Skip to main content

49 docs tagged with "fire"

View all tags

Armor Dragonfly

Provides fire-resistant body armor with a chance to ignite attackers on successful block or parry.

Birchnutdrake

Prefab definition for the Birchnutdrake mob, a combat-capable monster withAI, looting, and fire-related mechanics.

Burnable

Manages the burning and smoldering state of an entity, including fire effects, propagation, fuel consumption, and lifecycle hooks.

Burnable Locator Medium

A non-physical, boat-anchored locator entity that triggers fire damage on its parent boat while smoldering or burning.

Candybag

A wearable container item that functions as a backpack with fire-sensitive locking behavior and Ashdrop mechanics.

Cave Banana Tree

Manages the full lifecycle of a cave banana tree, including growth, harvesting, chopping, burning, and regrowth into stumps or burnt stumps.

Character Fire

A prefab component that creates a fire entity with variable heat output and animation levels for use on characters in DST.

Coldfire

Manages the behavior and fuel dynamics of the cold fire structure, including burning, extinguishing, and fuel consumption modified by rain conditions.

Coldfirefire

Creates a visual and thermal cold-fire effect entity that generates cooling heat rather than warming heat.

Cotl Tabernacle

Manages the lifecycle, fueling, burning, and upgrade progression of the Cotl Tabernacle campfire entity across three tiers.

Fireballstaff

A ranged weapon prefab that casts fireball projectiles with area-of-effect targeting and custom reticule logic.

Firelevel

Defines static configuration parameters for a fire-like entity's visual, thermal, and burning behavior.

Firepen

A ranged weapon that ignites targets, unfreezes frozen entities, wakes sleeping creatures, and fuels burnable objects using fire-based projectiles.

Firepit

A structure that provides a controllable fire source for cooking, heating, and light, fueled by consumable items and supporting charcoal production.

Firesuppressor

Manages fire suppression operations, including fire detection, extinguishing, and fuel-dependent activation with emergency mode handling.

Flower Evil

A harvestable, sanity-affecting decorative flower that drops petals upon picking and can ignite wildfires.

Flower Withered

A pickable, renewable grass source that provides cutgrass and can ignite wildfires.

Furniture Tables

Defines shared logic and prefab templates for wooden and stone tables, including decor handling, burning behavior, and hammer interaction.

Homesign

Creates a durable, hammerable signpost that can be written on and interacts with fire and loot-dropping mechanics.

Lava Pond

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.

Lavae

A temporary hostile minion spawned by the Volcano that chases and attacks targets selected by its mother entity, with a fixed lifespan and fire immunity.

Lightonfire

Triggers fire ignition on an entity upon creation by calling `Burnable:Ignite()` if the burnable component is present.

Marsh Plant

Creates networked prefabs for marsh plants and pond algae, configuring visual state, burnable properties, and world propagation behavior.

Mast Broken

Represents a broken boat mast that can be repaired or burned, dropping loot and triggering visual/sound effects when interacted with.

Mermthrone

Represents the Merm King’s throne structure in DST, supporting construction phases, occupation by the Merm King, burning, and destruction with appropriate game events and loot behavior.

Oceanvine

Manages the behavior, harvesting, burning, and dynamic spawing of ocean vines in the game world.

Pigskin

A consumable meat item that can be stacked, burned, and traded for gold, belonging to the "horrible" food category.

Plant Normal

Implements lifecycle and interaction logic for growing crops and their ground variants, including maturation, withering, harvesting, burning, and rotting behaviors.

Portablefirepit

Manages the portable firepit item and its deployed state, handling fuel consumption, ignition, dismantling, and charcoal production logic.

Propagator

Manages heat propagation and thermal effects (e.g., fire melting, freezing relief, damage) between nearby entities.

Rainometer

A structure component that tracks local rain levels via animation and responds to player interaction and environmental effects like fire.

Rat Gym

Manages carrat training sessions, item handling, and structural state changes for rat gyms in the Year of the Carrat event.

Scarecrow

A decorative and functional structure that can be built by players to occupy space and interact with dressing-up mechanics; it supports hammering, burning, and skin changes.

Sgfiresuppressor

Manages the state machine for the Fire Suppressor structure, handling its startup, idle, spinning, and extinguishing animations and sounds.

Sgfruitdragon

State graph for the Fruit Dragon entity that manages its idle, ripening, sleeping, and combat-related states including fire-based attacks and challenge duels.

Sgstageusher

Defines the state machine for the Stageusher character, managing transitions between idle, sitting/standing, walking, attacking, and extinguishing states based on animation events and component interactions.

Spicepack

A wearable backpack item that provides inventory storage, functions as a food preserver, and responds to fire ignition and extinguishing by locking/unlocking its contents.

Standardcomponents

A collection of utility functions for adding common physics, burnable, freezable, perishable, hauntable, and deployment behaviors to entities in Don't Starve Together.

Stickheads

Creates and configures the Pig Head and Merm Head prefabs, which are destructible structures that produce specific loot, respond to fire, wake up on full moons, and can be haunted.

Trap Firestaff

Defines a static world map layout for a trap event that spawns a firestaff and multiple fire hounds.

Wargshrine

A structure that accepts torches to become active, enabling a prototyper and emitting flame; deactivates when extinguished or deconstructed.

Waterprojectiles

Defines prefabs and behaviors for water-based projectiles (snowballs, water balloons, ink splats, bile splats, and water streaks), each implementing custom collision handling, projectile physics, and fire suppression or status effects via the wateryprotection and complexprojectile components.

Wildfires

Manages wildfire ignition mechanics based on environmental conditions and active players.

Willow

Willow is a player character prefab that specializes in fire-based mechanics, with abilities tied to burning entities, ember spawning on death, and resistance to temperature extremes.

Yot Catcoonshrine

Acts as a special祭坛 that holds a birdfeather offering and becomes a prototyper once activated; supports burning, hammering, and state persistence.

Yotc Carrat Race Start

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.

Yotd Dragonshrine

A ritual shrine that accepts charcoal offerings, activates a prototyper when offered, and resets to an empty trader state when used or extinguished.

Yotr Decor

Creates decorative campfire-like structures that burn fuel, produce light, and interact with weather and gameplay events.