Boatracecrew
Manages a crew of entities assigned to a boat, tracking members, handling their life-cycle events, and supporting network serialization.
Manages a crew of entities assigned to a boat, tracking members, handling their life-cycle events, and supporting network serialization.
Represents a lightweight, hidden entity that acts as a proxy reference link between a container and its opener, facilitating networked attachment and lifecycle synchronization.
Manages corpse persistence logic by tracking registered corpses and applying persistence sources based on configured callback functions.
Manages growth, maturation, fertilization, and harvesting logic for plant entities in the game world.
The core entity management system for DST that handles entity lifecycle, components, behavior, persistence, network synchronization, and world interaction.
Manages a set of named entity references and tracks their lifecycle to prevent dangling references.
Central game logic controller that manages world initialization, loading, activation/deactivation, and high-level lifecycle events for Don't Starve Together.
Acts as a leader for Glommer entities and tracks their life state, transforming into a dead flower when Glommer leaves or dies.
Manages the incubation process for eggs, tracking progress toward hatching or failure based on thermal conditions and time.
Reduces the initial fuel level of fueled entities to a random percentage (40%–60%) of their maximum fuel upon creation.
A dynamic plant prefab that hosts and manages lightflier spawnlings, toggles light emission based on environmental illumination, and coordinates lifecycle events with its children.
Tracks calorie consumption to determine if a merm should transform into a stronger variant.
Manages mod loading, state, dependencies, configuration, and compatibility for Don't Starve Together.
Manages the lifecycle of mods, including loading, registering prefabs, version checking, and frontend integration.
Manages an entity's ability to be occupied by another entity, handling tag updates, nesting, and lifecycle callbacks.
Provides shared logic for player lifecycle management including death, resurrection, locomotion, actions, mini-map visibility, and commander/leader behaviors.
Manages a one-time "pop" event trigger for an entity, optionally invoking a callback when popped.
Manages loading, executing, and cleaning up scenario scripts associated with an entity.
Manages a school of fish that moves between pre-defined navigation points and reacts to entity sleep states.
Manages the state machine and animation logic for beefalo entities, including movement, grazing, aggression, domestication, and life-cycle transitions.
Controls the life cycle and visual/audio behavior of a boat entity during construction, idle, damage, and sinking phases in Don't Starve Together.
Manages the lifecycle and state transitions of an ice-based boat entity, including placement, damage响应, sinking, and destruction.
Manages the flight, idle, movement, and lifecycle state transitions for butterfly entities in DST.
Manages cyclic withering and rejuvenation of plants based on temperature and weather conditions, and supports temporary protection periods.
Defines prefabs for wobster creatures (sheller and moonglass variants) in both ocean and land forms, including their components, state graphs, brains, and lifecycle behaviors such as fishing, landing, death, cooking, and seasonal mutation.