Boatcrew
Manages the crew roster, AI behavior state, and loot tracking for a boat entity in pirate encounters.
Manages the crew roster, AI behavior state, and loot tracking for a boat entity in pirate encounters.
Manages brushable interactions for an entity, calculating prizes awarded based on time elapsed since last brushing and handling brush events.
Stores and persists loot information associated with an entity's death, such as item prefabs and an optional level value.
Manages a fish school entity that spawns fish when caught by a fishing net and replenishes its fish over time.
Generates and manages loot tables for Klaus boss encounters, including seasonal (Winters' Feast) and standard loot pools.
Handles the generation, modification, and spawning of loot items dropped by an entity upon destruction or deconstruction.
Manages message bottle treasure hunts and hermit crab interactions in DST's ocean world.
Manages casting data and lure configuration for ocean fishing mechanics.
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.
Manages periodic or burst shedding of items from an entity at a specified height.
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.
Manages trap logic including setting, baiting, springing, harvesting, and loot generation for traps in the game.
Controls meteor loot generation logic, including conditional replacement of moon rocks with moon rock shells based on accumulated odds.
Manages prize distribution for carrat races, tracking race data and awarding loot based on race completion.