Chum
A throwable fishing bait item that spawns chum or a green splash effect depending on terrain, and creates an AOE when thrown into ocean tiles.
A throwable fishing bait item that spawns chum or a green splash effect depending on terrain, and creates an AOE when thrown into ocean tiles.
Spawns and manages a temporary chum cloud that periodically drops chum pieces and attempts to attract fish schools in ocean areas.
Manages a pool of fish that can be caught via fishing mechanics, including respawning, freezing states, and hooking/release logic.
Manages the casting of a fishing net by spawning and configuring a visualizer prefab to handle the animation and trajectory.
Manages visual behavior and logic for a fishing net entity during casting, opening, retrieving, and final pickup phases.
Manages the fishing mechanic for a fishing rod, including casting, nibbling, strain, and reeling interactions with a fishable entity.
A multi-use tool item that allows characters to fish, deals damage in combat, and handles visual and functional behavior when equipped or used.
Manages networked state for a fishing rod entity, tracking hooked and caught fish across the client-server boundary.
This prefab defines the Hermit Crab (Pearl) NPC with friendship progression, trading mechanics, island decoration complaints, reward distribution, fishing activities, seasonal behaviors, and tea shop interactions.
A deployable water-based fishing structure that catches and stores fish, with state-aware perish rate scaling and overflow fish release on destruction.
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.
Manages the fishable state and behavior of ocean creatures when interacting with fishing rods, including stamina-based struggle mechanics and movement speed adjustments based on line tension.
Represents a floating object in the ocean that can be caught with fishing rods and later fished up for loot or salvaged with a winch.
Defines static configuration data for ocean fish species, including behavior, loot, diet, and school spawning weights.
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.
Generates ocean fishing lure prefabs with configurable appearance, data, and behavior for use in the Ocean Fishing subsystem.
Manages the ocean fishing rod's casting, targeting, tension tracking, and fish capture logic, acting as the central controller for ocean fishing interactions.
Implements the ocean fishing rod item, managing tackle slots, reticule targeting, and fishing state transitions in Don't Starve Together.
Manages networked state for the ocean fishing rod, including hook target, line tension level, and maximum cast distance.
Manages casting data and lure configuration for ocean fishing mechanics.
Manages the catching, storage, and release of ocean fish in a trawler net, including timing-based collection while sleeping, overflow handling, and animation synchronization.
Generates fish and eel prefabs with lifecycle, cooking, and weight traits for in-game consumption and trade.
Defines the 'seeds' and 'seeds_cooked' prefabs with associated components for use as raw or cooked food, bait, farm planting material, and ocean fishing lures.
Manages the visual state machine for the fishing net, coordinating animation and movement during casting, opening, retrieving, and final pickup phases.
Defines the state machine for ocean-dwelling fish entities, handling behaviors such as breaching, biting fishing hooks, and exiting water.
Defines the state machine and state transitions for the Squid aquatic creature, handling movement, combat, fishing interactions, breathing, and amphibious transitions.
Manages state transitions and animations for the Wobster creature during ocean fishing interactions, including hook escape, launch, and movement states.
Manages the Sharkboi arena lifecycle including creation, shrinking, boss spawning, and fishing interactions during ocean winter events.
Provides shared initialization logic for spoiled food items used as fertilizer and ocean fishing lures, with weather-sensitive perish behavior and work-based looting for fish variants.
Controls AI behavior for squid entities, managing movement, combat, fishing interactions, and herd coordination.
Populates a fishing tackle container with randomized fishing bobbers and lures upon creation.
A crafting station prefab that enables players to learn and prototype fishing-related blueprints; it supports state persistence, burning, haunting, and loot generation.
Generates prefabs for all trinket items in DST, configuring their physics, tags, components, and game mechanics (e.g., trading, bait, slingshot ammo, ocean fishing).
A weighable fish stand that holds and displays caught trophy fish, supports building/removal via actions, and handles item persistence across reloads and burn states.
A multi-functional small item that serves as fuel, food, repair material, and ocean fishing tackle in Don't Starve Together.
AI controller for the Wobster entity that manages its behavior while fishing, including struggling when hooked, returning home during the day, and interacting with fishing lures.