Armor Dragonfly
Provides fire-resistant body armor with a chance to ignite attackers on successful block or parry.
Provides fire-resistant body armor with a chance to ignite attackers on successful block or parry.
Prefab definition for the Birchnutdrake mob, a combat-capable monster withAI, looting, and fire-related mechanics.
Manages the burning and smoldering state of an entity, including fire effects, propagation, fuel consumption, and lifecycle hooks.
A non-physical, boat-anchored locator entity that triggers fire damage on its parent boat while smoldering or burning.
A wearable container item that functions as a backpack with fire-sensitive locking behavior and Ashdrop mechanics.
Manages the full lifecycle of a cave banana tree, including growth, harvesting, chopping, burning, and regrowth into stumps or burnt stumps.
A prefab component that creates a fire entity with variable heat output and animation levels for use on characters in DST.
Triggers ignition of nearby evil flowers when the terrarium chest is opened.
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 the lifecycle, fueling, burning, and upgrade progression of the Cotl Tabernacle campfire entity across three tiers.
A ranged weapon prefab that casts fireball projectiles with area-of-effect targeting and custom reticule logic.
Defines static configuration parameters for a fire-like entity's visual, thermal, and burning behavior.
A ranged weapon that ignites targets, unfreezes frozen entities, wakes sleeping creatures, and fuels burnable objects using fire-based projectiles.
A structure that provides a controllable fire source for cooking, heating, and light, fueled by consumable items and supporting charcoal production.
Manages fire suppression operations, including fire detection, extinguishing, and fuel-dependent activation with emergency mode handling.
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.
Defines shared logic and prefab templates for wooden and stone tables, including decor handling, burning behavior, and hammer interaction.
Creates a durable, hammerable signpost that can be written on and interacts with fire and loot-dropping mechanics.
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.
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.
Triggers fire ignition on an entity upon creation by calling `Burnable:Ignite()` if the burnable component is present.
Creates networked prefabs for marsh plants and pond algae, configuring visual state, burnable properties, and world propagation behavior.
Represents a broken boat mast that can be repaired or burned, dropping loot and triggering visual/sound effects when interacted with.
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.
Manages the behavior, harvesting, burning, and dynamic spawing of ocean vines in the game world.
A consumable meat item that can be stacked, burned, and traded for gold, belonging to the "horrible" food category.
Implements lifecycle and interaction logic for growing crops and their ground variants, including maturation, withering, harvesting, burning, and rotting behaviors.
Manages the portable firepit item and its deployed state, handling fuel consumption, ignition, dismantling, and charcoal production logic.
Manages heat propagation and thermal effects (e.g., fire melting, freezing relief, damage) between nearby entities.
A structure component that tracks local rain levels via animation and responds to player interaction and environmental effects like fire.
Manages carrat training sessions, item handling, and structural state changes for rat gyms in the Year of the Carrat event.
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.
Manages the state machine for the Fire Suppressor structure, handling its startup, idle, spinning, and extinguishing animations and sounds.
State graph for the Fruit Dragon entity that manages its idle, ripening, sleeping, and combat-related states including fire-based attacks and challenge duels.
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.
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.
A collection of utility functions for adding common physics, burnable, freezable, perishable, hauntable, and deployment behaviors to entities in Don't Starve Together.
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.
Defines a static world map layout for a trap event that spawns a firestaff and multiple fire hounds.
A structure that accepts torches to become active, enabling a prototyper and emitting flame; deactivates when extinguished or deconstructed.
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.
Manages wildfire ignition mechanics based on environmental conditions and active players.
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.
Acts as a special祭坛 that holds a birdfeather offering and becomes a prototyper once activated; supports burning, hammering, and 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.
A ritual shrine that accepts charcoal offerings, activates a prototyper when offered, and resets to an empty trader state when used or extinguished.
Creates decorative campfire-like structures that burn fuel, produce light, and interact with weather and gameplay events.