetness, cooling, and protection effects when used.
Defines a static map layout for the waterlogged environment using Tiled map format data.
A sentient, flower-based ocean plant entity that regenerates barnacles, spawns fish, and attacks nearby threats using ranged combat or pollen-based abilities.
A juvenile waterplant entity that grows barnacles over time and transforms into a fully grown waterplant under specific conditions.
Manages the visual and gameplay effects of waterplant pollen clouds, including spawning fish attractants (chum pieces) over time and fading out after dispersal.
A anchored marine structure that functions as a mineable resource and upgradeable water obstacle, dropping rocks when harvested or upgraded.
Provides static layout data for a waterplant room, including tilemap geometry and object placement.
Controls the decision-making logic for water plants, determining behavior states such as emergency pollen spraying, stage-specific combat, and cloud spraying based on internal state and environmental conditions.
Manages the presence of the "watersource" tag on an entity based on availability state.
Acts as a large ocean-dwelling structure that periodically spawns grassgators, drops items when rammed by boats, blocks lightning, and manages canopy effects for nearby players.
Represents a destructible water obstacle tree that yields wood resources when chopped or collided with by boats.
Applies protective effects (withering, cooling, extinguishing, and wetting) to entities within a radius, typically used for environmental interactions like rain or water-based abilities.
Simulates an ocean wave entity that moves, interacts with boats and items, and triggers splash effects upon collision or contact with land.
Creates visual shimmer wave effects in ocean water using pre-defined animation assets.
Creates a background visual effect entity representing shore wave animations that dynamically adapt based on terrain adjacency and orientation.
Manages procedural spawning of ocean wave visual effects (shimmers and shore waves) near the player based on terrain type and distance from the camera.
Generates prefabs for plants and trees with waxed appearances, providing animation, physics, and behavior configurations for a variety of flora.
Manages dynamic weather systems including precipitation, temperature, moisture, wetness, snow accumulation, lightning, and atmospheric lighting.
Manages wildfire ignition mechanics based on environmental conditions and active players.
A static map layout defining the initial player starting area in the Easy difficulty winter season.
Defines the static layout data for the winter_start_hard map scene, specifying tile configurations, background layers, and object placements for the hard-mode winter starting area.
Stores and manages theprefab name reference for a winter tree associated with a winter tree seed entity.
Displays and tracks the current ambient temperature using a meter animation, updating once per second and reacting to burning or hammering.
Manages the spawning of winter surprise trees during winter seasons, based on world state and player positioning rules.
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.
Manages Woodie's transformation between human and three were-forms (beaver, moose, goose) and their associated gameplay mechanics.
Calculates and broadcasts the current world temperature based on season, phase, noise, and global modifiers, while managing summer bloom visual effects.
Manages dynamic wind orientation and speed for the world, updating periodically and broadcasting wind change events.
Defines room templates for procedural world generation that represent wormhole entrance variations, each configured with specific tile types and biome content.
Manages a one-time or limited-uses wormhole teleporter that consumes charges on each use and degrades when unattended.
A harvestable light-emitting plant that regenerates after being picked and spawns a wormlight_lesser item.
Manages the bloom-based progression system for the Wormwood character, including sanity regulation from nearby plants, pet leadership, and photosynthesis-based health regeneration.
A non-persistent visual decoration entity used as a warning indicator for Wurt's tentacle attacks.
Creates decorative campfire-like structures that burn fuel, produce light, and interact with weather and gameplay events.
Manages a deployable post that connects to nearby posts, holds light-emitting batteries, and dynamically spawns suspended lantern chains with flickering light effects.
A deployable lantern prefab that transforms into a worm when activated, triggering nearby worm lanterns to activate in sequence.