Animbutton
A specialized button widget that displays an animated visual instead of static text, typically used for interactive UI elements with dynamic feedback.
A specialized button widget that displays an animated visual instead of static text, typically used for interactive UI elements with dynamic feedback.
Provides callback hooks for entities to validate and perform appraisal actions on targets.
Hosts the Balatro mini-game session, manages card gameplay state, joker selection, and reward distribution for player interaction.
Manages whether an entity can be transformed by bath bombs, tracking its bath-bombable state and providing a callback hook for bath-bomb activation.
Determines whether a target entity can be bedazzled and performs the bedazzlement action, consuming uses if applicable.
Manages the behavior of a birdcage that houses birds, handles feeding, interaction, sleeping cycles, and loot generation based on bird state and food type.
Manages the beacon that pairs with a boat magnet to control magnet movement when placed on a boat.
Acts as the starting beacon for the Year of the Dragon boat race event, managing race initialization, checkpoint coordination, beacon tracking, and prize distribution.
Manages interactive reading and perusing behavior for books, including sanity effects, use consumption, and optional visual FX.
Provides a mechanism to bottle certain entities, invoking a customizable callback when the action succeeds.
Manages brushable interactions for an entity, calculating prizes awarded based on time elapsed since last brushing and handling brush events.
Manages whether an entity can be fed during carnival minigames by toggling the `carnivalgame_canfeed` tag and providing a callback hook for feeding logic.
Manages the ability to catch thrown projectiles based on proximity and state.
Manages a callback-based interaction handler for cat toy items in DST, invoked when an entity plays with the item.
Manages the state and callbacks for an item being channel-cast by a user, including tracking the active user and handling startup/shutdown logic.
Sets up a chest prefab to explode upon interaction, dropping a predefined set of loot items and registering a trap trigger function.
Manages item storage and interactions for entities, providing slot-based inventory logic, opening/closing behavior, and item transfer operations.
Validates and executes cooking operations for items placed on a cooking entity, ensuring required conditions are met and handling side effects like sound playback and event callbacks.
Renders a single slot in the crafting interface, handling recipe display, locking states, and user interaction for crafting or purchasing items.
Controls whether a farm plant entity can be tended to, managing the `tendable_farmplant` tag and tend completion logic.
Provides a callback hook for handling fertilizer application on an entity.
Stores nutrient data and handles application logic for fertilizer items, including usage consumption and cleanup upon depletion.
Manages the logic for transforming an empty container or vessel into a filled version when interacting with a water source.
Manages visual behavior and logic for a fishing net entity during casting, opening, retrieving, and final pickup phases.
Marks an entity as diggable by grave-digging actions and provides a hook for custom dig behavior.
A callback-triggering component invoked when a gravesite is used, commonly attached to grave-related prefabs.
Manages clothing and grooming interactions for dressable entities, handling entering/exiting the grooming state, skin changes, and shared/single-user access.
Controls whether an entity can interact with heavy obstacles and updates the `can_use_heavy` tag accordingly.
Manages the hitched state of an entity, allowing it to be attached to or detached from another entity via a hitching mechanic.
Creates a stationary environmental hazard that repels players and triggers knockback upon proximity.
Manages the UI screen for the Inspectacles minigame, handling input, animation flows, and solution reporting.
Renders and manages a family of interactive puzzle minigames (Wires, Gears, Tape) in the Inspectacles interface, handling grid layout, button interactions, rotation/toggling mechanics, and state synchronization with the game logic.
Holds a single item for indirect interaction, allowing other entities to take or stack items under controlled conditions.
Manages the type of key associated with an entity and provides callbacks for lock interactions.
A UI widget representing a clickable food bag for the Kitcoon pet, which initiates feeding actions when interacted with.
A UI widget representing a single piece of poop in the Kitcoon Poop minigame that responds to user interaction and animates upon interaction.
Manages keyed interaction logic for Klaus sack locks, allowing or denying access based on a callback function and key consumption behavior.
Manages machine state including power (on/off), cooldowns, and interaction permissions.
Adds functionality to an entity to reveal map areas at specified locations, supporting pre-reveal hooks and conditional map opening.
Manages workout and attack interactions for strongman characters, dynamically adjusting mightiness gain rates and consumption based on current mightiness state.
A UI widget representing a tile in a minigame, handling visual state, number display, highlighting, and user interaction via clicks and focus.
Manages bidirectional linking between an entity and a set of moon altar targets, updating positions and triggering callbacks on connection or disconnection.
Manages acceptance and processing of offerings for moon-based trading interactions, typically used by entities like Moon Moths or Moon Altars.
Enables an entity to erase erasable paper items, converting them into their erased form via the ErasablePaper component.
A UI screen for interactively carving pumpkins by placing carved shapes and fills on a target entity.
Manages the carving interaction and face customization logic for pumpkin-based wearable items, including validation, state transitions, and tool requirements.
Enables an entity to be pushed by another entity and maintains relative positioning during the push.
Represents a soil tile prefab used in the Quagmire biome that supports the Plant Soil action and integrates with the mouse interaction system.
Enables scanning of entities to automatically unlock associated recipes for a builder.
Manages the Rose Glasses' inspection logic, including cooldown tracking, residue spawning, and interaction with roseinspectable targets.
Manages the salt-licking behavior for entities, including detecting nearby saltlicks, applying timed salted states, and consuming uses from the saltlick.
Provides search interaction logic for entities, including tagging, search callbacks, and removal behavior.
Manages the state machine and behavior of the Salty Dog character, including movement, summoning, desummoning, interactions, and salt-shaking animations.
Manages state transitions and animation control for Wavey Jones' mechanical hand entity, coordinating locomotion, actions, and trap responses.
Manages the ability for an entity to be shaved, producing configurable loot items upon successful shaving.
Manages items stored on a shelf entity, including item placement, retrieval, and accessibility state.
Provides a read interaction for simple books, triggering a custom callback when read by an entity.
Provides a sing interaction that triggers a song effect on a singer with the SingingInspiration component.
Manages entity seating state and occupier tracking for interactive furniture-like objects.
Manages speech-related logic for the Wortox character, including speech activation and interaction triggers.
Manages the logic and state for a steering wheel entity that allows sailors to control boat movement.
Handles collision detection and interaction logic for entities that can tackle or trample other entities and work on workable targets.
Teaches a specific recipe to a target entity by interacting with the Builder component.
Enables an entity to steal items from other entities' inventories or containers.
Manages the targeted use behavior and tags for items that can be actively used on specific targets.
Manages the state and lifecycle of a walking plank, including mounting, dismounting, extending, and retracting behaviors.
Manages waxing interactions for an entity, including tag state and callback-based waxing logic.
Manages the work state and completion logic for interactable entities in the game world.
Manages the ability for entities to hold and display custom text written by players.
Manages client-side networked writing interactions for writeable entities by coordinating with the server-hosted writeable component and classified data.
Manages named sign and gravestone UI layouts for in-game writing interfaces, including prompt text, animation banks, and button configurations.
Provides a structure-based crafting interface for beefalo sewing recipes, managing sewing state, animations, sound, and interaction callbacks.
Manages the stage booth structure, handling placement, interaction (hammering, hitting), voice playback, and cleanup with event notifications and loot drops.
Manages the behavior and visual state of a checkpoint used in the Carrat Race minigame, including light toggling, racer detection, and interaction callbacks.