Age
Tracks and manages a player entity's elapsed time since spawn, including pause/resume functionality and age-based notifications.
Tracks and manages a player entity's elapsed time since spawn, including pause/resume functionality and age-based notifications.
Manages the state and visual feedback for a charging area-of-effect attack, synchronizing charge progress and owner tracking across networked clients.
A networked classified entity used to track and manage attunement relationships between a proxy source and a player's Attuner component.
Manages attunement relationships between a player and attunable entities.
Manages automatic world saving intervals and shard synchronization states.
Manages network synchronization and client-side animation of a held balloon prop attached to an entity.
Manages the ban list UI tab for managing banned players in the server admin interface, including displaying ban entries, viewing player details, and deleting or clearing bans.
Defines configuration and behavior for Wathgrithr's battlesong buffs and instant-use battle quotes in Don't Starve Together.
Manages the beaver-related "beaverness" hunger subtype for entities, including starvation state, time-based decay, and network synchronization.
A temporary, non-persistent marker entity used to visualize the maximum range of a blink-based ability (e.g., Wigfrid's Battle Truce).
Represents a craftable item that teaches a random or specific recipe to players when used, with support for common and rare variants.
Manages the behavior and state of a mounted cannon used on boats, including aiming, loading, firing, and interaction with operators and reticules.
Manages the state and synchronization of boat cannon aiming for a player entity, handling client-side aiming visuals and server-side cannon assignment.
Manages visual, audio, and state transitions for boat leaks and repairs in DST, including plugged/unplugged states, repair timers, and integration with HullHealth for dynamic leak tracking.
Coordinates beacon behavior for boat magnet pairs, including pairing/unpairing logic, beacon activation state, and platform (boat) tracking.
Manages a crew of entities assigned to a boat, tracking members, handling their life-cycle events, and supporting network serialization.
Stores and synchronizes visual ring configuration data for boat-related effects, including radius, segment count, and rotation state.
Provides a UI screen for players to submit bug reports by entering descriptive text and sending it to the game's bug reporting system.
Synchronizes server-side crafting logic and tech tree state to the client for UI and validation.
Registers default chat and console commands for player and admin interactions.
Provides a non-interactive, non-persistent placeholder entity used during carnival game setup to block placement and mark valid locations.
Implements the shooting minigame station for the Carnival event, managing game state, aiming mechanics, target spawning, and reward distribution for players.
Manages weather simulation including precipitation, moisture, wetness, and associated visual/audio effects in the Cave biome.
Manages channeling state and item usage for entities performing channel-based actions, such as casting spells or using artifacts.
Manages the Charlie cutscene event for the Atrium gate, including camera control, NPC spawning, gate repair logic, and world state synchronization.
Manages client-side chat message storage, filtering, and network synchronization.
Manages locking and unlocking of chess piece sketches and associated trinkets in the Don't Starve Together chess minigame system.
Manages networked connections between entities within a specified range, enabling bidirectional node relationships for circuit-based logic.
Temporarily suppresses pickup sound playback for an entity on the client to avoid duplicate sounds during network synchronization.
Manages additive colour blending stacks for an entity and propagates colour updates to child entities and render systems.
Synchronizes colour addition data from the server to clients and triggers visual updates and callbacks when the colour changes.
Provides a network-replicated interface for combat-related operations, synchronizing combat state (target, panic, range) and attack logic between client and server in Don't Starve Together.
Displays a UI modal during server connection attempts, showing a dynamic 'connecting...' animation and handling user cancellation.
Displays a waiting popup during server connection and handles user cancellation of the join request.
Manages the in-game debug console screen, handling input, command execution (local or remote), and autocomplete features.
Manages per-slot item counts for construction sites, with server-authoritative storage and client-side replication for network synchronization.
Provides a network-replicated interface for client-side access to construction site state, mirroring server-side construction data.
Manages client-side preview state and server-side slot synchronization for containers during interactive inventory operations.
Represents a lightweight, hidden entity that acts as a proxy reference link between a container and its opener, facilitating networked attachment and lifecycle synchronization.
Acts as a proxy layer between a container's master entity and its openers, managing network synchronization and opener lifecycle for multiplayer consistency.
Manages the client-side replica of a container's state and user interaction, synchronizing with the server-hosted container component for UI and network coordination.
Manages recipe and food stat acquisition for the in-game cookbook, handling both local updates and network synchronization between server and clients.
Implements the full gameplay logic, UI, and state management for the Crow Game minigame featured in the Trade Inn screen, including tile matching, power-up usage, animations, and score/reporting flow.
A screen interface for the Crow Kid's Maze minigame that manages gameplay state, grid rendering, movement logic, and reward reporting.
Manages application, removal, and state tracking of curses on an entity, primarily by interacting with cursed items and inventory.
Renders a damage popup number for the local player when damage is applied, synchronized across the network.
Manages the behavior, visual chains, structural degradation, and prisoner interaction logic for a Daywalker Pillar entity in the game world.
Manages the attachment, detachment, extension, and symbol-following behavior of a debuff applied to a target entity.
Hooks into the sound emitter system to capture and log sound events for debugging purposes, including tracking looping and one-shot sounds on entities and UI.
Manages visual fading and removal of an entity when it is marked for despawning.
Manages the visual desync HUD indicator, displaying connection state and network performance warnings to the player.
Spawns a non-persistent visual effects entity (flies swarm) attached to a parent entity, playing a looping animation and sound.
Manages DLC registration, activation, and loading of DLC-specific prefabs and setup functions at runtime.
A deployable item that places a monkey dock tile on ocean shores and coordinates with the dock manager to manage placement validity and safety.
Tracks damage per second (DPS) by monitoring health changes over a sliding time window.
Manages action-specific multipliers using source-modifiable lists to support flexible, multi-source efficiency calculations.
Manages electrical connections between electric fence segments by creating visual beam effects and tracking bidirectional links.
Manages visual and audio effects for electrocution events, including flash/flicker lighting, forked lightning propagation to nearby targets, and synchronization with target entity behavior.
Handles the email subscription sign-up UI flow, including email and birthdate input validation, and server submission via HTTP POST.
Provides a dictionary of allowed emoji items for the local user's chat word prediction system.
Defines a global lookup table of emoji item definitions with metadata for in-game use.
Maps PlayStation Network (PSN) entitlement codes to corresponding item pack asset names for DLC content unlocks.
A lightweight prefab used as a network proxy for replay functionality, containing only essential transform and animation states without persistence.
Extends EntityScript to support networked replication of specific components between server and clients.
The core entity management system for DST that handles entity lifecycle, components, behavior, persistence, network synchronization, and world interaction.
Provides a proxy mechanism for wrapping EntityScript instances to override property access and ensure consistent reference equality for nested components.
Manages network-replicated equipment slot and restriction logic for equippable items in DST's client-server architecture.
Provides utilities for mapping equip slot names to IDs and vice versa during networked gameplay.
Tracks and calculates the time a soil entity spends in wet and dry states for farming-related moisture logic.
Manages the visual, physical, and collision detection system for electric fence beams in DST, handling entity collision effects and network-synced beam parameters.
Manages the user interface for the festival event menu, including quick match, host, and browse server options, with support for Quagmire and Lava Arena events.
Manages the casting of a fishing net by spawning and configuring a visualizer prefab to handle the animation and trajectory.
Manages networked state for a fishing rod entity, tracking hooked and caught fish across the client-server boundary.
Spawns and manages floating debris (flotsam) in ocean environments, including scheduled natural spawns and guaranteed items like message bottles.
Manages networked references to an entity's leader or item owner for follower behavior synchronization between client and server.
Creates and configures the network entity for the Forest world type, initializing world-level systems like weather, moonstorms, and event-specific managers.
Manages the UI panel for viewing friends, joining parties, and chatting in multiplayer sessions.
Manages fuel properties and behavior for entities, including fuel type tagging and fuel consumption events.
Calculates and provides local temperature values near fumaroles based on seasonal cycles, noise, and multipliers, for use by the temperature override system.
Manages the attachment and detachment of decorative items to furniture entities in the game.
Manages the visual attachment effect and debuff application when a gel blob connects to a player or creature.
Manages the spawning and lifecycle of gel blobs in response to active rifts, player proximity, and spawner cooldowns in DST.
Manages a persistent key-value store synchronized with TheInventory system for client-server data sharing.
Manages a spectral companion (ghost) tied to a player, handling summoning, recall, bonding progression, and state synchronization.
Handles the application of ghostly elixir effects to a target entity, consuming the item upon successful application.
Applies a networked night vision effect to players by manipulating lighting and colour correction, while managing buff lifetime and persistence.
Manages networked map icons used to track entities on the global minimap, supporting fog-of-war visibility states and optional name labels.
Sets global configuration variables for the Pax server environment, including disabling mod warnings and configuring server termination logic.
Manages Grotto War dynamic spawners and population logic, spawning nightmares and brightmares near players based on area and population limits.
Defines static configuration tables for haptic and audio feedback effects used by the game's input and visual systems.
Manages entity health state, including damage, healing, regeneration, penalties, and fire damage handling.
Manages network-synchronized health state for player entities, mirroring properties from the master-side Health component for client-side UI and logic.
Synchronizes health status and percentage between server and client, tracking health regen/degen sources for UI indicators.
Manages teleportation and rotation-aware positioning of Hermitcrab-related entities (pearls and structures) relative to Monkey Island during world loading and relocation.
Factory prefab generator for hermit crab tea items and their associated debuff effects, supporting reusable consumption, stat restoration, and temporary buffs.
Manages hitching state and tag synchronization for entities that can be hitched to or from other entities.
Manages the UI popup shown while requesting and connecting to a cloud server for a festival event.
Manages a collection of HUD-indicatable items on the client side for display purposes.
Manages hull integrity and leak damage for boats, handling collision impacts, degradation over time, and dynamic leak indicators.
Provides network-replicated access to hunger state (current, max, and starvation status) for entities on client or non-master simulation instances.
Renders a visual hunger status indicator with directional animation (increasing, decreasing, or neutral) based on the owner's hunger state.
Renders and manages a family of interactive puzzle minigames (Wires, Gears, Tape) in the Inspectacles interface, handling grid layout, button interactions, rotation/toggling mechanics, and state synchronization with the game logic.
Manages client-side preview and server-side synchronization of inventory and equipment state for networked entities, enabling responsive UI updates during item interactions.
Synchronizes inventory state and actions between the server and client by acting as a network-replicated proxy for the real inventory component.
Manages networked classification and serialization of inventory item properties such as spoilage, charge state, and deployment metadata in a dedicated Classified entity.
Manages network-replicated properties and synchronization of inventory items between server and client, including pickup restrictions, deploy modes, weapon stats, and usage state serialization.
Displays a waiting dialog while the game contacts the item server during startup.
Provides JSON encoding and decoding functionality for serializing and deserializing Lua data structures to and from JSON strings.
Manages the state and lifecycle of a Klaus sack key item, including tag management and delayed restoration logic for true keys.
Manages loading and caching of encrypted asset and string files (klumps) for the Quagmire event.
Initializes and configures the game's localization system by selecting the appropriate language locale and loading translation files.
Generates prefabs for lantern posts, their light chains, deployment kits, and placement helpers, handling lighting, partnerships, and seasonal loot logic.
Manages the UI popup displayed while the dedicated server is starting or generating a world, providing visual feedback and cancellation support.
Manages the UI state and logic while waiting for a dedicated server to start, transition through world generation, and respond to success or failure outcomes.
Manages community-driven progression and quest data synchronization for the Lava Arena event, handling local and networked state.
Creates visual and audio effects for lava arena creature spawning, including teleport smoke and spark particles, with instance-limited audio volume scaling and server/client separation.
Provides client-side visual decoration for the Lava Arena spectator stands, including banners, fences, and audience members.
Provides the master network entity for the Lava Arena event, managing event state, music, and world-level lifecycle during arena gameplay.
Prefab factory for the Lava Arena rhinodrill mob, managing visual state, buff levels, and camera focus tracking via networked properties and world components.
Manages the state and progression of the Lava Arena event, including round tracking, victory condition reporting, and player quest data for network synchronization.
Provides a reusable factory function to create fire-based lighting prefabs with networked light range control and sound emission.
Spawns a temporary visual and audio effect for lightning strikes, including screen flash and camera shake for nearby players.
Manages shackle relationships between a lantern post and connected light sources in Don't Starve Together.
Manages networked ownership and equipping restrictions for items that can be linked to a specific player.
Manages persistent associations between player entities and linked items, ensuring items track their creator/owner and respond appropriately when players join or leave the world.
Manages the in-game lobby UI, including character selection, loadout dressing, player list, and chat, for both server and client participants.
Manages the lobby UI flow during online multiplayer game setup, including character selection, skin loadouts, wait states, and post-match XP/leaderboard panels.
Provides locale and language management functionality for localization, including language selection, string file loading, and text scaling.
Manages networked string and sound data for Lucy's classified speech, syncing dialog triggers and talk sounds across clients.
Reveals map areas to players in a轮播 manner across multiple ticks, typically used by map-related entities like the Map Room or Map Table.
Manages message bottle treasure hunts and hermit crab interactions in DST's ocean world.
Renders and animates the migration portal object, coordinating its visual state with the world migration system.
A classified entity component that tracks and manages mind control progression and duration for a target entity, primarily used by the Stalker's mind control mechanic.
Tracks and manages an entity’s participation in a minigame, including automatic cleanup, follower disengagement, and timeout handling.
Spawns and manages groups of minion entities around a central spawner entity, tracking their positions, lifecycle, and synchronization across network sessions.
Manages mod loading, state, dependencies, configuration, and compatibility for Don't Starve Together.
Provides utility functions and API hooks for mod configuration, world generation, and runtime initialization in Don't Starve Together.
Tracks and synchronizes whether an entity is wet across the network in Don't Starve Together.
Manages the lifecycle, linking behavior, and crafting progression of celestial altars in the DST Moon Biome.
A collectible map icon prefab that spawns a global map marker when placed on the ground and hides it when held in inventory.
Creates and configures moonglass and charged moonglass prefabs with edible, stackable, and perishable properties.
Displays player death records (obituaries) and tracked online player encounters in a scrollable UI tabbed screen.
Manages downloading, caching, and displaying MOTD (Message of the Day) data—including patch notes, skins, news, and Twitch content—for the DST client.
Manages the multiplayer main menu UI, including server browsing, character puppets, and navigation to sub-screens like options and skins.
Renders the UI screen for viewing and opening mystery boxes, handling selection, display, and server-side box opening logic.
Assigns and manages a custom display name for an entity, including support for formatting, author tracking, and network replication.
Manages network-replicated name and author information for entities in DST's multiplayer system.
Provides network variable types and helper utilities for syncing data between server and clients in multiplayer sessions.
Manages world map graph structure including nodes, edges, and child subgraphs for procedural level generation and rendering in Don't Starve Together.
Manages network communication, player synchronization, server operations, and system messaging for Don't Starve Together.
Displays a modal UI screen for handling network login progress and user cancellation during the login flow.
Displays a waiting dialog during network login and inventory synchronization, handling login/cancellation callbacks and updating UI text based on progress state.
Manages registration, tracking, and filtering of night light entities within the world for master simulation.
A spawner-like entity that triggers the growth of a nightmare growth prefab, which emits strong negative sanity aura and can destroy nearby structures.
Creates networked visual FX prefabs for nightmare-themed environmental lights and fissures.
Manages client-side visual overlay for nutrient and moisture levels on farm soil, syncing with server-side nutrient data.
Manages the ocean fishing rod's casting, targeting, tension tracking, and fish capture logic, acting as the central controller for ocean fishing interactions.
Manages networked state for the ocean fishing rod, including hook target, line tension level, and maximum cast distance.
Manages the catching, storage, and release of ocean fish in a trawler net, including timing-based collection while sleeping, overflow handling, and animation synchronization.
Displays the current online status and family-sharing indication on the main screen UI.
Manages the in-game pause menu interface, including server pausing, options access, scrapbook navigation, and disconnect handling.
Provides utilities for profiling and monitoring game performance, including entity counting, server/client stats, and world metadata collection.
Manages network-synchronized hunger state and metadata for pet entities, acting as a classified (dedicated) component that bridges server-side hunger logic and client-side UI updates for pet owners.
Manages network-synchronized pet health visualization and status indicators for companion entities.
Manages externally applied velocity contributions to an entity's physics, aggregating multiple sources and updating physics and locomotor state.
Displays the player's network latency (ping) value in the UI, updating periodically and changing text color based on quality thresholds.
Manages plant and fertilizer discovery data for a player, syncing learned content across clients in multiplayer.
Applies platform-specific modifications to user commands for the WIN32_RAIL platform, including command localization, vote logic adjustments, and command registration/removal.
Manages classified player state, network synchronization, and client-server event coordination for player entity components.
Manages player avatar data including name, skins, age, and equipment, with support for network replication and save/load operations.
Manages player input, locomotion prediction, targeting, placement, and combat actions for the player entity in Don't Starve Together.
Manages the UI notification shown to players upon death, including revival options and world regeneration countdown for server admins.
Manages persistent tracking of player interactions, including playtime and last seen dates, across multiplayer sessions.
Syncs player equipment and skill selections to the network for client-side rendering of character appearance.
Renders and manages the player list UI for the lobby screen, including player names, character badges, mute controls, and profile actions.
Renders a scrollable list of players in the lobby screen with interactive elements for profile viewing, muting, and performance indicators.
Tracks player-related gameplay events and forwards them to the metrics system for analytics.
Manages non-stacking speed multipliers for players by overriding the locomotor's runspeed, supporting both server-authoritative and client-predicted multipliers with optional hard caps.
Renders and manages the in-game player status screen, displaying server information and connected players with moderation controls.
Manages player vote state and submission for shared world voting systems.
Creates and registers prefabs for pocket dimension storage containers with networked classified visibility logic.
Provides shared prefab construction logic and recall-marking functionality for pocket watch items.
Manages UI popup states and RPC communication for client-server synchronization in Don't Starve Together.
Manages carving, visual rendering, and state persistence of pumpkins in the game, including cut shapes, lighting effects, and synchronization between client and server.
Manages the in-game shop interface for purchasing character skins, item packs, and currency bundles with real or virtual currency.
Registers and configures the Quagmire game mode world, including prefabs, assets, recipes, and gameplay systems.
Generates four burnt or goop-based Quagmire food prefabs (plate/bowl × burnt/goop) with dynamic naming, inventory visuals, and network sync for replating and salting.
Generates and registers Quagmire mod food prefabs with dynamic asset loading and networked dish customization properties.
Manages visual and networked state for Quagmire grills, including smoke effects, burnt indicators, and ember visuals.
Manages background music playback for the Quagmire arena based on world level and win state, synchronized across clients.
Serves as the central server-side network entity for the Quagmire world, managing world lifecycle, music, recipe book state, hangriness tracking, and character selection lobby.
Manages visual and networked effects for the Quagmire Oven structure, including steam and chimney fire animations synced to gameplay events.
Manages the discovery and network sync of Quagmire recipes, queueing and broadcasting recipe data across clients in the Quagmire DLC.
Manages the cooking recipe appraisal queue and network synchronization of recipe prices, dish types, and craving matches for Quagmire mode.
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 charge progression and recharge logic for inventory items and other entities with variable charge capacity.
Manages the Redbird Trading Post minigame interface, including tile matching logic, scoring, timer progression, and server reporting.
Stores and provides access to the GUID and prefab name of a real entity during replay playback.
Manages the resurrection stone's lifecycle, including charging, haunt-based activation, light effects, and networked ID assignment for touchstone functionality.
A utility module that applies worldgen retrofits to saved game data, updating legacy maps with new content and mechanics introduced in the Return of Them, Waterlogged, and other DLC updates.
Applies worldgen retrofits for "A New Reign" and other DLC content to existing worlds by spawning missing prefabs, adjusting topology, and scheduling server resets.
Manages whether an entity can be revived from its corpse state and controls revive behavior, including health restoration and speed modifiers based on reviver tags.
Creates a heart-themed particle effect synced to an animation for the Reviver character’s Cupid skin.
Manages networked state and replicated data for a rider entity, synchronizing mount, saddle, and riding status between server and client.
Manages item-saddle modifiers such as bonus damage, speed multiplier, and damage absorption, and applies modified damage calculations during combat.
Network-replicated component that synchronizes sanity state, mode, and related properties between server and client for player entities.
Persists and restores an entity's rotation during save/load operations, primarily for entities that must maintain orientation relative to moving platforms like boats.
Stores and restores non-default scale values for an entity's transform during save/load operations.
Manages save slot indexing, persistence loading/saving, and world configuration for Don't Starve Together multiplayer sessions.
Manages coroutine-based task scheduling and periodic execution for game logic, supporting both dynamic and static timelines.
Represents a collectible page used to teach unique scrapbook entries; manages reservation, teach state, and销毁 behavior when used or fully taught.
Manages chunked storage and logic for the scrapbook data system, including tracking what items each character has seen or inspected, and coordinating with the backend for persistence.
Handles seamless in-game player character transitions without exiting to character select, preserving inventory, tags, and clothing while updating prefabs.
Manages seasonal cycles, progression, and world clock segment assignment for the game world.
Manages the UI for creating and configuring dedicated or hosted multiplayer servers in Don't Starve Together.
A UI screen for browsing, filtering, and joining online or LAN servers in Don't Starve Together.
Displays a text message on screen indicating the reason for server or world pause (e.g., host pausing, autopause, or player-initiated pause).
Manages server-specific preferences such as name/description filtering and profanity filtering, and persists user data across sessions.
Manages the state machine for Wilson's ghost form, handling transitions between idle, moving, talking, dying, and teleporting states in the Don't Starve Together game.
Manages the animation, power state, and attack logic for Winona's catapult structure, including projectile launching and elemental battery consumption.
Controls the state machine for the head entity of the Worm Boss, managing emergence, eating, spitting, swallowing, movement, and death behaviors.
Provides classified talk logic for the Shadow Battleaxe weapon, managing string playback and sound synchronization when the weapon is held by the player.
Synchronizes snapshot state between the master shard and shard instances for world autosave coordination.
Manages synchronization of clock-related state (phases, cycles, moon data) across the network for the master shard and game clients.
Manages networked location state for the Daywalker boss between cave and surface spawns.
Tracks and synchronizes the presence of merm king artifacts (king, trident, crown, pauldron) across shards in multiplayer.
Manages the single authoritative shard instance in the master simulation, initializing global systems and components required for world-wide game state.
Tracks and synchronizes the total number of players and ghosts across the local shard and secondary shards in a dedicated server environment.
Manages season state synchronization between master shard and clients for a specific shard entity in Don't Starve Together.
Manages network synchronization of sinkhole target data between master and shard.
Tracks whether the Wagboss boss has been defeated on the master shard, for use across shards in DST's networked world.
Manages network synchronization of world reset countdown state between master shard and non-master shards.
Manages network synchronization of world voting state between master shard and other shards in a DST shard setup.
Manages persistent world, server, and session data for a game shard, including loading, saving, upgrades, and world generation overrides.
Manages cross-shard network communication, including world connectivity, portal linking, and event synchronization between shards in Don't Starve Together.
Manages shard-specific save index data and slot-level world/session metadata for persistent storage across game sessions.
Manages the master session identifier for network synchronization in DST's shard system.
Manages multi-step shard-to-shard transaction lifecycle to safely transfer data and items between game shards and save states.
Creates a one-shot local visual effect when a frozen object shatters, syncing shatter level via network and handling client-side animation playback.
Manages the spawning and timing of antlion sinkhole attacks targeting specific players during the Antlion event.
Manages entity seating state and occupier tracking for interactive furniture-like objects.
Provides the data structure and validation logic for character-specific skill trees, including connection rules, locks, and helper utilities for modders.
Manages player skill tree activation, XP progression, and network synchronization across client and server.
Manages character skin and clothing appearance for entities, including skin type switching, clothing application, and skin synchronization between players.
Validates ownership restrictions and manages opening/closing of slingshot modification interfaces on target items.
Manages visibility fading for newly spawned entities to reduce abrupt appearance.
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.
Manages the lifecycle, update loop, and behavior of a spell effect on an entity, including start/finish callbacks, periodic ticking, and save/load support.
Tracks and synchronizes individual spell cooldowns for networked spellbook interactions.
Provides split-screen utility functions specifically for PC builds, returning fixed values that disable split-screen functionality.
Manages networked stack size, max size, and preview stack size state for items that can be stacked in inventories.
Manages state machines for entities, including state transitions, event handling, timelines, and networking support for client prediction in DST.
Collects and sends gameplay metrics and session statistics to the analytics backend.
Manages speech and chatter functionality for entities, including text display, network replication, and interaction with AI states like death and sleep.
Manages the Teleportato structure, handling its activation, part collection, power-up sequence, and level transition in DST.
Provides a temperature override that takes effect within a specified radius around the entity, used for localized environmental heating or cooling.
Manages the terrarium crafting station and boss-summoning mechanics, including normal and crimson variants, cooldowns, and state transitions.
Manages named timers attached to an entity, supporting start, stop, pause, resume, and save/load operations.
Provides utilities for creating and managing torchlight entities with animated fire effects, networked light range controls, and parented light synchronization.
Tracks which touchstones have been used by the player and persists this data across sessions and shards.
Manages switching an entity between two prefabs based on events or world state, preserving component and prefab data across transformations.
Creates and manages networked visual swap effects for player-crafted pumpkins and snowmen, synchronizing dynamic visuals across clients.
Assigns and manages a unique numeric identifier for an entity, incrementing per prefab type via the UniquePrefabIDs system.
Generates and tracks unique numeric IDs per prefab name to ensure distinct identification for spawned entities.
Manages the global game update loop, including wall time, simulation time, static ticks, and long updates for non-player entities.
Displays a scrollable list of user commands (player or server-specific) and handles user selection and execution.
Displays a scrollable list of user-specific or server-level administrative command options in the UI, enabling vote-based or direct execution of commands like kick or ban.
Manages user-executable commands (e.g., chat slash commands), including permissions, voting, validation, and execution flow for built-in and modded commands.
Displays a modal screen listing connected players with profile interaction capabilities.
A classified component that manages voice line delivery and network synchronization for the Voidcloth Scythe's dialogue system.
Provides utility functions for implementing and resolving player voting systems, including vote result calculation and vote-start validation.
Tracks whether the Wagboss boss entity has been defeated and notifies the world of changes.
Manages the visual beam segments and electric shock attack logic for the Wagdrone laserwire entity.
Manages the state, movement, visuals, and connectivity logic for the Wagdrone Rolling boss enemy during its rolling phase.
A networked, animated wall entity that can be extended or retracted in response to game events, commonly used in the Wagpunk-themed environmental mechanics.
Manages the active arena and barrier state for Wagpunk boss encounters, including spatial containment logic and networked synchronization.
Manages networked speech synchronization and talker communication for the Wagpunk Hat classified entity in DST.
Manages the lobby UI grid showing player avatars, readiness states, and local player voting functionality during the waiting-for-players phase before world spawn.
Manages player behavior and camera integration when the player is on a walkable platform (such as a boat), including movement prediction, boat-based camera effects, and zoom handling.
Character-specific component for Walter, managing Woby integration, mounted command wheel, sanity mechanics, storytelling, and sprint trail effects.
A visual and networked entity that represents Waxwell's shadow during the lava arena boss fight, used for shadow strike attacks.
Defines Winona as a playable character, configuring her skills, recipes, visual assets, and specialization mechanics.
Manages high-capacity magical power storage, gem-based upgrades, circuit power distribution, and elemental state transitions for the Winona battery structure.
A client-side visual effect prefab that displays randomized spark animations for battery-related interactions, synced to world time and never persisted.
Manages spell selection, deployment targeting, and battery-powered operations for Winona's engineer remote gadget, including circuit connections, charging logic, and elemental ability validation.
Tracks and manages all registered Winona teleport pads on the map for network synchronization and world-wide navigation.
Manages command dispatch, state synchronization, and behavior control for Woby (Walter's pet) in both server and client contexts, including courier delivery logic, bag locking, and skill-based action toggling.
Manages and synchronizes the chest location for the Woby Courier quest system across shards, storing world coordinates and updating network replication.
Contains a curated list of profane or inappropriate strings for use in filtering user-generated content.
Creates and configures the master network entity for the game world, initializing core systems such as time, seasons, autosave, and client-server synchronization.
Manages the lobby state and countdown sequence before players spawn into a world, including tracking player readiness and handling analytics during match startup.
Manages portal-based world migration logic, including status validation, item migration rules, and event triggering for players and items.
Manages the countdown and execution of world reset logic when all players become ghosts, including dialog display, network synchronization, and termination handling.
Manages the world reset dialog UI, including countdown display, survival time, and admin-triggered world resets.
Stores and manages world-level configuration settings that can be modified at runtime.
Calculates and broadcasts the current world temperature based on season, phase, noise, and global modifiers, while managing summer bloom visual effects.
Manages world-wide voting sessions, including dialog display, vote collection, timeout handling, and result enforcement across master and secondary shards.
Manages dynamic wind orientation and speed for the world, updating periodically and broadcasting wind change events.
Manages the ability for entities to hold and display custom text written by players.
Serves as a client-side helper entity that coordinates with its parent writeable item to manage classified data attachment and lifecycle.
Manages client-side networked writing interactions for writeable entities by coordinating with the server-hosted writeable component and classified data.
Manages the in-game text input interface for writing to writeable objects (e.g., signs, notebooks), handling UI rendering, input processing, and communication with the networked writeable component.
Creates a temporary visual and lighting effect (spark) that can align to a target entity and trigger screen flash visuals.
Creates and configures Wx78 modular components for the DST game, including animation, inventory, network, and usage management.
Manages scanning behavior, proximity detection, and state transitions for the Wx78 character's scanner device.
Manages the sewing animation and recipe processing pipeline for a sewer-based crafting station, including task scheduling, inventory handling, and save/load synchronization.
Defines the data and logic for the Year of the Dragon Boat (YOTD) prefabs in DST, including the boat body, deployable kits, item packs, and AI shadowboat variants.
Manages a deployable post that connects to nearby posts, holds light-emitting batteries, and dynamically spawns suspended lantern chains with flickering light effects.