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177 docs tagged with "loot"

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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.

Alterguardian Phase3Dead

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.

Ancienttrees

Manages the lifecycle, growth, and interaction of ancient trees and their saplings, including seed deployment, growth staging, fruit production, and stump conversion upon harvesting.

Antliontrinket

A small collectible item used as bait for moles and for sale to the Antlion, with stacking and tradable properties.

Archive Cookpot

Configures the loot table for the archive cookpot chest by defining and adding default items upon chest creation.

Armor Lavaarena

Defines and registers multiple armor prefabs for the Lava Arena event with specific builds, tags, and footstep sounds.

Atrium Statue

A boss-related interactive statue that dynamically changes appearance based on nightmare phase and drops Thulecite materials when destroyed.

Balloons Empty

A decayable container prefab that spawns mosquito sacks upon decay and water balloons when placed in inventories, with haunt mechanics that may spawn balloons.

Birdtrap

A portable trap prefab that captures birds when baited and sprung, supporting multiple bird species with symbol swaps and finite uses.

Boatcrew

Manages the crew roster, AI behavior state, and loot tracking for a boat entity in pirate encounters.

Brokenwalls

Generates prefabs for broken walls of various materials (stone, wood, hay, moonrock, etc.) with workable states, loot drops, and visualfx.

Brushable

Manages brushable interactions for an entity, calculating prizes awarded based on time elapsed since last brushing and handling brush events.

Bundle

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.

Canary Poisoned

Represents a poisoned canary entity that cannot be picked up while alive or dead, spoils over time, and drops spoiled food upon death.

Carnival Decor

Creates interactive carnival-themed decor prefabs with workable, loot-dropping, and physics properties.

Carnivaldecor Figure

Creates a carnival-themed decorative statue that can be deployed in the world and yields loot when hammered.

Cave Hole

Manages a damage-dealing cave entrance that periodically strikes nearby players and respawns loot over time.

Cavein Boulder

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.

Chessjunk

A destructible and repairable chess-themed debris entity that spawns chess piece minions upon destruction or repair, with loot drops and RuinsRespawner integration.

Chest Abandonedboat

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.

Chest Cave

Provides initial inventory items for cave-entry chests in DST's cave biome.

Chest Cavefood

Populates a chest with randomized cave-appropriate food items, each with a random initial perishability percentage.

Chest Cavesupplies

Supplies chest handler for cave scenarios, populating a chest with randomized cave-appropriate items and applying condition or uses initialization to specific equipment.

Chest Explosion

Sets up a chest prefab to explode upon interaction, dropping a predefined set of loot items and registering a trap trigger function.

Chest Food

Provides initial food items for a food chest in the Forest World scenario.

Chest Insanity

Handles the logic for spawning sanity-based trap rocks when an "insanity chest" is opened, using the chest trap framework.

Chest Labyrinth

Defines lifecycle callbacks for labyrinth-themed chests that generate randomized loot and associate random trap behaviors upon opening.

Chest Labyrinth Mimic

Configures random item rewards for labyrinth chests and conditionally adds a chance for mimic entities to appear on items.

Chest Minotaur

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.

Chest Openfunctions

Provides callback functions that apply random player-affecting effects when a chest is opened in a scenario.

Chest Presummer

Configures predefined loot items for a summer-themed chest during the Presummer event.

Chest Random Good

Generates a randomized selection of high-value loot items for a chest, applying special initialization to certain items with finite uses or fuel.

Chest Summer

Provides loot rewards and triggers seasonal changes when a summer-themed chest is opened in the game.

Chest Terrarium

Generates loot for a terrarium chest and initializes its trap system during chest creation and loading.

Chest Winter

Defines the behavior and loot distribution for a winter-themed chest that triggers seasonal changes when opened.

Chestfunctions

Provides utility functions for spawning loot in containers and managing chest trap behaviors with randomization and event handling.

Chestloot Checkmate Refined

Defines a loot table and initializer function for spawning randomized chest contents in specific scenarios, utilizing shared chest utilities.

Coldfirepit

Manages the cold fire pit structure, a weather-resistant campfire that consumes fuel at a variable rate depending on precipitation.

Container Giveloot

Provides a predefined set of loot items to a chest entity upon its creation in a scenario.

Cookpot

Manages cooking state, interactions, and loot generation for the Crock Pot structure in DST.

Corpses

Manages the lifecycle, mutation, looting, and decay of creature corpses, including handling lunar rift mutations and gestalt possession.

Cotl Tabernacle

Manages the lifecycle, fueling, burning, and upgrade progression of the Cotl Tabernacle campfire entity across three tiers.

Cotl Trinket

A small, non-functional trinket item used as bait for moles and tradable for in-game currency or tribute.

Crabking Mob

Creates the Crab King's mob units with distinct variants (regular and knight), handling combat, movement, AI brain, and loot drop configuration.

Daywalker2 Items

Creates FX prefabs that simulate breaking and releasing loot for the Daywalker2 boss fight, including physics motion and conditional armor modification.

Dead Sea Bones

A destructible environment object that yields bone shards and triggers visual collapse effects when hammered.

Deathloothandler

Stores and persists loot information associated with an entity's death, such as item prefabs and an optional level value.

Dock Woodposts

Implements dock woodpost structures and their deployable item form, handling placement, animation, loot drops on destruction, and network synchronization.

Dragonfly Chest

A deployable storage chest that can be upgraded to provide infinite stack size and special loot behavior upon destruction or upgrade.

Dragonfurnace

Manages the furnace's cooking, incineration, and hammering mechanics, including state transitions, sound handling, and loot generation.

Driftwood Trees

Defines prefabs for driftwood trees and implements their chopping, burning, stump conversion, and persistence behavior.

Evergreens

Manages evergreen tree prefabs with multi-stage growth, loot dropping, burning, hauntable behavior, and regeneration mechanics.

Farm Plants

Manages farm plant lifecycle, stress tracking, growth stages, and loot generation for agricultural gameplay.

Farm Soil Debris

A temporary debris object that appears when farm soil is worked, dropping randomized loot upon destruction.

Fishschool

Manages a fish school entity that spawns fish when caught by a fishing net and replenishes its fish over time.

Flower Evil

A harvestable, sanity-affecting decorative flower that drops petals upon picking and can ignite wildfires.

Fossil Mound

Serves as an interactive structure that spawns a Stalker when fully repaired and traded with a Shadow Heart under specific conditions.

Furniture Tables

Defines shared logic and prefab templates for wooden and stone tables, including decor handling, burning behavior, and hammer interaction.

Gargoyles

Creates petrifiable and reanimatable monster statues that crumble when mined and spawn moon variants upon reanimation.

Gelblob

Manages the gelblob enemy's lifecycle, including size progression, player suspension/eating mechanics, loot dropping, and chunk-based reabsorption.

Gestalt Guard Evolved

Manages the behavior, combat, and lifecycle of the evolved Gestalt Guardian boss enemy, including ranged attacks, teleportation, sanity-based transparency, and loot generation.

Gingerbreadhouse

A festive structure that can be hammered to harvest loot, extinguish burning, and potentially spawn special seasonal items like gingerdead pigs.

Grotto Waterfall Small

Represents a mineable moonglass rock in grotto environments that regrows during cave full moons and drops moonglass upon breaking.

Homesign

Creates a durable, hammerable signpost that can be written on and interacts with fire and loot-dropping mechanics.

Hotspring

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.

Houndbone

A breakable bone object that drops loot and collapses when hammered.

Icebox

A storage container with refrigeration properties that accepts loot on hammering and drops its contents when destroyed.

Inspectaclesbox

A loot-container entity that displays holographic projections and dispenses items based on the viewing player's recipe knowledge and repair status.

ItemBoxOpenerPopup

Renders and manages the interactive mystery box opening animation and item reveal flow, including animations, sound playback, and player input handling.

Junk Pile

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.

Junk Pile Big

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.

Junk pile common

Provides shared loot generation and dependency tracking logic for junk pile entities in DST.

Kitcoondecor

Creates festive decoration prefabs for DST that function as cat toys, activatable structures, and hammerable objects, with burn and loot-drop behavior.

Klaus Sack

A interactible container prefab that triggers Klaus's summoning when unlocked with the correct key, and drops loot bundles upon opening.

Klaussackloot

Generates and manages loot tables for Klaus boss encounters, including seasonal (Winters' Feast) and standard loot pools.

Koalefant

Creates the Koalefant entity (a seasonal large herbivore) with combat, movement, sleeping behavior, poop spawing, and seasonally variant loot.

Krampus

A hostile boss entity with combat, inventory, and sleep cycle behaviors, featuring loot dropping and dynamic animation states based on its sack status.

Lantern Posts

Generates prefabs for lantern posts, their light chains, deployment kits, and placement helpers, handling lighting, partnerships, and seasonal loot logic.

Lavae Egg

Manages the lifecycle of a Lavae egg, including temperature responsiveness, hatching behavior, and loot generation upon failure or successful hatching.

Lightcrab

A small, glowing amphibious creature that emits light and drops loot upon death.

Livingtree root planted

A planted living tree seed that grows over two stages into a harvestable sapling, which then transforms into a livingtree_halloween upon growth completion.

Lootdropper

Handles the generation, modification, and spawning of loot items dropped by an entity upon destruction or deconstruction.

Lunarrift Crystals

Handles the creation and behavior of lunarrift crystals, including spawn-in logic, mining interactions, recoil mechanics, and loot distribution.

Marbleshrub

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.

Marbletree

Creates and configures prefabs for marble trees, which are mineable structures that drop marble loot upon destruction.

Mast Broken

Represents a broken boat mast that can be repaired or burned, dropping loot and triggering visual/sound effects when interacted with.

Messagebottlemanager

Manages message bottle treasure hunts and hermit crab interactions in DST's ocean world.

Messagebottletreasures

Provides utility functions to generate and manage treasure items in message bottle containers based on weighted templates and loot presets.

Molebathill

A burrowing molebat habitat that drops random loot when dug up and awakens nearby sleeping bats.

Molehill

A structure that spawns moles underground and drops loot when dug up.

Monkey

Manages the behavior, state, and lifecycle of the monkey entity, including transformations between normal and nightmare states based on world conditions and external triggers.

Monkeyisland Portal

Manages spontaneous and event-triggered loot spewing from a monkey island portal, including trading logic, looting behavior, and event sequencing.

Monkeyisland Portal Debris

A destructible environmental prop from the Monkey Island scenario that yields randomized salvage loot when hammered and spawns particle effects upon destruction.

Monkeyisland Portal Fxloot

A visual particle effect prefab that spawns random ground-loot animations (e.g., grass, shell) during portal events in Monkey Island scenarios.

Moonbutterfly

A flying lunar-aligned insect that spawns moon saplings when deployed and provides wings as loot.

Moonrocknugget

Prefab for a small, reusable crafting material that can be consumed for minimal nutrition, used in repairs, and dropped as loot.

Moonstorm Static

Provides the core prefabs and logic for Moonstorm-related static electricity entities including stationary containers, roaming sparks, catchers, and upgrade components.

Mound

A buried grave structure that produces loot upon excavation, periodically spawns ghosts during full moons, and supports special Halloween event behaviors.

Mushtree

Manages lifecycle, growth, seasonal changes, acid rain effects, and loot generation for mushtree entities in the Cave biome.

Mushtree Webbed

Manages acid rain interaction, burning behavior, and webbing-specific loot for the webbed mushtree structure.

Oceanfishableflotsam

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.

Oceanfishingtackle

Manages casting data and lure configuration for ocean fishing mechanics.

Oceantree

Manages the lifecycle, growth, and interaction logic for ocean trees, including chopping, burning, converting to stumps, and transforming into ocean pillars when enriched.

Oceantree Pillar

A large, water-based environmental structure that provides canopy shade, drops loot when chopped or hit, and interacts with boat collisions and lightning strikes.

Oceanwhirlbigportal

Controls the big ocean whirlpool portal that transports entities to the Caves, manages visual layers, sound, wave blocking, and looting behavior.

Otter

A hostile ocean-dwelling monster that steals items, shares combat targets with nearby allies, and drops loot upon death.

Packloot Nightmare

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.

Packloot Winter Start Medium

Defines the loot pool and chest initialization logic for medium-difficulty winter-start scenarios by selecting a randomized chance-based loot set.

Perdshrine

A structure that accepts berrybushes to become functional and later spawns Perd creatures during daytime.

Pickable

Manages the harvestable lifecycle of entities that regrow over time, including regen timers, fertility states, and loot dropping behavior.

Piratespawner

Manages the spawning, behavior, and persistence of pirate raids and associated assets (boats, captains, crew, loot stash) in the game world.

Planted Tree

Provides shared logic and factory functions for sapling prefabs that grow into trees after a timed period, with support for digging to harvest early.

Pondfish

Generates fish and eel prefabs with lifecycle, cooking, and weight traits for in-game consumption and trade.

Pumpkin Lantern

Manages the lifecycle, lighting, and day/night transitions for the pumpkin lantern item, including fading animations, perishability, and loot drops.

Quagmire Key

Prefab factory function for creating quagmire-specific keys used to lock and unlock Klaus Sacks.

Quagmire Seedpackets

Generates prefabs for Quagmire seed packets, including a base packet, a mixed variant, and individual seed-type packets.

Rabbit

Manages the lifecycle, transformations, loot, and interactions of rabbit entities, including seasonal morphing and nightmare-state conversion into beardlings.

Rabbithole

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.

Rock Avocado Fruit

Manages the lifecycle and interactivity of rock avocado plant variants, including harvesting, cooking, planting, and growth.

Rocks

Defines prefabs for various rock types in the game, each with unique mining behavior, loot tables, and visual appearances.

Rubble

A destructible cave environment object that yields loot when mined, with animations and behavior varying by remaining durability.

Ruins Shadeling

A non-hostile ambient shadow creature that respawns in the Ruins and spawns different loot based on shadow rift presence.

Ruinsrelic

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.

Saltbox

A storage container that preserves perishable items at a fixed rate and can be destroyed via hammering to release its contents.

Saltlick

A durable structure that provides salt-based sustenance for creatures and players over time, supporting improved construction and repair mechanics.

Scienceprototyper

Creates and configures the science and alchemy prototype machines, including their prototyping trees, animations, interactions, and seasonal gift mechanics.

Scorched Skeleton

A breakable environmental prop that yields boneshards, ash, and collapse FX when hammered by players.

Sculptingtable

A crafting and sculpting station that accepts raw sculpting materials or sketches, allows item prototyping, and supports tool-based interaction such as hammering.

Shadow Forge

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.

Shadowmeteor

Handles the behavior and impact effects of a shadow meteor falling from the sky, including visual warnings, terrain damage, entity destruction, and loot spawning.

Shallow Grave

Represents a buried player remains that decays over time, drops loot when hammered, and preserves player identity data for resurrection or inspection.

Shedder

Manages periodic or burst shedding of items from an entity at a specified height.

Shell Cluster

A breakable environmental object that drops singing shells when mined and can be equipped as body armor.

Singingshell

A musical harvesting component that cycles through musical notes, tending nearby plants when activated, and dropping loot upon being hammered.

Skeleton

Manages the creation, behavior, and decay of skeleton entities, distinguishing between generic environmental skeletons and player skeletons with avatar data and save/load persistence.

Skeleton Dapper

Defines a static map layout containing decorative skeleton and clothing loot items for use in DST world generation.

Skeleton Hunter

A static map layout defining spawn locations and placement of loot items and a skeleton hunter NPC in the game world.

Skeleton Night Hunter

A static layout configuration for the Skeleton Night Hunter event, defining the placement of loot items and character references in a 12x12 tile area.

Skeleton Rain Coat

A static map layout defining the placement of loot and environmental objects in the Skeleton Rain Coat area of the Caves.

Skeleton Winter Easy

Defines a static pregenerated dungeon layout containing loot and skeletal remains for the winter season in DST's world generation system.

Skeleton Winter Medium

A Tiled map layout definition for a winter-themed skeleton structure containing lootable items.

Smashables

Defines reusable prefabs for ruins-related smashable objects (e.g., relics, rubble, chairs) with repair, health, loot, and shadeling-spawning behavior.

Spiderhole

A spawner entity that periodically generates spider minions and releases them when mined; it transforms into a mineable rock when fully depleted.

Spoiledfood

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.

Statue Marble

A breakable decorative statue prefab that yields marbles and chess piece sketches upon mining, with type-specific behavior and save/load state management.

Statueglommer

A decorative and functional statue that spawns Glommer-related entities during full moons and responds to player interactions such as mining and flower picking.

Statueharp

A breakable decorative statue that drops marble loot when mined and supports dynamic animation states and Charlie-induced modifications.

Statueharp Hedgespawner

Spawns decorative hedgehounds from a harp-shaped statue and manages timed_respawn of hounds after destruction.

Statuemaxwell

A destructible decorative statue of Maxwell that yields chess pieces and marbles when mined, with special Charlie-related behavior under certain conditions.

Statueruins

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.

Stickheads

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.

Tacklecontainer Fishing

Populates a fishing tackle container with randomized fishing bobbers and lures upon creation.

Tacklestation

A crafting station prefab that enables players to learn and prototype fishing-related blueprints; it supports state persistence, burning, haunting, and loot generation.

Trap

Manages trap logic including setting, baiting, springing, harvesting, and loot generation for traps in the game.

Tree Rock Data

Provides configuration data for loot tables and biome-specific drop mechanics for tree rock entities in DST.

Trophyscale Fish

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.

Tumbleweed

A mobile environmental item that rolls in the wind and drops random loot when picked up or destroyed.

Vaultrelic

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.

Wagdrone Common

Provides shared utilities and lifecycle configuration for WAG drones, including support for friendly, loot, and hackable states.

Wagstaff Machinery

Handles the creation, rendering, and destruction logic for the Wagstaff machinery structure, including dynamic debris animation, loot generation, and event signaling.

Walkingplank

Creates a floating platform prefab attached to boats that can be haunted by Wickerbeast attacks.

Winter Tree

Manages growth stages, decoration, lighting, and gift-giving behavior for seasonal winter trees during the Winters Feast event.

Worldmeteorshower

Controls meteor loot generation logic, including conditional replacement of moon rocks with moon rock shells based on accumulated odds.

Worm Boss

Manages the lifecycle, state transitions, and chunked composition of the Worm Boss enemy including spawn, combat, death, chunk persistence, and loot generation.

Wortox Souljar

Manages the Wortox character's soul storage jar, handling soul containment, leakage, usage display via finiteuses, and interactions like opening, closing, and hammering.

Yotb Blueprints

Creates consumable blueprint prefabs that, when used, spawn and fling a specific cosmetic Beefalo doll variant.

Yotb Post

Manages the behavior and state of the yotb_post structure, including hammering, hitching, marking, burning, and ribbon animation effects.

Yotb Stage

Manages the stage booth structure, handling placement, interaction (hammering, hitting), voice playback, and cleanup with event notifications and loot drops.

Yotc Carrat Race Start

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.

Yotc Raceprizemanager

Manages prize distribution for carrat races, tracking race data and awarding loot based on race completion.

Yoth Knightshrine

Manages the lifecycle, offering acceptance, and heckler behavior of the Yoth Knightshrine structure in Don't Starve Together.

Yots Snakeshrine

A boss-adjacent structure that accepts monster meat offerings, unlocks crafting capabilities when offered, and can be hammered down for rewards.