Alterguardian Phase3
Serves as the final phase boss entity for the Alterguardian, handling combat logic, health regeneration, trap spawning, music events, and loot drops during its terminal phase in the game.
Serves as the final phase boss entity for the Alterguardian, handling combat logic, health regeneration, trap spawning, music events, and loot drops during its terminal phase in the game.
Manages the post-defeat state of the Alter Guardian boss, handling both the initial death orb and the mined remains, including loot distribution, light decay, and Wagstaff event spawning.
Manages the lifecycle, growth, and interaction of ancient trees and their saplings, including seed deployment, growth staging, fruit production, and stump conversion upon harvesting.
A small collectible item used as bait for moles and for sale to the Antlion, with stacking and tradable properties.
Configures the loot table for the archive cookpot chest by defining and adding default items upon chest creation.
Defines and registers multiple armor prefabs for the Lava Arena event with specific builds, tags, and footstep sounds.
A boss-related interactive statue that dynamically changes appearance based on nightmare phase and drops Thulecite materials when destroyed.
A decayable container prefab that spawns mosquito sacks upon decay and water balloons when placed in inventories, with haunt mechanics that may spawn balloons.
A portable trap prefab that captures birds when baited and sprung, supporting multiple bird species with symbol swaps and finite uses.
Manages the crew roster, AI behavior state, and loot tracking for a boat entity in pirate encounters.
Generates prefabs for broken walls of various materials (stone, wood, hay, moonrock, etc.) with workable states, loot drops, and visualfx.
Manages brushable interactions for an entity, calculating prizes awarded based on time elapsed since last brushing and handling brush events.
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.
Represents a poisoned canary entity that cannot be picked up while alive or dead, spoils over time, and drops spoiled food upon death.
Creates interactive carnival-themed decor prefabs with workable, loot-dropping, and physics properties.
Creates a carnival-themed decorative statue that can be deployed in the world and yields loot when hammered.
Manages a damage-dealing cave entrance that periodically strikes nearby players and respawns loot over time.
Manages the state, physics, and behavior of large boulders used in cave-in events, including raised states, falling animation tracking, and formation creation upon landing.
A destructible and repairable chess-themed debris entity that spawns chess piece minions upon destruction or repair, with loot drops and RuinsRespawner integration.
Sets up loot and trap logic for an abandoned boat chest, including randomized item generation and a 90% chance to trigger a pirate or ghost attack on opening.
Provides initial inventory items for cave-entry chests in DST's cave biome.
Populates a chest with randomized cave-appropriate food items, each with a random initial perishability percentage.
Supplies chest handler for cave scenarios, populating a chest with randomized cave-appropriate items and applying condition or uses initialization to specific equipment.
Sets up a chest prefab to explode upon interaction, dropping a predefined set of loot items and registering a trap trigger function.
Provides initial food items for a food chest in the Forest World scenario.
Handles the logic for spawning sanity-based trap rocks when an "insanity chest" is opened, using the chest trap framework.
Defines lifecycle callbacks for labyrinth-themed chests that generate randomized loot and associate random trap behaviors upon opening.
Configures random item rewards for labyrinth chests and conditionally adds a chance for mimic entities to appear on items.
Initializes loot content for the Minotaur Chest by populating it with condition-managed armor, finite-uses weapons, and random resource stacks based on weighted probabilities.
Provides callback functions that apply random player-affecting effects when a chest is opened in a scenario.
Configures predefined loot items for a summer-themed chest during the Presummer event.
Generates a randomized selection of high-value loot items for a chest, applying special initialization to certain items with finite uses or fuel.
Provides loot rewards and triggers seasonal changes when a summer-themed chest is opened in the game.
Generates loot for a terrarium chest and initializes its trap system during chest creation and loading.
Triggers ignition of nearby evil flowers when the terrarium chest is opened.
Defines the behavior and loot distribution for a winter-themed chest that triggers seasonal changes when opened.
Provides utility functions for spawning loot in containers and managing chest trap behaviors with randomization and event handling.
Applies a predefined light loot table to a chest entity upon creation.
Generates randomized loot for a magic-themed treasure chest in the Checkmate scenario.
Defines a loot table and initializer function for spawning randomized chest contents in specific scenarios, utilizing shared chest utilities.
Applies a predefined rot-loot configuration to a chest entity upon creation.
Manages the cold fire pit structure, a weather-resistant campfire that consumes fuel at a variable rate depending on precipitation.
Provides a predefined set of loot items to a chest entity upon its creation in a scenario.
Manages cooking state, interactions, and loot generation for the Crock Pot structure in DST.
Manages the lifecycle, mutation, looting, and decay of creature corpses, including handling lunar rift mutations and gestalt possession.
Manages the lifecycle, fueling, burning, and upgrade progression of the Cotl Tabernacle campfire entity across three tiers.
A small, non-functional trinket item used as bait for moles and tradable for in-game currency or tribute.
Creates the Crab King's mob units with distinct variants (regular and knight), handling combat, movement, AI brain, and loot drop configuration.
Creates FX prefabs that simulate breaking and releasing loot for the Daywalker2 boss fight, including physics motion and conditional armor modification.
A destructible environment object that yields bone shards and triggers visual collapse effects when hammered.
Stores and persists loot information associated with an entity's death, such as item prefabs and an optional level value.
Implements dock woodpost structures and their deployable item form, handling placement, animation, loot drops on destruction, and network synchronization.
A deployable storage chest that can be upgraded to provide infinite stack size and special loot behavior upon destruction or upgrade.
Manages the furnace's cooking, incineration, and hammering mechanics, including state transitions, sound handling, and loot generation.
Defines prefabs for driftwood trees and implements their chopping, burning, stump conversion, and persistence behavior.
Manages evergreen tree prefabs with multi-stage growth, loot dropping, burning, hauntable behavior, and regeneration mechanics.
Manages farm plant lifecycle, stress tracking, growth stages, and loot generation for agricultural gameplay.
A temporary debris object that appears when farm soil is worked, dropping randomized loot upon destruction.
Manages a fish school entity that spawns fish when caught by a fishing net and replenishes its fish over time.
A harvestable, sanity-affecting decorative flower that drops petals upon picking and can ignite wildfires.
Serves as an interactive structure that spawns a Stalker when fully repaired and traded with a Shadow Heart under specific conditions.
Defines shared logic and prefab templates for wooden and stone tables, including decor handling, burning behavior, and hammer interaction.
Creates petrifiable and reanimatable monster statues that crumble when mined and spawn moon variants upon reanimation.
Manages the gelblob enemy's lifecycle, including size progression, player suspension/eating mechanics, loot dropping, and chunk-based reabsorption.
Manages the behavior, combat, and lifecycle of the evolved Gestalt Guardian boss enemy, including ranged attacks, teleportation, sanity-based transparency, and loot generation.
A festive structure that can be hammered to harvest loot, extinguish burning, and potentially spawn special seasonal items like gingerdead pigs.
Represents a mineable moonglass rock in grotto environments that regrows during cave full moons and drops moonglass upon breaking.
Creates a durable, hammerable signpost that can be written on and interacts with fire and loot-dropping mechanics.
Represents a dynamic thermal pool entity that provides health and sanity restoration to occupants, can be transformed into a calcified glass state via bath bombs or full moon cycles, and yields loot when mined after calcification.
A breakable bone object that drops loot and collapses when hammered.
A storage container with refrigeration properties that accepts loot on hammering and drops its contents when destroyed.
A loot-container entity that displays holographic projections and dispenses items based on the viewing player's recipe knowledge and repair status.
Renders and manages the interactive mystery box opening animation and item reveal flow, including animations, sound playback, and player input handling.
Manages the interactive junk pile object that players and NPCs can deconstruct to harvest loot, with dynamic health stages, animation updates, and boss mob loot theft detection.
Manages a large, interactive junk pile that can be rummaged by players or mobs to yield loot, trigger daywalker encounters, and spawn a fence blueprint after repeated interaction.
Provides shared loot generation and dependency tracking logic for junk pile entities in DST.
Creates festive decoration prefabs for DST that function as cat toys, activatable structures, and hammerable objects, with burn and loot-drop behavior.
A interactible container prefab that triggers Klaus's summoning when unlocked with the correct key, and drops loot bundles upon opening.
Generates and manages loot tables for Klaus boss encounters, including seasonal (Winters' Feast) and standard loot pools.
Creates the Koalefant entity (a seasonal large herbivore) with combat, movement, sleeping behavior, poop spawing, and seasonally variant loot.
A hostile boss entity with combat, inventory, and sleep cycle behaviors, featuring loot dropping and dynamic animation states based on its sack status.
Generates prefabs for lantern posts, their light chains, deployment kits, and placement helpers, handling lighting, partnerships, and seasonal loot logic.
Manages the lifecycle of a Lavae egg, including temperature responsiveness, hatching behavior, and loot generation upon failure or successful hatching.
A small, glowing amphibious creature that emits light and drops loot upon death.
A planted living tree seed that grows over two stages into a harvestable sapling, which then transforms into a livingtree_halloween upon growth completion.
Handles the generation, modification, and spawning of loot items dropped by an entity upon destruction or deconstruction.
Handles the creation and behavior of lunarrift crystals, including spawn-in logic, mining interactions, recoil mechanics, and loot distribution.
Manages the growth, mining, and loot generation of marble shrubs, which are mutable ground structures that progress through growth stages and yield marble resources when mined.
Creates and configures prefabs for marble trees, which are mineable structures that drop marble loot upon destruction.
Represents a broken boat mast that can be repaired or burned, dropping loot and triggering visual/sound effects when interacted with.
Manages message bottle treasure hunts and hermit crab interactions in DST's ocean world.
Provides utility functions to generate and manage treasure items in message bottle containers based on weighted templates and loot presets.
A burrowing molebat habitat that drops random loot when dug up and awakens nearby sleeping bats.
A structure that spawns moles underground and drops loot when dug up.
Manages the behavior, state, and lifecycle of the monkey entity, including transformations between normal and nightmare states based on world conditions and external triggers.
Manages spontaneous and event-triggered loot spewing from a monkey island portal, including trading logic, looting behavior, and event sequencing.
A destructible environmental prop from the Monkey Island scenario that yields randomized salvage loot when hammered and spawns particle effects upon destruction.
A visual particle effect prefab that spawns random ground-loot animations (e.g., grass, shell) during portal events in Monkey Island scenarios.
A flying lunar-aligned insect that spawns moon saplings when deployed and provides wings as loot.
Prefab for a small, reusable crafting material that can be consumed for minimal nutrition, used in repairs, and dropped as loot.
Provides the core prefabs and logic for Moonstorm-related static electricity entities including stationary containers, roaming sparks, catchers, and upgrade components.
A buried grave structure that produces loot upon excavation, periodically spawns ghosts during full moons, and supports special Halloween event behaviors.
Manages lifecycle, growth, seasonal changes, acid rain effects, and loot generation for mushtree entities in the Cave biome.
Manages acid rain interaction, burning behavior, and webbing-specific loot for the webbed mushtree structure.
Represents a floating object in the ocean that can be caught with fishing rods and later fished up for loot or salvaged with a winch.
Manages casting data and lure configuration for ocean fishing mechanics.
Manages the lifecycle, growth, and interaction logic for ocean trees, including chopping, burning, converting to stumps, and transforming into ocean pillars when enriched.
A large, water-based environmental structure that provides canopy shade, drops loot when chopped or hit, and interacts with boat collisions and lightning strikes.
Controls the big ocean whirlpool portal that transports entities to the Caves, manages visual layers, sound, wave blocking, and looting behavior.
A hostile ocean-dwelling monster that steals items, shares combat targets with nearby allies, and drops loot upon death.
Assigns loot items to a chest entity when it is created, selecting from a fixed base set and one of two randomized chance-based sets.
Defines the loot pool and chest initialization logic for medium-difficulty winter-start scenarios by selecting a randomized chance-based loot set.
A structure that accepts berrybushes to become functional and later spawns Perd creatures during daytime.
Manages the harvestable lifecycle of entities that regrow over time, including regen timers, fertility states, and loot dropping behavior.
Manages the spawning, behavior, and persistence of pirate raids and associated assets (boats, captains, crew, loot stash) in the game world.
Provides shared logic and factory functions for sapling prefabs that grow into trees after a timed period, with support for digging to harvest early.
Generates fish and eel prefabs with lifecycle, cooking, and weight traits for in-game consumption and trade.
Manages the lifecycle, lighting, and day/night transitions for the pumpkin lantern item, including fading animations, perishability, and loot drops.
Prefab factory function for creating quagmire-specific keys used to lock and unlock Klaus Sacks.
Generates prefabs for Quagmire seed packets, including a base packet, a mixed variant, and individual seed-type packets.
Manages the lifecycle, transformations, loot, and interactions of rabbit entities, including seasonal morphing and nightmare-state conversion into beardlings.
Manages a dynamic burrow that spawns rabbits based on season, weather, and player interactions, with support for spring-specific flooded behavior and Rabbit King lucky rabbit spawns.
Manages the lifecycle and interactivity of rock avocado plant variants, including harvesting, cooking, planting, and growth.
Defines prefabs for various rock types in the game, each with unique mining behavior, loot tables, and visual appearances.
A destructible cave environment object that yields loot when mined, with animations and behavior varying by remaining durability.
A non-hostile ambient shadow creature that respawns in the Ruins and spawns different loot based on shadow rift presence.
A utility prefab factory that generates destroyable, non-functional relic items (e.g., plates, bowls, chairs) for Ruins levels, enabling loot dropping, furniture interaction, and Shadeling spawning on chairs.
A storage container that preserves perishable items at a fixed rate and can be destroyed via hammering to release its contents.
A durable structure that provides salt-based sustenance for creatures and players over time, supporting improved construction and repair mechanics.
Creates and configures the science and alchemy prototype machines, including their prototyping trees, animations, interactions, and seasonal gift mechanics.
A breakable environmental prop that yields boneshards, ash, and collapse FX when hammered by players.
A crafting and sculpting station that accepts raw sculpting materials or sketches, allows item prototyping, and supports tool-based interaction such as hammering.
A structure component that functions as a prototype device for crafting shadow-based recipes, supporting activation, work interactions via hammering, and loot dropping upon destruction.
Handles the behavior and impact effects of a shadow meteor falling from the sky, including visual warnings, terrain damage, entity destruction, and loot spawning.
Represents a buried player remains that decays over time, drops loot when hammered, and preserves player identity data for resurrection or inspection.
Manages periodic or burst shedding of items from an entity at a specified height.
A breakable environmental object that drops singing shells when mined and can be equipped as body armor.
A musical harvesting component that cycles through musical notes, tending nearby plants when activated, and dropping loot upon being hammered.
Manages the creation, behavior, and decay of skeleton entities, distinguishing between generic environmental skeletons and player skeletons with avatar data and save/load persistence.
Defines a static map layout containing decorative skeleton and clothing loot items for use in DST world generation.
A static map layout defining spawn locations and placement of loot items and a skeleton hunter NPC in the game world.
A static layout configuration for the Skeleton Night Hunter event, defining the placement of loot items and character references in a 12x12 tile area.
A static map layout defining the placement of loot and environmental objects in the Skeleton Rain Coat area of the Caves.
Defines a static pregenerated dungeon layout containing loot and skeletal remains for the winter season in DST's world generation system.
A Tiled map layout definition for a winter-themed skeleton structure containing lootable items.
Defines reusable prefabs for ruins-related smashable objects (e.g., relics, rubble, chairs) with repair, health, loot, and shadeling-spawning behavior.
A spawner entity that periodically generates spider minions and releases them when mined; it transforms into a mineable rock when fully depleted.
Provides shared initialization logic for spoiled food items used as fertilizer and ocean fishing lures, with weather-sensitive perish behavior and work-based looting for fish variants.
A breakable decorative statue prefab that yields marbles and chess piece sketches upon mining, with type-specific behavior and save/load state management.
A decorative and functional statue that spawns Glommer-related entities during full moons and responds to player interactions such as mining and flower picking.
A breakable decorative statue that drops marble loot when mined and supports dynamic animation states and Charlie-induced modifications.
Spawns decorative hedgehounds from a harp-shaped statue and manages timed_respawn of hounds after destruction.
A destructible decorative statue of Maxwell that yields chess pieces and marbles when mined, with special Charlie-related behavior under certain conditions.
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 configures the Pig Head and Merm Head prefabs, which are destructible structures that produce specific loot, respond to fire, wake up on full moons, and can be haunted.
Defines loot configuration and initialization logic for ocean monument sunken chests in DST.
Populates a fishing tackle container with randomized fishing bobbers and lures upon creation.
A crafting station prefab that enables players to learn and prototype fishing-related blueprints; it supports state persistence, burning, haunting, and loot generation.
Manages trap logic including setting, baiting, springing, harvesting, and loot generation for traps in the game.
Provides configuration data for loot tables and biome-specific drop mechanics for tree rock entities in DST.
A weighable fish stand that holds and displays caught trophy fish, supports building/removal via actions, and handles item persistence across reloads and burn states.
A mobile environmental item that rolls in the wind and drops random loot when picked up or destroyed.
A collectible decorative item that can be placed on furniture, decorated with flowers, and repaired; it provides ambient light and sanity benefits when freshly decorated.
Provides shared utilities and lifecycle configuration for WAG drones, including support for friendly, loot, and hackable states.
Handles the creation, rendering, and destruction logic for the Wagstaff machinery structure, including dynamic debris animation, loot generation, and event signaling.
Creates a floating platform prefab attached to boats that can be haunted by Wickerbeast attacks.
Manages growth stages, decoration, lighting, and gift-giving behavior for seasonal winter trees during the Winters Feast event.
Controls meteor loot generation logic, including conditional replacement of moon rocks with moon rock shells based on accumulated odds.
Manages the lifecycle, state transitions, and chunked composition of the Worm Boss enemy including spawn, combat, death, chunk persistence, and loot generation.
Manages the Wortox character's soul storage jar, handling soul containment, leakage, usage display via finiteuses, and interactions like opening, closing, and hammering.
Creates consumable blueprint prefabs that, when used, spawn and fling a specific cosmetic Beefalo doll variant.
Manages the behavior and state of the yotb_post structure, including hammering, hitching, marking, burning, and ribbon animation effects.
Manages the stage booth structure, handling placement, interaction (hammering, hitting), voice playback, and cleanup with event notifications and loot drops.
A structure that initiates and manages carrat racing events; it spawns racers, triggers race start/end logic, and handles destruction with burn and hammer interactions.
Manages prize distribution for carrat races, tracking race data and awarding loot based on race completion.
Manages the lifecycle, offering acceptance, and heckler behavior of the Yoth Knightshrine structure in Don't Starve Together.
A boss-adjacent structure that accepts monster meat offerings, unlocks crafting capabilities when offered, and can be hammered down for rewards.