Alterguardian Phase3Dead
Manages the post-defeat state of the Alter Guardian boss, handling both the initial death orb and the mined remains, including loot distribution, light decay, and Wagstaff event spawning.
Manages the post-defeat state of the Alter Guardian boss, handling both the initial death orb and the mined remains, including loot distribution, light decay, and Wagstaff event spawning.
Manages the behavior and state transitions of the Antlion boss, including desert camouflage, tribute acceptance, rage cycles, and combat activation.
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.
Tracks and updates the unlock status of specific stories associated with an entity.
Defines and registers multiple armor prefabs for the Lava Arena event with specific builds, tags, and footstep sounds.
Manages spawning and timers for Bearger events in DST, tracking players, seasonal logic, and countdown warnings.
Defines the Bee Queen hive prefabs with growth timers, workable interactions, and boss spawn mechanics.
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.
Registers event callbacks for boat race start and finish events on an entity, enabling custom logic when a boat race begins or ends.
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.
Acts as the starting beacon for the Year of the Dragon boat race event, managing race initialization, checkpoint coordination, beacon tracking, and prize distribution.
A small flying insect prefab that can be caught, traded, and deployed to grow a planted flower; it interacts with spawner tracking, loot dropping, and Halloween moon mutation mechanics.
A decorative and interactive prop used in Carnival events that fires visual FX when activated or supplied with a game token, and resets into a cooldown state.
Manages the state, behavior, and trading mechanics of the Carnival Crowkid NPC, including item acceptance logic, scarf appearance, and snack timer handling.
Serves as a central event structure in the Carnival event, managing decorative rank progression, crow kid spawners, and host summoning functionality.
A networked arcade decoration item that, when activated, plays an animation sequence and sound loop for a set duration before automatically turning off; it supports activation via direct use or token exchange.
Manages the lifecycle and world presence of the Carnival Host during the Carnival event, including spawning, plaza tracking, and summoning logic.
Manages the feedchicks carnival minigame station, including nest activation, food item spawning, and scoring logic.
Manages the memory mini-game station, including card layout, round logic, scoring, and reward spawning for the Carnival event.
Implements the shooting minigame station for the Carnival event, managing game state, aiming mechanics, target spawning, and reward distribution for players.
Manages the `carnivalhostsummon` tag on an entity, allowing the entity to be recognized as a carnival host summon.
Manages a callback-based interaction handler for cat toy items in DST, invoked when an entity plays with the item.
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.
Represents the non-player character Charlie during the nightmare phase, handling spawning, casting animation, and despawning behavior.
Generates chesspiece prefabs with dynamic behavior based on moon phases, material variants, and interaction with other entities during moon events.
Configures predefined loot items for a summer-themed chest during the Presummer event.
Triggers a trap when a specific chest is opened, transforming nearby pigs into werepigs and setting them to attack the triggering player.
Spawns temporary, light-sensitive visual FX entities that appear in darkness and disappear when a player comes near or lights up.
Manages the application and removal of Monkey Curse effects on an entity.
Manages spawning and tracking of Daywalker boss arenas based on world time and configured spawning points.
Manages the behavior, combat, and lifecycle of deer entities, including antler growth, migration, and gemmed variants that cast spells.
Provides prefab definitions and asset lists required for loading special and festival event content.
Manages event-specific achievement data andquest tracking for seasonal festivals.
Provides a lightweight event system for managing and dispatching callbacks to registered handlers.
Manages the spawning of ghosts on nearby graves when an eyebone item is picked up during a scenario.
Manages group coordination, buff application, and announcement logic for winter feast events when multiple players and tables interact.
Manages the user interface for the festival event menu, including quick match, host, and browse server options, with support for Quagmire and Lava Arena events.
Tracks nearby petrifiable entities and periodically triggers large-scale petrification events in the forest based on cooldown cycles.
Triggers surprise effects when unwrapped or picked up, spawning entities and re-targeting combatants based on gift contents.
A festive structure that can be hammered to harvest loot, extinguish burning, and potentially spawn special seasonal items like gingerdead pigs.
Manages the spawning and progression of gingerbread-themed hunts during events, including generating crumb trails and spawning gingerbread pigs or houses.
Provides mutation functionality for entities under the influence of the Halloween Moon, allowing them to transform into a different prefab or be processed via a custom override function.
A ranged weapon prefab that provides AOE targeting support and projectile casting functionality in DST's Lava Arena event.
Triggers custom callbacks when an entity's health percentage crosses specified thresholds during damage or healing events.
Manages the Hide and Seek minigame logic, tracking seekers, hiding spots, game state, and rewards.
Plays a one-shot visual effect animation sequence (pre, loop, pst) for the icebox kitchen event in DST.
Renders a short-lived visual FX animation for the Victorian icebox event in DST.
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 a den structure that hosts hide-and-seek minigames with kitcoons, granting rewards upon successful play.
Manages the gameplay logic and state transitions for the Klaus boss entity, including phase changes, ally summoning, aggro management, and environmental interactions.
A interactible container prefab that triggers Klaus's summoning when unlocked with the correct key, and drops loot bundles upon opening.
Manages the state and lifecycle of a Klaus sack key item, including tag management and delayed restoration logic for true keys.
Generates and manages loot tables for Klaus boss encounters, including seasonal (Winters' Feast) and standard loot pools.
Manages spawning and respawning of Klaus sacks in winter, tracking spawn counts and coordinating with world timers and spawner locations.
Manages the Krampus spawning system by tracking player naughtiness and spawning Krampus entities when thresholds are exceeded.
Static map layout definition for the Lava Arena event, specifying tiled background data and object placements for spawners, platforms, and crowd stands.
A prefabricated entity instance for a ghostly variant of Abigail used exclusively in the Lava Arena event.
A non-interactive visual prop used exclusively during the Lava Arena event to represent Abigail's presence.
Defines quest achievement templates and configuration for the Lava Arena seasonal event.
Creates a non-player companion entity for the Lava Arena event that serves as a revivable stand-in for the player, accessible only to entities with the "bernie_reviver" tag.
Defines and registers the prefabs for Lava Arena healing flower visual effects, including bloom variations, a heal buff entity, and a sleep debuff entity used during the Lava Arena event.
A hostile minion entity used in the Lava Arena event, registered with the LavaArenaMobTracker for lifecycle monitoring.
Manages the Lava Arena seasonal event book UI, rendering tabbed panels for progression, community unlocks, and quest history.
A hidden, non-visual entity that acts as a server-side registration point for the Lava Arena event, used to coordinate arena setup and state.
Displays community unlock progression for the Lava Arena event, showing unlock status of bosses, items, and creatures based on server-wide progress.
Manages community-driven progression and quest data synchronization for the Lava Arena event, handling local and networked state.
Renders the UI panel displaying community progression unlocking progress and active quests for the Lava Arena event.
Generates prefabs for lava arena event stage triggers used in the Don't Starve Together Lava Arena event.
Provides a throwable weapon for the Lava Arena event that projects an AOE targeting reticule and fires projectiles on use.
A decorative and ambient floor component used in the Lava Arena event, featuring synchronized lava animation and periodic ember effects.
Generates and manages network-synchronized debris entities used for visual effects during the Lava Arena event's fossilizing effect.
A visual FX-only entity used to signal loot beacon activation in the Lava Arena event.
A visual FX prefab for the meteor impact effect in the Lava Arena event, responsible for rendering and initializing the primary meteor projectile and its associated splash sub-effects.
Provides the master network entity for the Lava Arena event, managing event state, music, and world-level lifecycle during arena gameplay.
Displays a scrollable grid of completed Lava Arena quests with statistics, using a custom scrolling layout and achievement data.
A visual effect prefab used in the Lava Arena event to provide a decorative rhinoceros-themed buff animation.
A hostile enemy prefab used in the Lava Arena event that supports being fossilized and integrates with the Lava Arena mob tracker system.
Manages the state and progression of the Lava Arena event, including round tracking, victory condition reporting, and player quest data for network synchronization.
Manages background music playback for the Lava Arena event based on the currently activated player and level state.
A multipurpose item that emits light, can be used as fuel or food, and mutates into a lightflier during Halloween events.
Represents a dynamic, growable Halloween-themed tree entity that supports decoration, burning, and staged growth.
A throwable item that plants a livingtree sapling and pacifies nearby Leifs upon deployment.
Prefab definition for the lunar seed item, a collectible with inventory, tradable, stackable, and inspectable functionality, used in seasonal or event-based gameplay.
Manages audio levels for the lunar hail bird event, controlling ambient sound playback based on event intensity.
Manages the spawning and wave-based infestation of Lunarthrall plants by spawning Gestalt entities and infesting target plants during lunar rift events.
Manages the spawning and tracking of Malbatross entities near fish shoals in the game world.
A planted mandrake prefab that serves as the initial ground state before becoming active, and supports regrowth after being burned or replanted.
Manages timed meteor shower events on a map spawner entity, including level selection, spawning logic, cooldown handling, and save/load state persistence.
A portable throwable flare item that ignites, emits light, triggers visual/audio effects, and notifies nearby players upon detonation.
Manages the lifecycle and participant/spectator logic for minigame events in the world.
Manages spontaneous and event-triggered loot spewing from a monkey island portal, including trading logic, looting behavior, and event sequencing.
Coordinates the activation sequence of the Moon Altar device by linking three altars, clearing surrounding area, and triggering moonstorm events.
Serves as the central hub for constructing and launching the Moon Altar boss sequence, handling stage transitions, construction logic, and meteor impacts.
Increases the fuel level of an entity's Fueled component when triggered, based on a configured charge amount.
Creates a rotating minimap marker used to visually indicate an active moon storm event.
Tracks whether an entity is being targeted by moonstormstaticcatcher components and manages callbacks and events for targeting and catching interactions.
Defines the initial static layout for the nightmare event map, specifying tile data and object placements.
Manages the character prefab for Perd, including behavior, components, and event-specific offering mechanics.
Manages a structure that spawns and shelters pigmen, with state-dependent lighting, sound, and damage behavior.
Manages the Pig King's trading and wrestling minigame mechanics, including gold/nugget exchange, elite pig participation, area safety validation, and reward distribution.
Defines forest biome room templates for pig settlements, including pig houses, shrines, and villages, with randomized contents and conditional decor based on special events.
Manages a one-time "pop" event trigger for an entity, optionally invoking a callback when popped.
Generates and manages visual and audio effects for the positron beam animation sequence used in the Moon Base event, including beam layering, intensity control, and state transitions.
Creates a stackable pumpkin carver item prefab used during Halloween events, with event-specific animation and scrapbook integration.
A prefabricated item representing Maxwell's journal used in the Quagmire event, which spawns a shadow version of Maxwell upon interaction.
Defines prefabs for quagmire coin items and their associated FX entities used in the Quagmire event.
Defines and creates stage-related prefabs for the Quagmire event by dynamically generating instances from a central event data registry.
Manages background music playback for the Quagmire arena based on world level and win state, synchronized across clients.
Manages persistent storage, filtering, and state for Quagmire Festival recipes, including unlocks, sessions, and appraisal data.
Manages environmental quaking events that spawn falling debris and trigger player-specific particle and audio effects in response to time, explosions, or forced triggers.
Manages the Rabbit King’s lifecycle, including spawning, leashing to players, state transitions (passive/aggressive/lucky), and interaction tracking via carrot-feeding or naughtiness.
Manages carrat training sessions, item handling, and structural state changes for rat gyms in the Year of the Carrat event.
Manages the spawning, tracking, and state of lunar and shadow rifts in the game world based on difficulty settings and world conditions.
Manages the offering and unlocking logic for the Sacred Chest, handling both networked multi-player offering attempts and local single-player reward mechanisms.
Manages the state machine for a herding game chick entity, controlling its idle, launched, arrival, and shutdown animations and behaviors during the summer event herding minigame.
Manages state transitions and visual/audio feedback for a memory card minigame prop during carnival events.
Manages the animated behavior and state transitions of a carnival shooting target in response to game events such as round start, hit detection, and power state changes.
A stategraph for moonstorm static capturables that manages idle and moving states based on locomotor input and capture events.
Defines prefabs and shared logic for Shadow Chesspiece monsters (rook, knight, bishop), including level-up progression, combat tuning, music triggers, and loot generation.
Manages the lifecycle of shadow fissures and their associated thralls during nightmare events, including spawning, tracking, and releasing fissures and their thralls.
Manages the Sharkboi arena lifecycle including creation, shrinking, boss spawning, and fishing interactions during ocean winter events.
Manages the spawning and timing of antlion sinkhole attacks targeting specific players during the Antlion event.
Tracks the presence and activation state of sisturns attached to an entity and broadcasts state changes when sisturn status changes.
A static map layout containing loot and structural elements for the Lumberjack arena event.
A static layout configuration for the Skeleton Night Hunter event, defining the placement of loot items and character references in a 12x12 tile area.
Manages the lifecycle and setup logic for special in-game events such as Halloween and Year of the Catcoon.
Creates short-lived, client-side visual and audio effect prefabs for the Spooked event's spider and worm spawn animations.
Manages an entity's membership in a named squad, tracking other members and broadcasting squad join/leave events.
Manages theatrical performance logic for stage props, including script selection, cast collection, and line delivery coordination.
Manages the spawning and tracking of enemy waves triggered by a statue during the Maxwell Threat event, and restores player sanity upon wave completion.
Spawns decorative hedgehounds from a harp-shaped statue and manages timed_respawn of hounds after destruction.
Manages scripted narrative sequences for entities, controlling story activation, line delivery, and lifecycle callbacks.
A visual effect prefab that represents a sunder armor debuff in the Lava Arena event, displayed as a non-interactive decorative FX entity.
Manages festive table functionality including food放置, seasonal feast registration, lighting effects, and interaction with the Winters Feast event system.
A temporary message display item used in rifts events to convey boss kill timers and beta-gamestate information.
Defines the static layout data for the outer atrium region of the tentacle pillar event in DST.
Defines a static map layout used to place Torch Pig King related entities in the world, including the Pig King and three Pig Torches.
A specialized torch fire effect used for the Yotrpillowfight event, producing smoke and fire particles with custom visual envelopes and emission logic.
Defines a static world map layout for a trap event that spawns a firestaff and multiple fire hounds.
A static layout file defining the placement of world objects for the Spoiled Food trap event in DST.
Generates prefabs for all trinket items in DST, configuring their physics, tags, components, and game mechanics (e.g., trading, bait, slingshot ammo, ocean fishing).
Manages the progression, entity spawning, and state transitions for the Wagpunk Arena minigame sequence.
Manages the lifecycle of Wagstaff machinery spawns, hints, and fence generation in the Wagpunk minigame area.
Handles the creation, rendering, and destruction logic for the Wagstaff machinery structure, including dynamic debris animation, loot generation, and event signaling.
Defines a static battle arena layout for special events, containing spawn positions for enemy units such as pigmen and mermen.
A visual effect prefab that appears during Wathgrithr's bloodlust mechanic in the Lava Arena event, providing distinct visual feedback for self and other targets.
Manages the behavior and lifecycle of Wavey Jones and its associated parts (arms, hands, hand art, and marker) in the Dangerous Sea event.
Defines and instantiates all winter ornament prefabs as consumable inventory items with optional lighting, timer, and fuel mechanics.
Defines configuration data for Wintersfeast festive foods, including cooking times and metadata used by the cooking system.
Generates 9 distinct seasonal food prefabs for the Winters Feast event, each with configurable nutrition, sanity, temperature, and visual floater properties.
Implements the Winters Feast Oven, a multi-stage cooking station that requires science-based cooking steps and produces festive dishes.
Manages the state and consumption logic for the Winters Eve Feast Table, tracking which entities are feasting and handling food usage.
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.
Controls meteor loot generation logic, including conditional replacement of moon rocks with moon rock shells based on accumulated odds.
A static map layout for the wormhole one-shot event, defining tile placement and object regions.
Generates prefabs for collectible Beefalo dolls used in the Year of the Beast event, supporting appraisal, trading, and event-specific functionality.
Manages the interactive shrine structure for the Yotb mod, handling offering placement, trading, burning state, and dynamic prize changes during contests.
Manages the stage booth structure, handling placement, interaction (hammering, hitting), voice playback, and cleanup with event notifications and loot drops.
Manages the lifecycle and state of contest stages in a structured world progression system, including stage registration, contest activation, and save/load synchronization.
Manages the flow of the YOTB contest event, including registration, evaluation, suspense-building, winner declaration, and prize distribution for beefalo contests.
Manages the behavior and visual feedback of the carrat race finish line checkpoint in DST's Carrat Championship event, handling activation on race completion, lighting effects, loot, and burnt state persistence.
A structure that initiates and manages carrat racing events; it spawns racers, triggers race start/end logic, and handles destruction with burn and hammer interactions.
Manages prize distribution for carrat races, tracking race data and awarding loot based on race completion.
Manages race state transitions and callback hooks for a yotc race event on an entity.
A ritual shrine that accepts charcoal offerings, activates a prototyper when offered, and resets to an empty trader state when used or extinguished.
Manages prize availability and checkpoint tracking for the Year of the Dog Rat Race event in DST.
Manages the availability and flight behavior of the Yoth heckler entity across Knight shrines in the Year of the Horse event.
Manages knight spawning logic for the Yoth event by tracking shrines, princesses, and cooldown states.
A minigame arena component that facilitates a competitive pillowfight minigame with timed rounds, ring-out mechanics, and prize distribution.
A seasonal event structure that spawns cooperative bunnymen, accepts offerings of carrots to unlock crafting options, and triggers special gameplay during the YOTR event.
A small, stackable collectible item used as currency in the YotR event, featuring floatable physics and tradability.
A deployable lantern prefab that transforms into a worm when activated, triggering nearby worm lanterns to activate in sequence.