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27 docs tagged with "lifecycle"

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Boatracecrew

Manages a crew of entities assigned to a boat, tracking members, handling their life-cycle events, and supporting network serialization.

Container opener

Represents a lightweight, hidden entity that acts as a proxy reference link between a container and its opener, facilitating networked attachment and lifecycle synchronization.

Corpsepersistmanager

Manages corpse persistence logic by tracking registered corpses and applying persistence sources based on configured callback functions.

Crop

Manages growth, maturation, fertilization, and harvesting logic for plant entities in the game world.

Entityscript

Core entity wrapper class that manages component lifecycle, network replication, event handling, task scheduling, and entity state synchronization for all game entities.

Entitytracker

Manages a set of named entity references and tracks their lifecycle to prevent dangling references.

Gamelogic

Central game logic controller that manages world initialization, loading, activation/deactivation, and high-level lifecycle events for Don't Starve Together.

Glommerflower

Acts as a leader for Glommer entities and tracks their life state, transforming into a dead flower when Glommer leaves or dies.

Hatchable

Manages the incubation process for eggs, tracking progress toward hatching or failure based on thermal conditions and time.

Item Degrade

Reduces the initial fuel level of fueled entities to a random percentage (40%–60%) of their maximum fuel upon creation.

Lightflier Flower

A dynamic plant prefab that hosts and manages lightflier spawnlings, toggles light emission based on environmental illumination, and coordinates lifecycle events with its children.

Mainfunctions

Defines core global utility functions for game lifecycle, entity management, simulation control, and network operations in Don't Starve Together.

Mermcandidate

Tracks calorie consumption to determine if a merm should transform into a stronger variant.

Modindex

Manages mod loading, state, dependencies, configuration, and compatibility for Don't Starve Together.

Mods

Central mod management system that handles mod loading, initialization, prefab registration, and lifecycle events for Don't Starve Together mods.

Occupiable

Manages an entity's ability to be occupied by another entity, handling tag updates, nesting, and lifecycle callbacks.

Player Common

Defines the core player character prefab factory with all standard components, lifecycle management functions, HUD and camera controls, seamless swapping, and event handlers for combat, environment, and audio systems.

Player Common Extensions

A utility module providing shared helper functions for player entity lifecycle management, including death, resurrection, locomotion configuration, and network synchronization.

Poppable

Manages a one-time "pop" event trigger for an entity, optionally invoking a callback when popped.

Scenariorunner

Manages loading, executing, and cleaning up scenario scripts associated with an entity.

Schoolherd

Manages a school of fish that moves between pre-defined navigation points and reacts to entity sleep states.

Sgbeefalo

Manages the state machine and animation logic for beefalo entities, including movement, grazing, aggression, domestication, and life-cycle transitions.

Sgboat

Controls the life cycle and visual/audio behavior of a boat entity during construction, idle, damage, and sinking phases in Don't Starve Together.

Sgboat Ice

Manages the lifecycle and state transitions of an ice-based boat entity, including placement, damage响应, sinking, and destruction.

Sgbutterfly

Manages the flight, idle, movement, and lifecycle state transitions for butterfly entities in DST.

Witherable

Manages cyclic withering and rejuvenation of plants based on temperature and weather conditions, and supports temporary protection periods.

Wobster

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.