Abigail Flower
Manages the ghostly bond-based summoned flower item that provides spell commands to ghostly friends and updates visual state based on bond level and proximity.
Manages the ghostly bond-based summoned flower item that provides spell commands to ghostly friends and updates visual state based on bond level and proximity.
Manages acid rain damage and effects for entities, tracking accumulated acid exposure and applying damage to health, equipment, and perishable items over time.
Manages shape-shifting behavior for an entity by switching between predefined forms based on inventory contents.
Provides game logic for ancient tree fruits, including gem fruit temperature-based hatching, night vision fruit effects, and the night vision debuff component.
A prefabricated food item representing a tiny, shelf-stable fish snack with negligible nutritional value.
A small collectible item used as bait for moles and for sale to the Antlion, with stacking and tradable properties.
Manages AOE (area-of-effect) targeting state and visual feedback for deployable items, including reticule management, range validation, and FX spawning.
Represents a storage and knowledge-dispensing entity in the Grotto environment, used to unlock blueprints and manage archival puzzle data.
An equippable armor item that periodically attracts and extends loyalty of rabbit followers within range of its owner, who must be a leader.
A wearable grass armor item that provides basic damage absorption and integrates with skin-swapping, fuel, and flammability systems.
A wearable inventory item that reduces the owner's hunger burn rate while consuming its own fuel over time.
A wearable armor item that grants increased speed and defense based on target tracking duration, with visual and audio feedback across multiple performance stages.
A throwable consumable item that briefly appears on the ground before disappearing, can be used as bait or burnt food, and haunts players upon interaction.
A unique, non-potable item that reveals the location of the Atrium on the map when held by the player.
Provides a multiplayer-synced chopping tool with durability, weapon damage, and skin-aware equip animations for characters.
A multitool item that functions as both an axe and a pickaxe, with limited durability and weapon capabilities.
Manages equippable storage behavior with skin-specific visual FX and inventory interaction.
Manages bait behavior for traps, handling attachment to and detachment from trap entities via lifecycle events.
A floating, equippable cat toy that can be customized with different shapes and colors.
A party-themed decorative balloon that grants nearby players periodic sanity recovery when active in the world, with associated confetti effects and a debuff buff that scales with party size.
Provides shared utility functions and initialization logic for balloon prefabs, including colouring, physics setup, popping behavior, and interaction with the player's inventory and combat systems.
A decayable container prefab that spawns mosquito sacks upon decay and water balloons when placed in inventories, with haunt mechanics that may spawn balloons.
Manages the lifecycle, flight physics, and fuel-based speed progression of a floating balloon used as a consumable speed boost item.
An equippable body-slot item that provides buoyancy and floats on water while consuming magical fuel over time; popping a balloon on the vest interrupts swimming immersion and prevents drowning.
A consumable small item that heals a fixed amount of health when used by a player.
Manages the UI for player-initiated barter transactions (buying/selling items) with Doodads, including confirmation dialogs, duplicate handling, and server communication.
A consumable weapon item that deals damage on attack and drains health/sanity from valid targets on critical hits.
AI brain responsible for controlling bat behavior, including foraging, stealing nitre, escaping caves, and following team/formation rules.
Marks an entity as a bath bomb item by adding the 'bathbomb' tag.
A consumable item that provides fuel and can be burned, featuring perishable behavior and inventory compatibility.
Manages whether an entity can be used as a power source and tracks usage callbacks for gameplay interactions.
Enables an entity to consume power from a battery component, handling charge verification and callback execution.
A portable container prefab that functions as storage with burnable behavior, custom open/close sounds, and inventory integration for Wigfrid's battlesong-themed items.
Manages beard growth, appearance, and related inventory mechanics for bearded characters in DST.
A wearable container prefab for Beardlings that opens on equip and closes on unequip, functioning as a special inventory slot in the Beard.
Defines the beard hair inventory item prefab used for fuel and crafting.
Defines the Bearger Fur inventory item prefab, including stacking and hauntable behavior.
Defines the Bearger Fur Sack prefab, a portable storage container that preserves perishable items.
Defines the Bearger Vest prefab, an equipable body slot item that provides insulation and slows hunger drain while consuming durability.
Defines the straw and furry bedroll prefabs for sleeping and temperature regulation.
Defines the worker and killer bee prefabs, configuring their AI, combat, and inventory behaviors.
Defines the Beef Bell prefab that bonds players to beefalo for riding and control, with a shadow variant that can revive dead beefalo.
A UI panel widget that allows players to browse, select, and manage beefalo clothing skins in the wardrobe screen.
Defines the beefalo wool inventory item prefab with burning, stacking, and trading capabilities.
Defines the beeswax prefab entity, including melting mechanics and inventory stacking behavior.
Defines the beeswax spray prefab used to wax vegetation and structures.
Manages the dormant state and self-decay mechanics for Bernie the Beard, including fuel consumption, reanimation logic, and equippable behavior.
Manages the behavior of a birdcage that houses birds, handles feeding, interaction, sleeping cycles, and loot generation based on bird state and food type.
A portable trap prefab that captures birds when baited and sprung, supporting multiple bird species with symbol swaps and finite uses.
A small, stackable, floating inventory item that serves as cattoy fuel with burnable properties and tradability.
Represents a craftable item that teaches a random or specific recipe to players when used, with support for common and rare variants.
Creates a temporary entity that, when built, spawns and distributes blueprint prefabs to the builder's inventory.
A stackable inventory item used for repairing boats and as fuel.
Creates and configures deployable bumper prefabs for boats, handling health, repairs, destruction, and interaction with boat ring systems.
Controls the AI and behavior of the Boatrace Prime Mate character, including checkpoint targeting, leak repair during sleep, and buoy generation for players.
Represents a collectible bone shard item used as crafting material and snowman decoration in the game.
Manages interactive reading and perusing behavior for books, including sanity effects, use consumption, and optional visual FX.
Defines book prefabs and their associated magical spell effects for the Wickerbottom character, including growth spells, weather manipulation, and entity summoning.
A crafting station that restores partially consumed books and displays visual indicators of its contents based on book count.
A reusable ranged weapon that returns to the thrower after hitting a target or missing, with finite durability and equippable state.
A throwable item that creates a two-way ocean whirl portal teleporter when tossed into ocean water.
A reusable tool-and-weapon item that captures insects and degrades after a fixed number of uses.
A deployable, perishable weapon that functions as a whip; when equipped, it overrides entity animations and can snap to deal damage while consuming spoilage.
Manages the creation and behavior of bundle and gift prefabs, which can hold items for storage or gifting, with support for wrapping/unwrapping logic, moisture inheritance, and dynamic loot tables.
Stores configuration for bundling items, including the source and target prefabs, optional skin data, and a callback for when bundling begins.
Manages the bundling workflow for items, including spawning bundling containers, wrapping items, and persisting state across saves.
A consumable food item that restores health and hunger, which slowly spoils into spoiled food over time.
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 consumable inventory item that heals health and hunger but perishes quickly; used as a food source or cat toy.
Handles the behavior and interactions of cactus plants in the game world, including harvesting, thorn damage, seasonal flowering, and regrowth mechanics.
Represents a poisoned canary entity that cannot be picked up while alive or dead, spoils over time, and drops spoiled food upon death.
A wearable container item that functions as a backpack with fire-sensitive locking behavior and Ashdrop mechanics.
A wearable weapon tool that modifies the owner's movement speed and deals damage when used.
Generates a set of carnival-themed food prefabs with configurable nutritional values, perishability, and floating behavior.
A consumable and tradable game token used as bait in DST, featuring periodic visual sparkle effects.
A stackable, floatable inventory item that serves as a consumable fuel source and cat toy in DST, dynamically adjusting its animation and inventory image based on stack size.
Creates a moonglass carpentry blade prefab used as an ingredient in crafting recipes at the carpentry station.
Manages the carrat (a rabbit-like creature) entity, including its burrowing behavior, racing mechanics in the YOTC event, and interaction with other game systems like cooking, inventory, and state transitions.
Implements the decision-making AI for the Catcoon entity, coordinating movement, play, loyalty, and home-returning behaviors.
Manages the lifecycle, inventory, and catcoon spawning behavior of the Catcoon Den structure in Don't Starve Together.
A throwable toy item that attracts and interacts with catcoon-type creatures using locomotion and animation states.
Renders a character's skin collection progress as a visual progress bar and percentage indicator in the character selection UI.
Provides utility functions for loading character portraits, avatars, titles, and starting inventory data.
A stackable consumable item that serves as fuel, food, bait, and a装饰 item in DST.
A one-time consumable flower item that shatters on drop and disappears after a short time unless picked up and placed in inventory.
Provides initial food items for a food chest in the Forest World scenario.
Implements a chest trap that spoils food items in the player's inventory and equipped gear when opened.
Controls the AI behavior of the chest mimic entity, governing actions such as item gathering, wandering, hiding, and combat.
Provides callback functions that apply random player-affecting effects when a chest is opened in a scenario.
Initializes a chest with a predefined set of starter items for the Total Darkness scenario.
Manages the state and behavior of the Chester Eyebone item, including morphing, respawning Chester, and synchronizing with its master.
A consumable item prefab that upgrades a chest's item stack size limit when applied.
This auto-generated file defines static configuration data for clothing items, including skin attributes, symbol overrides, and sound effects used by the account items system.
Manages the UI screen for accessing and navigating cosmetic collections, including skins, emotes, beards, beefalo gear, and profile flair, within the game's Redux UI framework.
A consumable item that reveals map terrain and depletes over time when equipped, while also functioning as a basic melee weapon.
Provides utility functions for entity state checking, tile change handling, bridge deployment, rose residue management, luck-based probability calculations, corpse conversion, impact sound selection, topology parsing, inventory tracking, and world migration logic.
Provides a deployable, burnable compost item that acts as a fertilizer with defined nutrient content and fuel properties.
Manages composting progress and material storage for composting bins, calculating processing time based on green-to-brown material ratios.
Manages the construction state and UI container for a builder entity performing construction tasks.
Manages the state and materials required to construct a building or object at a construction site.
Manages item storage and interactions for entities, providing slot-based inventory logic, opening/closing behavior, and item transfer operations.
Manages client-side preview state and server-side slot synchronization for containers during interactive inventory operations.
Acts as a proxy layer between a container's master entity and its openers, managing network synchronization and opener lifecycle for multiplayer consistency.
Manages the client-side replica of a container's state and user interaction, synchronizing with the server-hosted container component for UI and network coordination.
Manages installation and uninstallation behavior for items that can be placed into containers or wielded by entities.
This module defines widget configurations, validation logic, and item test functions for various inventory containers including backpacks, chests, cookers, and furnaces while handling construction site interactions and button action callbacks via UI callbacks.
Renders and manages interactive UI widgets for containers, including slot layout, animations, and button handling.
Enables an entity to be transformed into a cooked product when processed in a cooking station.
Manages player cookbook progression data including discovered foods, learned recipes, and UI filter settings.
Manages recipe and food stat acquisition for the in-game cookbook, handling both local updates and network synchronization between server and clients.
A tradable, stackable inventory item prefab used for crafting in Don't Starve Together.
Represents a recipe card item in the cooking system that displays ingredients and links to a specific recipe and cooker.
A reusable item component that provides zero waterproofer effectiveness and is intended for use as a consumable or launchable item in the game.
A lightweight inventory item prefab that functions as a cat toy, adding the `cattoy` tag and supporting stacking, hauntable launches, and floating behavior.
Factory function for creating costume prefabs with equippable body armor and visual skin overrides.
A small, non-functional trinket item used as bait for moles and tradable for in-game currency or tribute.
Manages the AI behavior of the Cozy Bunnyman during minigames and normal gameplay, including pillow fights, carrot-spinning contests, and home management.
Renders and manages ingredient UI widgets for the crafting menu, displaying available and missing requirements for the selected recipe.
Manages skin selection UI for crafting recipes, displaying available skins and syncing selection with the crafting menu.
Tracks which items and recipes a crafting station has learned and manages per-recipe crafting limits.
Manages the crafting interface tabs and recipe filtering for the player's inventory crafting system.
A screen interface for the Crow Kid's Maze minigame that manages gameplay state, grid rendering, movement logic, and reward reporting.
A small consumable item used as bait or pet food, which spoils over time and has minimal nutritional value.
Manages application, removal, and state tracking of curses on an entity, primarily by interacting with cursed items and inventory.
A cursed trinket that attaches to players, slowly erodes over time unless picked up, and changes appearance based on stack size.
Manages cursed inventory item behavior, including pursuit and forced attachment to a player or target when dropped.
A small, renewable grass item that serves as food, fuel, and repair material for entities in DST.
A wearable weapon that deals damage and steals items from targets on attack.
A consumable food item that restores health and hunger but reduces sanity, and spoils over time.
A stackable, edible inventory item that serves as lightweight fuel and raw vegetation food.
A stackable, tradable rock used for baiting moles and repairing stone structures.
Manages cyclic step-based states for entities, such as toggling between multiple modes or phases.
Manages a consumable fuel meter that decays over time and triggers events when fuel is spent or added.
Manages a deck of playing cards with visual stack states, shuffling via punching, and reveal mechanics.
Manages a collection of playing cards as a deck, supporting add, remove, shuffle, split, and merge operations.
A decorative container component that holds and displays flowers, providing light, sanity effects, and inventory interactions when properly equipped.
A decorative furniture item that can display a drawn image, supporting dynamic texture updates and state persistence.
A prefab factory function that generates deer antler items used as collectibles and key items in DST, supporting both standard and irreplaceable variants via the KlausSackKey component.
Manages deployment behavior and constraints for inventory items that can be placed into the world, such as walls, plants, boats, and masts.
Manages the drying behavior and wetness state of desiccant items, interacting with the InventoryItemMoisture and MoistureAbsorberSource components to regulate item drying when attached to entities.
Periodically digests random non-irreplaceable items from an entity's inventory at fixed intervals.
Manages scheduled or immediate entity removal with optional animation, sound, and pickup inhibition.
A deployable item that places a monkey dock tile on ocean shores and coordinates with the dock manager to manage placement validity and safety.
A stackable inventory item representing a resource dropped by dragons, used for crafting and construction.
Facilitates the selection and application of drawable assets from nearby entities during a drawing action.
Manages the UI panel for character skin customization, including spinner widgets for clothing slots, puppet preview rendering, and skin selection persistence.
Constructs dried vegetable items (e.g., dried petals, seeds) with consumable, fuel, and burnable properties, primarily used as loot, crafting ingredients, or cat toys.
Manages the visibility and overlay image of a dried salt icon on an inventory item in DST's UI and world representation.
Manages drowning and void-falling logic for entities, including damage application, item dropping, and teleportation behavior.
Marks an entity as capable of being dried and stores associated drying data, such as product yield, drying time, and associated build files for raw and dried states.
Manages the drying process of ingredients into preserved food products, handling timers, rain exposure, and state transitions.
Manages drying behavior for items placed in a container, handling time-based drying, weather effects (rain/acid rain), and state persistence.
Tracks salt slots in a drying rack and manages salt count changes with optional callback notification.
Implements a set of multipurpose workout equipment prefabs with weighted, elemental, and temperature-based variants, enabling melee combat, AOE attacks, and environmental thermoregulation.
A consumable food item that serves as bait for moles and food for dust moths, with stackable and tradable properties.
Manages the behavior, combat stats, trading interactions, and inventory logic for the Dustmoth creature entity in DST.
Controls the AI decision-making behavior of the DustMoth entity, handling panic responses, home seeking, food consumption, dustable object interaction, and navigation.
Manages nutritional and thermal properties of food items, including health/hunger/sanity restoration, spoilage effects, and temperature impact on consumers.
Generates raw and cooked eel prefabs with configurable states, perishability, dryability, and cooking yields.
Manages action-specific multipliers using source-modifiable lists to support flexible, multi-source efficiency calculations.
Defines prefabs for raw, cooked, and rotten bird eggs, each with distinct properties including edibility, perishability, and fertilizer usability.
A portable storage container with three inventory slots, designed to hold items while being carried or opened by the player.
Defines a global lookup table of emoji item definitions with metadata for in-game use.
Provides a UI panel for browsing and previewing emote items with character selection and filtering capabilities.
Manages item equipping behavior, including slot assignment, unequip prevention, movement speed modifiers, dapperness, moisture, and equip/unequip callbacks for entities in DST.
Manages network-replicated equipment slot and restriction logic for equippable items in DST's client-server architecture.
Manages interactive equipment slots on the UI, handling item equipping, unequipping, and highlighting based on active items.
Provides utilities for mapping equip slot names to IDs and vice versa during networked gameplay.
Manages the conversion of a paper item into a configurable number of erasure产物 (e.g., papyrus), handling stack splitting and item distribution.
Manages event-specific achievement data andquest tracking for seasonal festivals.
Implements wearable fans (featherfan and perdfan) that extinguish fires and cool nearby entities, with the perdfan additionally summoning tornadoes when channeling.
A tool prefab that enables tilling soil, dealing damage, and providing floating buoyancy; its durability is managed by finite uses.
A consumable cat toy that breaks when drawn with and can be used as low-value fuel or igniter.
Prefab factory that generates bird feather items with inventory, fuel, and interaction properties for gameplay integration.
A consumable tool used to rotate fences; equipped as an inventory item and decrements finite uses per rotation.
Stores nutrient data and handles application logic for fertilizer items, including usage consumption and cleanup upon depletion.
Defines structured data for fertilizer types used in the game, including nutrient values, usage counts, and display metadata.
Renders a scrollable grid of fertilizer entries in the plant registry UI, displaying fertilizer names, icons, and nutrient data conditionally based on unlock status.
Manages the logic for transforming an empty container or vessel into a filled version when interacting with a water source.
Manages a finite number of uses for an entity's actions, updating repair status and tags as uses deplete.
A consumable explosive item that detonates when ignited, creating a chain reaction of physical propulsion and startle effects on nearby entities.
Manages the lifecycle, lighting behavior, and gameplay interactions of fireflies, including fading animations, workability, and inventory handling.
Generates raw and cooked fish prefabs with support for drying, cooking, perishing, and bait functionality.
Manages a pool of fish that can be caught via fishing mechanics, including respawning, freezing states, and hooking/release logic.
Adds fishing net functionality and finite durability to the fishing net item, including visual equip animations and burn prevention.
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.
A small, stackable item used as bait for moles and renewable debris, consumable to restore minimal hunger.
Manages visual and behavioral effects when an entity enters or remains in water, including wetness application, splash spawning, and floating animations.
Manages a flying lantern prefab that consumes fuel to stay airborne and emits light with dynamic physics-based behavior.
A consumable, flammable inventory item used as fuel, food, or craftable ingredient that can dry into preserved form; primarily appears in the Quagmire game mode.
Handles repair of damaged equipment using forge-based materials, consuming itself in the process and updating entity tags based on the repair material used.
Tracks and manages forge-repair eligibility of an entity based on repair material compatibility and current condition.
A consumable inventory item that can be deployed to spawn a Fossil Stalker and repair structures using fossil material.
Manages fruit fly entities with distinct behaviors for hostile lord/mini variants, friendly companions, and seed-bearing fruit fly fruit that spawn companions.
Manages fuel properties and behavior for entities, including fuel type tagging and fuel consumption events.
Tracks and manages the fuel properties and consumption behavior of an entity within the game's burning system.
Manages the attachment and detachment of decorative items to furniture entities in the game.
A consumable/loot item that disappears over time when dropped on the ground but stops decaying when placed in an inventory slot.
A UI panel for displaying and exploring collectible game items (e.g., skins) with filtering, selection, and details view.
Manages the gelblob enemy's lifecycle, including size progression, player suspension/eating mechanics, loot dropping, and chunk-based reabsorption.
Defines a family of gem prefabs with shared behavior including inventory physics, repair capabilities, and sparkle animation effects.
Manages a persistent key-value store synchronized with TheInventory system for client-server data sharing.
Manages the gestalt cage item, including its equippable state, weapon damage, and three upgradeable filled states (1–3) that can deploy wagdrones when placed.
A reusable inventory item prefab that spawns ambient ghostly FX when active and grows into its full form on the ground.
Handles the application of ghostly elixir effects to a target entity, consuming the item upon successful application.
Manages the receiver side of gift items, tracking gift count and coordinating with gift machines.
Acts as a leader for Glommer entities and tracks their life state, transforming into a dead flower when Glommer leaves or dies.
A one-time-use musical instrument that spawns two directional attack waves and tends nearby farm plants when used in water.
Defines the gold nugget and lucky gold nugget prefabs, providing them with basic physics, visual, and gameplay behaviors such as edibility, tradability, stacking, and ambient shine effects.
A lightweight decorative item used as a cat toy and small fuel source in the game.
Marks an entity as grabbable by players and provides a callback for custom grab conditions; however, this component is deprecated in favor of using the inventoryitem component's grabbableoverridetag.
A deployable graveurn item that, when used as a grave digger, saves gravestone data and spawns a linked gravestone upon deployment.
Manages the hermit crab wardrobe popup screen UI, handling skin selection, input, and integration with the inventory system.
A consumable and deployable item that acts as a high-value fertilizer and fuel, spawning fly companions when dropped and producing a poison cloud when burned or used as fuel.
Generates prefab instances for Halloween-themed decorative inventory items with floatable physics and limited fuel value.
Generates and configures 14 distinct Halloween-themed candy prefabs with unique nutritional values and visual properties.
A perishable melee weapon whose damage decreases as it spoils over time.
A durable tool and weapon used for destroying structures and enemies; has finite durability and triggers skin overrides when equipped.
A consumable, renewable cat toy that perishes over time and can be ignited or thrown.
The hats component defines and manages wearable headgear prefabs in Don't Starve Together, providing equip/unequip logic, component integration (armor, fueled, waterproofer, etc.), and hat-specific behaviors like light control, pet followers, and skill-attuned mechanics.
Defines and registers lava arena-specific hat prefabs, each initialized with shared animation, physics, and network setup, then delegated to a master-only post-initialization function for gameplay logic.
A wearable clothing item that provides summer insulation, spoils over time, and handles skinned item rendering on equip/unequip.
Provides healing functionality and implements a debuff-based acid immunity buff system for player or entity use.
Manages thermal energy storage and emission for the Heat Rock item, dynamically adjusting insulation, heating behavior, visuals, and light intensity based on environmental temperature.
A consumable horn item that enables teleportation to the Hermit's house and has a secondary use for tending plants.
Manages the AI behavior tree for the Hermit Crab, including trading, fishing, hotspring soaking, pet feeding, tea shop navigation, and environmental adaptation (weather, day/night).
Factory prefab generator for hermit crab tea items and their associated debuff effects, supporting reusable consumption, stat restoration, and temporary buffs.
A decorative inventory item that can be placed on the Hermithouse and emits sound and animation effects when interacted with.
A consumable food item that restores health and hunger, with slow perish rate and stackability.
A consumable food item that restores health and hunger, tradable and stackable, commonly used in crafting or as bait.
A wearable lucky item that grants luck bonuses to the player when equipped, with animated shine effects.
A small, reusable projectile item used as ammunition for blowpipes, supporting stacking, floating, and self-stacking.
A ranged weapon that fires houndstooth darts; manages ammo loading/unloading, equipping animations, and projectile behavior including visual tail effects and impact spawning.
Manages the in-game compass HUD widget, including needle animation, rotation updates, and transition states for opening/closing the compass UI.
Manages the lifecycle, state, and respawn behavior of a Hutch-following item in the game world, including inventory interaction and persistent state across sessions.
A wearable storage container that keeps items cold and provides inventory space, equipped on the body slot.
Handles the destruction of items inside a container when triggered, including optional sound playback, event dispatching, and kill/murder event propagation for living items.
Manages the state and behavior of the Inspectacles minigame system for an entity, including puzzle generation, game setup, reward granting, and client-server synchronization.
Represents a collectible stackable rock item usable as bait, repair material, and edible food in DST.
Represents a frozen ice rock that provides health, moisture, cooling effects, and can be used as a temporary water source; it melts over time or when exposed to fire.
Manages the storage, equipping, and inventory interactions for player entities, including slot-based item management, equipment handling, and container integration.
Manages client-side preview and server-side synchronization of inventory and equipment state for networked entities, enabling responsive UI updates during item interactions.
Synchronizes inventory state and actions between the server and client by acting as a network-replicated proxy for the real inventory component.
Manages the player's inventory HUD bar, including slot layout, cursor navigation, item display, and controller mouse/focus integration.
Manages item properties and behavior related to inventory interaction, moisture, physics, and owner relationships.
Manages networked classification and serialization of inventory item properties such as spoilage, charge state, and deployment metadata in a dedicated Classified entity.
Manages network-replicated properties and synchronization of inventory items between server and client, including pickup restrictions, deploy modes, weapon stats, and usage state serialization.
Holds a single item for indirect interaction, allowing other entities to take or stack items under controlled conditions.
Manages moisture level and wet state for inventory items, synchronizing them with environmental conditions, owner state, or external control.
Handles player interaction with inventory slots, including item placement, removal, trading, and construction container integration.
A static data module defining tables for item display blacklisting, skin decoration visibility, event locks, and unlockable skins.
Reduces the initial fuel level of fueled entities to a random percentage (40%–60%) of their maximum fuel upon creation.
Manages a priority-based sanity bonus for characters based on specific items carried in inventory.
Displays a preview of items inside a loot box or bundle by animating and arranging item images in a grid.
Displays a scrollable grid of account-owned items for player selection, commerce, and set information, with keyboard/controller UI integration.
Renders a visual item frame with dynamic skin/icon display, new/unlocked status indicators, and click interaction handling in UI screens.
A UI widget for displaying item icons with support for ownership count, unlock animations, and state-based styling in account item lists.
Manages the transformation of an item mimic from an inert object into a hostile entity upon player interaction or time-based triggers.
Manages the UI widget for selecting inventory skins in the tradescreen, displaying a scrollable grid of items and handling user selection events.
A UI widget that displays an inventory item slot with support for highlighting, background layers, labels, and tile placement.
Manages a storage list of item records for an entity, supporting adding, retrieving, saving, and loading of items without persisting the actual item instances.
Renders an interactive inventory item tile in the UI, displaying item image, stack count, usage/perishability meters, and special visual effects based on item state and tags.
Manages trophy scale type tagging and provides a hook for weighing in items.
A utility item that allows players to rename Kitcoons by writing on it and applying the name to a target Kitcoon.
Manages the state and lifecycle of a Klaus sack key item, including tag management and delayed restoration logic for true keys.
A wearable container item that opens when equipped and closes when unequipped, providing inventory storage with water resistance.
Implements the decision-making logic for the Krampus character, handling stealing, chest-emptying, aggression, fleeing, and departure behaviors.
A wearable bait item that attracts moles in DST's Lavae-related content.
A consumable inventory item that restores health to the player.
A multipurpose item that emits light, can be used as fuel or food, and mutates into a lightflier during Halloween events.
Manages the Willow lighter item's behavior, including ignition, fuel consumption, lightning attacks, and skill-based enhancements.
A collectible and craftable item prefab that functions as a stackable inventory item in DST.
Manages networked ownership and equipping restrictions for items that can be linked to a specific player.
Manages persistent associations between player entities and linked items, ensuring items track their creator/owner and respond appropriately when players join or leave the world.
A throwable item that plants a livingtree sapling and pacifies nearby Leifs upon deployment.
Manages the player character skinning and skill tree UI context, including skin selection, previewing, and navigation between wardrobe and skill tree modes.
Manages the UI and logic for selecting, previewing, and applying skin loadouts for Beefalo characters in the lobby and character customization screens.
Manages lock/unlock state and key-based access control for entities such as doors and containers.
A stackable, edible wood item that serves as fuel, repair material, and trash food in the game.
Handles the generation, modification, and spawning of loot items dropped by an entity upon destruction or deconstruction.
Manages luck contribution from an item to its owner, adjusting based on equipped state and stack size.
Lucy is a sentient axe prefab that handles speech, equipping/unequipping, container storage, and transformation behaviors in the game.
Prefab definition for the lunar seed item, a collectible with inventory, tradable, stackable, and inspectable functionality, used in seasonal or event-based gameplay.
Manages the state and lifecycle of a magician tool currently being used by an entity, including equipping, holding, and dropping behavior.
A lightweight, stackable item used as a cat toy and fuel source that floats on water and animates when dropped or falling.
A consumable fuel item that floats on water and burns slowly, used for campfires and cooking.
Represents a map scroll item that records and displays map data, supporting both overworld and cave locations with dynamic description and visual updates.
A stackable inventory item that can be planted to spawn a marblebean sapling.
Manages a multi-slot drying rack structure that processes raw meat and other edible items into dried versions using environmental conditions and optional salt collection.
Factory function for creating various meat-based food prefabs with standardized components and behaviors.
Creates and configures Merm structures that dispense items to Merm units after consuming stored resources.
Implements a reusable, tool-based weapon for Merm NPCs with damage modified by combat state and finite durability for chopping, mining, digging, and tilling actions.
Manages message bottle prefabs and their behavior, including throwing mechanics, map revealing, treasure generation, and conversion into gel blob bottles or empty bottles upon interaction.
Provides utility functions to generate and manage treasure items in message bottle containers based on weighted templates and loot presets.
Manages the structure and behavior of the Mighty Gym, a gymnasium-style structure that allows players to gain mightiness by loading weights and working out.
Manages weight loading, workout state, and visual/sound feedback for the Mighty Gym structure in the game.
Provides a lightweight mechanism for an inventory item to store and retrieve one or more associated migration-capable pets via a callback function.
A consumable cat food item that restores health and hunger but reduces sanity, and spoil over time.
A wearable cooling device that consumes fuel to reduce endothermic heat while the player moves and stops cooling when idle or out of fuel.
Manages the behavior, lighting, fuel consumption, and equip/unequip interactions for the Mining Lantern item.
A consumable meat item that restores health, hunger, and reduces sanity when eaten.
This component manages logic and behavior for miscellaneous item prefabs in the game.
Manages a character's moisture level, including precipitation absorption, drying rates, waterproofing modifiers, and state transitions like wet or soaked.
Provides a source of drying capability for entities equipped with moisture absorption items.
Manages active moisture-absorbing items equipped or held by an entity and computes their combined drying effect.
Controls the behavior and state transitions of the mole creature, including underground/aboveground physics, inventory management, and home-seeking logic.
AI brain controller for monkey characters that manages combat, foraging, item gathering, leash behavior, and leader harassment via behavior tree logic.
Defines theprefab definitions and behaviors for raw and cooked Moon Mushroom items, including eating effects, cooking compatibility, perishability, and fuel use.
A flying lunar-aligned insect that spawns moon saplings when deployed and provides wings as loot.
A consumable inventory item that restores health, hunger, and sanity when eaten, but spoils quickly.
Creates and configures moonglass and charged moonglass prefabs with edible, stackable, and perishable properties.
Acts as a tradeable socketed moon rock that transforms into a specific colored Moon Eye when a matching gem is traded to it.
A moon-related artifact that activates when near a moon portal and deactivates when stored or moved away.
A handheld celestial orb that provides ambient light and can be upgraded; serves as a prototype device that activates when turned on and interacts with containers and inventory systems.
Provides the core prefabs and logic for Moonstorm-related static electricity entities including stationary containers, roaming sparks, catchers, and upgrade components.
Manages acceptance and processing of offerings for moon-based trading interactions, typically used by entities like Moon Moths or Moon Altars.
A perishable, stackable food item that can be dried into moon_tree_blossom_dried, used as a consumable item or decorative object.
A portable fertilizer item that provides moderate soil nutrients and repels flies when held, with unique behavior when deployed by a Wurt-activated skill.
Manages the lighting, state transitions, and decay behavior of mushroom-based lanterns in DST, including battery-powered operation, spore-based colour tinting, and structural collapse when damaged.
Spore prefabs that spawn from mushtrees, persist briefly, and decay based on crowding and time.
Renders the UI screen for viewing and opening mystery boxes, handling selection, display, and server-side box opening logic.
Implements the Wortox ability to pick up multiple items in a forward cone and net multiple entities in sequence.
Displays a waiting dialog during network login and inventory synchronization, handling login/cancellation callbacks and updating UI text based on progress state.
Manages visual and state transitions of the Nightmare Timepiece based on the current nightmare phase in DST.
Implements a consumable item used as high-value fuel, repair material, and waterproofer in DST, with networked animation state and stacking support.
A small elemental item used as fuel, bait, and food, primarily for attracting moles and fueling campfires.
Acts as an inventory-based source of non-slip grit that can be applied to entities with slippery feet, enabling temporary traction.
Manages nonslip grit sources (e.g., items) on an entity and propagates delta updates to them.
Provides the logic and configuration for oar items used in boat rowing, including durability tracking, waterproofing, and attachment to entities.
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.
Defines prefabs for ocean fishing bobbers used in the Turn of the Tides fishing system, including projectile, floater, and inventory item variants.
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.
Manages the catching, storage, and release of ocean fish in a trawler net, including timing-based collection while sleeping, overflow handling, and animation synchronization.
Manages a structure that collects kelp to summon and hire merms, including support for upgraded variants and merm-calling mechanics.
Manages the One Man Band inventory item, which attracts followers, enhances dapperness, and supports haunt mechanics in DST.
AI behavior controller for the Otter character, managing foraging, looting, fishing, and home-stashing behaviors via a priority-based behavior tree.
A structure that spawns and houses otters, stores loot, and reacts to player interaction or combat damage by releasing or aggroing otters.
A consumable fuel item used for campfires and related ignition sources, providing moderate fuel value and burn duration.
Enables an entity to erase erasable paper items, converting them into their erased form via the ErasablePaper component.
A small, stackable cat toy item that can be used as fuel and consumed in campfires or by fire-based entities.
An animal entity with combat, herding, and team-based behavior that spawns from the Penguin Spawner and interacts with hunger, inventory, and moon mutation systems.
Manages spoilage progress, state transitions (fresh/stale/spoiled), and lifecycle events for perishable items in response to environmental and ownership conditions.
A perishable, dryable, and consumable item that grants sanity loss; used as a crafting component or food source with negative effects.
Manages a set of pet entities associated with an owner, including limits, spawning, attaching, and despawning.
A consumable item that restores hunger and sanity but provides no health.
A tool-and-weapon prefab providing mining and combat functionality with finite durability, equipped with visual, inventory, and network support.
A consumable item that, when used, spawns a random Pig Elite Fighter as a follower and removes itself from play.
A collectible in-game item that can be stacked, traded, and burned, primarily used in crafting or as a tradable resource.
AI brain controlling Pig Elite behavior during minigames, including gold diving, prop pickup, panic responses, and post-match posing.
A wearable backpack item that provides limited container storage, increases walk speed, and offers no water resistance.
A consumable meat item that can be stacked, burned, and traded for gold, belonging to the "horrible" food category.
Generates prefabs for body and hand pillows, including associated attack FX, with equipment and weapon behavior tailored for combat and minigames.
Acts as a buried container that holds loot (particularly blueprints), supports digging interaction, preserves items indefinitely, and manages loot distribution upon excavation.
A throwable tool prefab that enables terrain modification and combat, with limited durability and skin support.
Manages persistent plant, fertilizer, and oversized picture knowledge for the plant registry system.
A prefab factory that generates playable bill-related entities with associated costumes, scripts, and burnable properties for DST's theatre minigame.
Manages the interactive lecturn that displays and tracks the current playbill, synchronizes with the stage performance, and handles playbill item swapping.
Determines valid player actions based on context (mouse position, target, held item, and modifiers).
Manages equipping and deployment behavior for player-held floating items, such as the Cloud In A Bottle.
Manages the player's Heads-Up Display (HUD), including UI overlay hierarchy, screen transitions, input handling, target indicators, and status effect visuals.
Displays a player's character roster, recent item acquisitions, and access to skin and shop-related screens in the frontend UI.
Manages the identity (suit and pips) of a playing card entity in the game.
Manages the pool of available playing card IDs and handles the creation and lifecycle of playing card prefabs and decks.
A consumable item that weighs fish and degrades with use, eventually destroying itself.
Creates and registers prefabs for pocket dimension storage containers with networked classified visibility logic.
Provides spell-casting functionality for pocketwatch items, enabling healing, resurrection, recall, and warp effects via shared core logic and component interactions.
Provides shared prefab construction logic and recall-marking functionality for pocket watch items.
Validates and executes the dismantling of pocket watch–related items into component parts when used by a Clockmaker.
A prefab component for the pocketwatch dismantler item that enables crafting-related dismantling functionality.
A small collectible item that emits ticking sounds and animations, used as bait and interactable loot.
Manages the creation and lifecycle of pocketwatch-based teleportation portals, including marking recall points and spawning portal entrance/exit pairs for inter- and intra-world travel.
A consumable and deployable item that acts as a fertilizer, fuel, and ignitable object, spawning flies when dropped and releasing a cloud upon fueling.
Manages the portable firepit item and its deployed state, handling fuel consumption, ignition, dismantling, and charcoal production logic.
Manages the logic for a portable cooking device that can be deployed, used to cook stews, and transitions to an item form when dismantled or destroyed.
Provides a callback mechanism for custom dismantling logic when a portable structure is disassembled.
Manages the transformation and reversion logic for Lucy, a possessed axe that links to a woodcutter player and reverts to a standard axe under specific conditions.
Acts as a heavy, hammerable obstacle that drops loot when destroyed and can be equipped as a body item to modify movement speed and visual appearance.
Implements the Powder Monkey character entity with combat, inventory, and crew member behaviors in Don't Starve Together.
AI brain controlling powder monkey characters, managing movement, looting, combat, and boat operations such as rowing, tinking, and cannon firing.
A prefabricated generator function factory that creates fully configured prepared food entities with configurable nutrition, perishability, and spice effects.
Defines prepared food recipes and their nutritional, status-effect, and inventory behavior in DST.
Stores configuration for how preservation affects item decay rates, primarily used by the game's preservation and spoilage systems.
Controls how perish and temperature decay rates are multiplied for an entity's items or contents.
Manages the UI panel for selecting and previewing player profile flair items in the Redux UI framework.
Implements a breakable, equippable sign prop that functions as a lightweight weapon and interacts with minigame excitement tracking.
Manages the lifecycle, lighting, and day/night transitions for the pumpkin lantern item, including fading animations, perishability, and loot drops.
Manages the carving interaction and face customization logic for pumpkin-based wearable items, including validation, state transitions, and tool requirements.
A deployable, hammerable structure that absorbs and displays hit damage via rotating numeric digits; accepts equipped items via trader logic and drops loot when destroyed.
Manages the in-game shop interface for purchasing character skins, item packs, and currency bundles with real or virtual currency.
Creates inventory prefabs for Quagmire casserole dishes used in cooking.
A consumable item used in Quagmire stew recipes, characterized by its unique animation and stew interaction tag.
Generates four burnt or goop-based Quagmire food prefabs (plate/bowl × burnt/goop) with dynamic naming, inventory visuals, and network sync for replating and salting.
Generates and registers Quagmire mod food prefabs with dynamic asset loading and networked dish customization properties.
A consumable food item that serves as cat food and can be used in Quagmire stew recipes.
A tool prefab used in Quagmire game mode to interact with soil and terrain, featuring dedicated animation and network state management.
Prefab factory function for creating quagmire-specific keys used to lock and unlock Klaus Sacks.
Represents the in-game item used to open the Quagmire's portal, serving as a functional quest item with fixed identity and visual representation.
A wearable item that provides waterproofer protection and insulation while slowly consuming fuel over time.
Manages carrat training sessions, item handling, and structural state changes for rat gyms in the Year of the Carrat event.
Manages charge progression and recharge logic for inventory items and other entities with variable charge capacity.
Renders and manages the crafting popup UI for displaying recipe details, ingredients, skin selection, and build actions.
Tracks and manages the inventory and restocking behavior of crafted recipes for an entity.
Manages playable music records for the phonograph, handling asset switching, naming, and save/load persistence.
Handles remote teleportation logic by selecting a valid destination pad and moving the doer and nearby items.
Manages repair logic and tags for entities based on their state (health, durability, perishability, uses) and associated repair materials.
Adds repair capability to an entity by exposing material-specific repair properties and managing associated tags.
Causes nearby entities with specified repel tags to stop following their leader or drop combat targets when activated.
An inventory item that emits a rhythmic heartbeat sound and visual FX while held in inventory, and resumes pulsing when dropped.
A simple consumable item used as fuel, tradable as a cat toy, and flammable in the environment.
A consumable food item that restores health, hunger, and sanity; has a moderate perish time and can be stacked.
Manages the offering and unlocking logic for the Sacred Chest, handling both networked multi-player offering attempts and local single-player reward mechanisms.
Provides mount-related stats and behaviors for saddle items, including damage/speed bonuses, finite durability, and optional special effects like planar resistance or visual overlays.
A consumable tool that removes saddles from beefalo and other animals, with limited durability and weapon functionality.
Manages item-saddle modifiers such as bonus damage, speed multiplier, and damage absorption, and applies modified damage calculations during combat.
A storage container that preserves perishable items at a fixed rate and can be destroyed via hammering to release its contents.
An elemental food item that serves as bait for moles, preserves other items, and repairs equipment using salt-based crafting material.
A small, stackable consumable item used in Don't Starve Together for scanning or detecting entities and environmental data.
Manages the UI popup for selecting and applying clothing skins to a scarecrow character in the wardrobe interface.
Factory function that generates scrapbook note prefabs for use in the Scrapbook UI, each tied to a specific教学 (e.g., Wagstaff blueprint notes).
Represents a collectible page used to teach unique scrapbook entries; manages reservation, teach state, and销毁 behavior when used or fully taught.
A crafting and sculpting station that accepts raw sculpting materials or sketches, allows item prototyping, and supports tool-based interaction such as hammering.
Represents collectible, reusable sculpture parts used in crafting and inventory; equipped to modify character appearance.
Handles seamless in-game player character transitions without exiting to character select, preserving inventory, tags, and clothing while updating prefabs.
Acts as a wearable body-slot container that opens automatically when equipped and preserves items inside it.
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.
Enables an item to automatically find and merge with another identical item within range when it is stationary, not held, not burning, not in a trap, and not fully stacked.
Manages sentient behavior and speech for the Lucy (Woodie's axe) entity, including owner interaction, transformation alerts, and conversational triggers.
Manages equipment set bonus logic for entities, enabling or disabling set-based effects when matching gear is equipped.
Displays a UI dialog showing details of a skin set, including required items, ownership status, and reward information.
Displays a UI dialog showing the contents, requirements, and reward of a skin set selection menu.
Enables repair of entities with the 'needssewing' tag using fuel-based or consumable sewing kits.
Acts as a wearable equipment storage and equipment-swap target for players using the Stageplay Set crafting recipe.
A stackable inventory item used for repairing boats via the sewing system, providing a fixed amount of repair value.
Provides a consumable inventory item for repairing wearable equipment, using a finite number of uses and applying a fixed repair value.
Defines the state machine for the Storage Robot character, controlling movement, idle behavior, pickup, store, and breakdown animations and logic.
Manages the state machine behavior of Winona’s storage robot, handling movement, power management, pickup/store actions, and sound transitions.
Controls the state machine for the head entity of the Worm Boss, managing emergence, eating, spitting, swallowing, movement, and death behaviors.
A leveled, sentient weapon that evolves through epic creature kills, providing life steal, planar damage, and dynamic chat behavior while requiring hunger management and durability tracking.
Manages the "shadowdominance" tag on an entity based on equip state and presence of other shadow-dominant items.
An inventory item that emits periodic sound and animation cues when dropped, and halts these behaviors when held by a player.
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.
A combat-item prefab that functions as a shield and food item, repairing its own armor condition when consumed and taking damage when used in combat.
Handles the delivery and spawning of shop-purchased items above the entity's position in the world.
Implements the shovel and golden shovel prefabs with dig capability, limited durability, weapon damage, and equip/unequip animation handling.
A lunar plant–themed shovel that grants bonus damage and planar damage when equipped alongside a Lunar Plant Hat, with dynamic behavior based on breakage state.
A consumable item prefab that can be stacked and used as a launchable item in DST.
Provides a read interaction for simple books, triggering a custom callback when read by an entity.
A decorative and functional structure that accepts flower-type items, modifies perish rates and sanity aura based on item content and player skill tree upgrades, and triggers special effects during moon blossoms.
Represents a collectible sketch item that references a specific chess piece blueprint, stores its identity, and provides recipe and image metadata for crafting and UI.
Maps character prefabs to lists of associated skin asset names used for avatar rendering and item selection.
A data configuration file mapping skin item names to gift types and defining popup display data for each gift category.
Registers skin mappings, DLC assets, scrapbook entries, and texture streaming configurations for DST's inventory and UI systems.
Provides filtering utilities for selecting subsets of skins based on type, rarity, item ID, and colour.
Manages the skin collection UI, including inventory browsing, skin details, and navigation to related screens like character loadouts and trading.
Provides utility functions for validating and matching skin trade recipes based on selected items and restrictions.
Central utility module for managing skins, packs, inventory, commerce, and UI rendering in Don't Starve Together.
Manages sleep state and associated gameplay effects for entities interacting with a sleeping bag (e.g., healing, hunger loss, sanity restoration).
Manages a player's sleeping behavior and associated stat regeneration while using a sleeping bag.
Defines the behavior and properties of slingshot ammunition types, including projectile logic, hit effects, stacking behavior, and interaction with components like combat, locomotion, and projectile systems.
A portable container prefab that stores slingshot ammunition and automatically opens/closes with associated animations and sounds.
Validates ownership restrictions and manages opening/closing of slingshot modification interfaces on target items.
A consumable item that allows the player to open the Slingshot Modding interface for compatible slingshots.
Manages the containerized parts and modding interface for a slingshot, including part validation, skill requirements, and UI interaction.
Defines modding configurations and installation/uninstallation logic for slingshot parts (bands, frames, handles) in DST.
Defines prefabs for slingshot parts (bands, frames, handles) and registers them with appropriate components and tags for installation in slingshot mod containers.
A consumable food item prefab with inventory and tradability properties, used as a low-value meat resource.
An inventory item that can be used to repair structures by providing shell-based repair material and a fixed health value.
Controls AI behavior for slurtle entities, coordinating actions like fleeing, attacking, eating, stealing food, and returning home using a behavior tree.
Implements AI behavior for the Slurtle Snail entity, including threat avoidance, food seeking, stealing, shield usage, and returning home when hungry.
Represents an ice-based consumable item that can be thrown, equipped, used as a water source, or built into a snowman, with melting and frost effects.
Manages the lifecycle, growth, decoration, and destruction of a snowman entity that can be built and modified in the game world.
Manages the lifecycle, fertilizer properties, and degradation behavior of the Soil Amender item, transitioning between fresh, stale, and spoiled states based on perishable status.
Manages the spell wheel UI and spell execution logic for player entities, including item lists, sound effects, and conditional access rules.
Manages spell cooldowns for spellbook-equipped entities by tracking active cooldown instances and providing query and manipulation methods.
Manages spell casting behavior and restrictions for an entity, including target validity, casting conditions, and tag management.
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.
Defines and configures spice prefabs for use as stackable, floatable inventory items.
Factory function defining multiple spider variant prefabs with shared combat, AI, state, and lifecycle logic.
A consumable item that repels spiders while reducing stack usage over time.
A deployable item that spawns a spider den when placed, used as bait or a resource.
Manages stacking behavior for inventory items, including size tracking, consolidation, splitting, and propagation of related states like perishability and moisture.
Manages networked stack size, max size, and preview stack size state for items that can be stacked in inventories.
Implements magical staff prefabs with colour-specific abilities, including fire/lighting, ice/freezing, teleportation, blinking, deconstruction, and light creation.
A consumable weapon that spawns a tornado entity targeting an enemy, with limited uses and integration into the spellcasting and equippable systems.
A small, stackable fuel item that provides moderate burn duration and ignites easily when exposed to fire or heat sources.
Manages cooking and spoilage timers for stew pot entities, handling cooking progression, product generation, and spoilage logic.
A small throwable item prefab that can be stacked and launched as a projectile.
Manages the behavior and state of the Storage Robot, a companion entity that collects and stores items from the world using fuel-based operation.
Provides shared utility functions for storage robots to manage spawn points and locate items/containers for automated storage operations.
Manages the decision-making logic for storage robots to pick up, store, and return items based on inventory state and fuel levels.
Defines the prefabs for the succulent plant (growable flora) and its picked form (consumable inventory item) with drying and perishable behaviors.
A reusable prefab that provides a lunar plant-based weapon with set-bonus activation logic, floating fx management, and broken state handling.
Manages festive table functionality including food放置, seasonal feast registration, lighting effects, and interaction with the Winters Feast event system.
Represents a fishing tackle blueprint prefab that teaches a specific recipe and functions as a teachable item in DST.
A hatchable egg prefab that requires specific environmental conditions to successfully hatch into a smallbird, spoil, or produce different loot based on temperature exposure.
Manages the Teleportato structure, handling its activation, part collection, power-up sequence, and level transition in DST.
Defines prefabs for Teleportato components used in adventure mode to construct the Teleportato device.
Manages the terrarium crafting station and boss-summoning mechanics, including normal and crimson variants, cooldowns, and state transitions.
Enables an entity to steal items from other entities' inventories or containers.
Represents a consumable and repairable Thulecite fragment used as bait, food, and crafting material in DST.
A perishable vegetable item that can be dried on a meat rack to produce tillweed_dried.
Manages the toggle state (on/off) of an item and executes a user-defined callback when toggled.
Tracks which actions a tool can perform and their effectiveness, managing tag-based action identification and breaking behavior.
Manages the behavior and animation of the Town Portal Talisman item, which links two portals for teleportation and updates state based on inventory and connection status.
Defines structured trade recipe configurations for the game's trading system.
Manages trade logic and acceptance conditions for an entity acting as a merchant or trade partner.
Manages the Trade Inn UI screen where players select items to trade for rewards using a claw-machine minigame interface.
Manages trap logic including setting, baiting, springing, harvesting, and loot generation for traps in the game.
Manages trap functionality, including bait detection, capture logic, and finite-usage tracking for mechanical traps in Don't Starve Together.
A consumable item that, when deployed, grows into a tree_rock_sapling and replaces perishable spoilage with spoiled_food.
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 trophy data for a weighable item, including comparison logic, storage, and spawner functionality for trophy instances.
Creates the raw trunk item (summer, winter, cooked variants) for Koalephant, a meat-based food item with perishable and tradable properties.
A seasonal armor prefab that provides insulation and waterproofer properties, consuming fuel while equipped to prevent hypothermia or overheating.
Generates prefabs for ground tile items that can be placed on the map to replace existing tiles.
An equippable item that provides rain protection, insulation, and temporary coverage, consuming fuel or perishing over time depending on variant.
A networked underwater entity that can be retrieved by a winch and yields a single salvaged item.
Manages the ability for an entity (such as a bundle or gift box) to be unwrapped, storing wrapped items and defining behavior during unwrap actions.
Manages the "in use" state of an equippable item and provides callbacks for when it starts or stops being used.
Manages the targeted use behavior and tags for items that can be actively used on specific targets.
Generates prefabs and logic for vegetables, their cooked/dried variants, oversized variants with weight-based physics and equippable functionality, and seed deployment mechanics.
A consumable prefab that functions as a stacking inventory item with network replication and floatable physics.
Manages the voidcloth boomerang weapon, including its equippable behavior, projectile generation, set-bonus activation when paired with a voidcloth hat, and dynamic damage scaling during return flight.
A multiplayer-ready weapon that synergizes with the Voidcloth Set, providing increased damage and planar damage when equipped alongside a Voidcloth Hat, while also enabling shadow-empowered area attacks and harvest automation.
A decorative radio prefab that plays music when activated, can be placed on furniture, and drops loot when hammered.
Provides shared utilities and lifecycle configuration for WAG drones, including support for friendly, loot, and hackable states.
A small stackable item used as bait for moles and for repairing gear-based structures and items in Don't Starve Together.
Defines prefabs for two wearable decorative items used by Wagstaff: a glove and a clipboard.
Creates lightweight, eroding tool prefabs with toggleable lighting, used for special characters in DST.
Manages equippable item behavior for the Walking Stick, including fuel consumption based on owner movement and animation overrides.
A stackable inventory item prefab used for crafting and trading, typically obtained from walruses.
Manages Wanda's dynamic aging system, which dynamically adjusts her health, hunger, sanity, combat stats, and appearance based on her current health percentage.
Manages the wandering trader's shop inventory, movement routing, and hide/show states in Don't Starve Together.
Manages dressing interactions for entities, including skin and clothing changes, shared usage, and animation states.
A placeable structure component that allows players to store and manage items via an inventory interface, while supporting interaction callbacks, hammering, burning, and save/load persistence.
Manages the wardrobe UI for selecting and previewing character skins in Don't Starve Together.
A stackable inventory item that serves as a specialized fuel source and can be upgraded via the waterplant planter upgrade type.
Prevents an entity's inventory item from accumulating moisture and adds the `waterproofer` tag.
Provides utilities for creating waxed plant prefabs and converting existing plants into waxed variants with configurable appearance and behavior.
A magical spellbook prefab used by shadow magic users that manages spellcasting, fuel consumption, sanity impact, and minion spawning through its components and sound-driven idle behavior.
Manages weapon properties, attack behavior, and ranged projectile launch logic for combat entities.
Manages weight-related data and tags for entities that can be weighed (e.g., trophies, items used in weighing mechanics), including owner information and weight percentage calculation.
Defines prefabs for were-beast-specific food items (beaver, moose, goose) that behave as hazardous, meat-based consumables with cursed effects.
A ranged combat item that attacks targets with a whip, triggering knockback effects and optional supersnap mechanics against enemies with active combat targets.
Implements Wickerbottom's unique gameplay mechanics, including the ability to spawn shadow creatures from reading books while insane, refusal of spoiled food, and bonus book-related interactions.
A consumable item component that manages Willow's pyromancy spellcasting system, including spell selection, fuel consumption, and reticule targeting.
Defines Wilson’s default player character, including beard mechanics, special actions, reticule behavior, and game-mode-specific tags.
Manages the mechanical winch structure that can lower and raise a claw to salvage submerged objects, while interacting with boat physics and inventory systems.
Manages salvagable objects attached to winches, handling their retrieval logic and sunken object interactions.
Manages high-capacity magical power storage, gem-based upgrades, circuit power distribution, and elemental state transitions for the Winona battery structure.
Creates and manages networked holographic placeholder prefabs for Winona's holographic items, handling visual states, lifecycle, and interaction with inventory components.
Manages spell selection, deployment targeting, and battery-powered operations for Winona's engineer remote gadget, including circuit connections, charging logic, and elemental ability validation.
Manages the state, movement, power consumption, and circuit connectivity of Winona's autonomous storage robot.
A powered inventory item that enables long-range teleportation when charged, interacts with engineering circuits, and supports Winona skill enhancements.
Defines and instantiates all winter ornament prefabs as consumable inventory items with optional lighting, timer, and fuel mechanics.
Generates prefabs for Winters Feast cooked foods, configuring them with finite uses and inventory interactions.
Generates 9 distinct seasonal food prefabs for the Winters Feast event, each with configurable nutrition, sanity, temperature, and visual floater properties.
Manages the state and consumption logic for the Winters Eve Feast Table, tracking which entities are feasting and handling food usage.
Manages command dispatch, state synchronization, and behavior control for Woby (Walter's pet) in both server and client contexts, including courier delivery logic, bag locking, and skill-based action toggling.
Manages the visual rack slots, animation states, and owner-synced rendering for Woby's drying rack item.
A specialized drying rack component that uses a dedicated container prefab (`woby_rack_container`) for storing and drying items.
Manages the work state and completion logic for interactable entities in the game world.
Manages portal-based world migration logic, including status validation, item migration rules, and event triggering for players and items.
Manages AI decision-making for the Worm boss, coordinating behavior such as hunting, returning to a home location, eating, and executing lure-based attacks.
Manages a one-time or limited-uses wormhole teleporter that consumes charges on each use and degrades when unattended.
Manages Wortox's soul-based gameplay systems, including soul collection, storage, overloading, portal hopping, and skill-triggered buffs and effects.
Manages Wortox's soul-collecting bug net, dynamically adjusting weapon damage, visual size, and effects based on inventory soul count and slot usage.
Manages the Wortox player's life revival mechanic by storing and releasing souls, linked to skill tree progression and owner identity.
Manages a soul entity that follows and heals nearby hurt players, with behavior modified by Wortox's skill tree.
Manages the Wortox character's soul storage jar, handling soul containment, leakage, usage display via finiteuses, and interactions like opening, closing, and hammering.
A consumable inventory item that removes upgrade modules from WX78 components.
Creates and configures Wx78 modular components for the DST game, including animation, inventory, network, and usage management.
Provides utility functions for querying and formatting seasonal event XP (WXP) progress and status data.
A set of three throwable pattern fragment items that serve as fuel and cat toys.
Manages the sewing animation and recipe processing pipeline for a sewer-based crafting station, including task scheduling, inventory handling, and save/load synchronization.
A gym-scale structure that accepts carrat rats, displays their stats via animated rods, and manages their interaction during training.
A factory function that generates prefabs for prepared food items with configurable edible, perishable, and floater properties.
Defines four configurable food prefabs (carrot roll, moon cake, Moon Jelly, and dango) with custom nutritional and perishability values for Don't Starve Together.