Altar Prototyper
Implements a reusable crafting station with dynamic lighting and state-dependent behavior (intact or broken), supporting research tree activation, repair, and combat-triggered creature spawns.
Implements a reusable crafting station with dynamic lighting and state-dependent behavior (intact or broken), supporting research tree activation, repair, and combat-triggered creature spawns.
Manages dynamic ambient lighting color transitions based on world phase, moon phase, season, weather, and player night vision state.
A lighting entity that dynamically controls light intensity, flame FX, and sound based on power state and player proximity in the Archive or Vault zones.
Manages the visual and lighting behavior of the Atrium Light prefab, which activates when powered and toggles between ON and OFF states.
Controls an entity's movement to avoid being in direct light by changing direction periodically or when transitioning between light and shadow.
Manages bloom effect stacking and propagation for entities and their children, supporting priority-based bloom layering and automatic cleanup on source removal.
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 a consumable fire source that provides heat, light, cooking capability, and hauntable behavior in the game world.
Creates and configures campfire and portable campfire entities with fire effects, heating, and dynamic animation levels.
Spawns and manages reusable light ray prefabs in a radial area around the owner entity for visual canopy effects.
Manages the spawning and despawning of leaf canopy shadow tiles around an entity within a configurable radius.
A deployable carnival-themed structure that provides lighting, music effects, crafting opportunities, and loot upon destruction.
Manages dynamic lighting and spawning behavior for cave exit light sources, adjusting brightness, color, and presence based on world and cave phase states.
Manages dynamic lighting and spawner behavior for cave moonlight effects, adjusting light parameters based on world state and triggering mob spawns when players are nearby.
Manages dynamic colour grading via colour cubes (LUTs) to reflect in-game conditions such as time of day, season, sanity, and environment (caves or overworld).
Generates visual and audio effect prefabs for the Deer creature's ice and fire circle abilities, including particle effects, lighting, and interaction logic with nearby entities.
A temporary visual and lighting effect prefab that appears when the Eye of Terror arrives, animating a portal-like FX with dynamic lighting and sound.
Manages the lifecycle, lighting behavior, and gameplay interactions of fireflies, including fading animations, workability, and inventory handling.
Manages visual and audio effects for fire-based entities, including dynamic lighting, sound, and animation transitions across multiple intensity levels.
Defines static configuration parameters for a fire-like entity's visual, thermal, and burning behavior.
Creates a networked fire FX entity for the floating lantern with animated lighting and camera-aware alpha rendering.
Manages dynamic visual and audio effects for fire-based entities, including flickering light, radius scaling, intensity control, and sound effects across multiple flame levels.
Generates prefabs for lantern posts, their light chains, deployment kits, and placement helpers, handling lighting, partnerships, and seasonal loot logic.
Defines configuration structures for lantern post prefabs, including lighting, sound, and behavior parameters.
Generates lightweight visual FX entities for the Tesla Lantern when held or placed on the ground.
A prefabricated entity instance for a ghostly variant of Abigail used exclusively in the Lava Arena event.
Manages dynamic lighting and ray visibility for the canopy light rays entity based on world phase (day/dusk/night) and moon state.
A multipurpose item that emits light, can be used as fuel or food, and mutates into a lightflier during Halloween events.
Provides a reusable factory function to create fire-based lighting prefabs with networked light range control and sound emission.
Creates and manages a haunted-doll-specific particle fire effect with dynamic smoke emission based on movement.
Controls dynamic light sources and illumination properties for entities in the game world.
Manages shackle relationships between a lantern post and connected light sources in Don't Starve Together.
Manages the behavior and lifecycle of a ship mast-mounted lamp, including lamp state (on/off), destruction, and loot generation upon deconstruction or burning.
Manages the behavior, lighting, fuel consumption, and equip/unequip interactions for the Mining Lantern item.
A shelter structure that spawns powder monkeys during the day and provides lighting at night.
Manages the lifecycle, linking behavior, and crafting progression of celestial altars in the DST Moon Biome.
Manages the visual and gameplay behavior of the Moon Fissure prop, which reacts to lunar phases and accepts moon altar pieces as repairs.
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.
Manages the lifecycle, growth, and explosive behavior of Toadstool Mushroombombs in DST, including progressive animations, lighting fade, and area-of-effect damage on detonation.
Represents a growable, light-emitting mushroom tree that can be chopped and transitions through stages based on links to a Toadstool entity.
Spore prefabs that spawn from mushtrees, persist briefly, and decay based on crowding and time.
A deployable structure that provides shadow-light illumination and sanity benefits while consuming nightmare fuel.
A visual and audio effect entity that simulates a nightlight flame with configurable lighting levels and sound intensity.
Manages registration, tracking, and filtering of night light entities within the world for master simulation.
A simple visual FX prefab that renders a small, warm-toned light for use in the game world.
Manages a structure that spawns and shelters pigmen, with state-dependent lighting, sound, and damage behavior.
A visual and audio FX entity representing a pigtorch flame, using layered animation levels and integrated fire effects.
Manages player visual modifiers (e.g., night vision, ghost vision, nightmare vision) by controlling colour cube overrides and related events.
Manages the lifecycle, lighting, and day/night transitions for the pumpkin lantern item, including fading animations, perishability, and loot drops.
Manages carving, visual rendering, and state persistence of pumpkins in the game, including cut shapes, lighting effects, and synchronization between client and server.
A decorative and functional lighting fixture that mounts on firepits and triggers visual steam effects when activated.
Manages a structured spawning point for Bunnymen with lighting, burnable physics, and world-state-aware door mechanics in DST.
Creates a non-persistent visual effect entity for rabbit house Yule-themed lighting.
A deployable map-revealing structure that provides illumination and reveals fog of war; it can be hammered to collect loot and deactivates when burnt.
Defines the state graph for the mini boat lantern entity, handling its idle state and transition to idle on locomotion or lighting state changes.
Creates a non-persistent visual effect entity that appears near players and fades out after a random delay when the player moves away.
Creates a non-persistent visual effect entity that disappears when exposed to light or after a random delay, used for atmospheric shadow creature effects.
Renders a non-persistent visual FX entity with lighting and sound, used to simulate a smoldering smoke plant effect in the game world.
Generates particle-like light and sound effects (sparks) at a specified position, optionally with a flashing screen effect upon targeting.
Manages animated light effects for staff casting abilities, fading the light over time before automatically removing itself.
A prefabricated plant entity that blooms over time, becomes harvestable, then wilts and respawns; used to spawn Wormlights when picked.
Handles the behavior and state transitions of ancient statues in the Caves, including light fading, nightmare phase responses, gem植入 logic, and loot generation upon destruction.
Creates and manages the visual particle effects for a torch fire, including smoke and flame emissions on the client.
A particle effect component that generates nautical-themed visual effects (smoke, fire, embers) for torch-like entities using VFX particle emitters.
Generates particle visual effects for a torchfire entity, including fire, smoke, and hand animations using custom envelopes and emitters.
Creates a tesla-themed torch fire entity with custom animations, skins, and sound overrides using the shared torchfire system.
A specialized torch fire effect used for the Yotrpillowfight event, producing smoke and fire particles with custom visual envelopes and emission logic.
Manages flower placement, wilting behavior, and dynamic lighting for decorative vases in the game.
Manages the operational states (normal, stuck, broken) and lighting behavior of the vault torch item in DST.
Manages a grid of vault torch entities and their state persistence in the game world.
Creates lightweight, eroding tool prefabs with toggleable lighting, used for special characters in DST.
Manages animated fire and ember effects used by the mutated warg’s flamethrower attack, handling collision, temperature damage, visual fading, and particle reuse.
Manages dynamic weather systems including precipitation, temperature, moisture, wetness, snow accumulation, lightning, and atmospheric lighting.
Provides shared utility functions for handling willow embers, including detection, spawning, and target selection logic.
Manages the winona spotlight's power behavior, target tracking, heat support, and lighting system.
Defines and instantiates all winter ornament prefabs as consumable inventory items with optional lighting, timer, and fuel mechanics.
Manages WX-78's robot-specific behaviors including energy management, moisture tracking, temperature modulation via upgrade modules, and lightning interactions.
Manages the behavior and visual state of a checkpoint used in the Carrat Race minigame, including light toggling, racer detection, and interaction callbacks.
Provides shared utilities for carrat race checkpoints and finish lines, including color-aware lighting, deploy helper rings, and placer visuals.
Manages the behavior and visual feedback of the carrat race finish line checkpoint in DST's Carrat Championship event, handling activation on race completion, lighting effects, loot, and burnt state persistence.
Creates decorative campfire-like structures that burn fuel, produce light, and interact with weather and gameplay events.