Anchor
Manages the raising and lowering state of an anchor attached to a boat, handling drag physics, animation timing, and multiplayer coordination via sailor tasks.
Manages the raising and lowering state of an anchor attached to a boat, handling drag physics, animation timing, and multiplayer coordination via sailor tasks.
Renders a UI popup screen displaying the list of banned players in the current server session.
Manages the UI dialog for configuring settings for cloud server creation, including server name, description, password, privacy type, game mode, max players, and clan-specific options.
Manages group coordination, buff application, and announcement logic for winter feast events when multiple players and tables interact.
Manages the UI panel for viewing friends, joining parties, and chatting in multiplayer sessions.
Manages the lobby UI flow during online multiplayer game setup, including character selection, skin loadouts, wait states, and post-match XP/leaderboard panels.
Manages the main game menu UI, including authentication flow, version checking, and starting local or multiplayer sessions.
Manages the main menu screen for Don't Starve Together, including UI layout, button handling, authentication flow, and multiplayer session initialization.
This component defines comprehensive RPC handler tables for server, client, and shard contexts, including input validation helpers, queue processing logic, and utilities for managing mod-specific RPC registration and transmission states.
Manages fishing lure behavior and fish attraction mechanics in the ocean, including charm calculation, interest tracking, and reel-based modifiers.
Manages persistent tracking of player interactions, including playtime and last seen dates, across multiplayer sessions.
Defines prepared food recipes and their nutritional, status-effect, and inventory behavior in DST.
Manages the UI and logic for automatically searching and joining an appropriate multiplayer server based on user-defined preferences and filtering criteria.
Manages automated server search and connection logic for quick join functionality in the multiplayer UI.
Manages a secondary UI display panel for player upgrades and inventory, aligned for split-screen multiplayer use.
Manages player state transitions for hosted multiplayer sessions, including movement, combat, teleportation, death, and mount-specific behaviors.
Spawns shadow hands for players during nighttime when they meet specific conditions, including sanity thresholds, proximity to fire or repairable boats, and vault room restrictions.
Tracks and synchronizes the presence of merm king artifacts (king, trident, crown, pauldron) across shards in multiplayer.
Tracks and synchronizes the total number of players and ghosts across the local shard and secondary shards in a dedicated server environment.
Manages cross-shard network communication, including world connectivity, portal linking, and event synchronization between shards in Don't Starve Together.
Manages sleep state and associated gameplay effects for entities interacting with a sleeping bag (e.g., healing, hunger loss, sanity restoration).
A temporary visual FX entity that emits a pulsating light in multiplayer, synchronized across clients with server-authoritative timing and automatic cleanup after fading out.
Creates networked spawnpoint entities used in multiplayer world generation, distinguishing between master and non-master spawnpoint instances.
Manages and displays health status bars for teammates (other players and their pets) in the UI during multiplayer sessions.
Manages the vote UI dialog for player-initiated votes in multiplayer matches, handling visual rendering, animation, and integration with the player voter component and controller screen.
Provides utility functions for implementing and resolving player voting systems, including vote result calculation and vote-start validation.
Manages the state and consumption logic for the Winters Eve Feast Table, tracking which entities are feasting and handling food usage.
Manages the lobby state and countdown sequence before players spawn into a world, including tracking player readiness and handling analytics during match startup.
Tracks player activity, equipment usage, crafting, and session metrics for analytics reporting in multiplayer games.