Boatlip
A visual, non-physical ground-decor entity used to animate boat lips at waterline transitions in DST.
A visual, non-physical ground-decor entity used to animate boat lips at waterline transitions in DST.
A throwable fishing bait item that spawns chum or a green splash effect depending on terrain, and creates an AOE when thrown into ocean tiles.
Handles the crab king's claw entity as a combat-capable, ocean-bound minion with autonomous behavior and shadow linkage.
Manages message bottle treasure hunts and hermit crab interactions in DST's ocean world.
Controls the movement behavior of a small lantern-carrying entity that navigates ocean terrain using a wander-based AI.
Manages ocean surface wave direction and speed for rendering or simulation.
Provides procedural generation functions for ocean tile placement, terrain smoothing, set piece placement, and entity population within ocean world regions.
Contains configuration parameters for procedural ocean tile generation, including depth thresholds, noise settings, and elevation mapping for ocean terrain blending.
A map-generation utility module that inserts ocean-based setpieces (moon islands, hermit islands, crab kings, waterlog biomes, monkey islands) into an existing world by validating terrain constraints and adding topology nodes.
Provides utility functions for ocean-related game logic, including tile querying, wave spawning, creature flight state management, entity sinking, and shore point detection.
Generates both underwater swimming fish entities and their corresponding inventory item versions used in ocean fishing and cooking, including lifecycle management, prey behavior, and fire-suppression capabilities.
Manages the fishable state and behavior of ocean creatures when interacting with fishing rods, including stamina-based struggle mechanics and movement speed adjustments based on line tension.
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.
Controls the AI behavior of ocean-dwelling fish entities, including feeding, fishing hook interactions, fleeing, and wandering.
Generates ocean fishing lure prefabs with configurable appearance, data, and behavior for use in the Ocean Fishing subsystem.
Manages casting data and lure configuration for ocean fishing mechanics.
Defines the static layout data for the Ocean Monument map room using Tiled JSON format, including tile layer configurations and object placements for ocean-based encounters.
Manages the attachment and configuration of the complexprojectile component for entities intended to be thrown into ocean water.
Manages the catching, storage, and release of ocean fish in a trawler net, including timing-based collection while sleeping, overflow handling, and animation synchronization.
A salvageable ocean object that periodically attempts to grow into an Oceantree when submerged and conditions are met.
A static map layout definition for the Ocean Whirl big portal structure, containing tile data and object groups used by the world generator.
Controls the big ocean whirlpool portal that transports entities to the Caves, manages visual layers, sound, wave blocking, and looting behavior.
Simulates physics forces (pull and radial rotation) on entities near an ocean whirlpool portal, and handles interaction with static objects and winch targets.
Spawns fish schools and triggers special ocean predators like gnarwails and sharks in oceanic regions based on player proximity and environmental conditions.
Defines the state machine for ocean-dwelling fish entities, handling behaviors such as breaching, biting fishing hooks, and exiting water.
Defines loot configuration and initialization logic for ocean monument sunken chests in DST.
A magical trident that enables远程 wave-spawned explosions on water and interacts with fish, plants, and structures in the ocean.
Generates waterlog terrain features and marker entities in ocean regions during world generation.
Simulates an ocean wave entity that moves, interacts with boats and items, and triggers splash effects upon collision or contact with land.
Creates a background visual effect entity representing shore wave animations that dynamically adapt based on terrain adjacency and orientation.
Manages procedural spawning of ocean wave visual effects (shimmers and shore waves) near the player based on terrain type and distance from the camera.
Manages the behavior and lifecycle of Wavey Jones and its associated parts (arms, hands, hand art, and marker) in the Dangerous Sea event.
Defines prefabs for wobster creatures (sheller and moonglass variants) in both ocean and land forms, including their components, state graphs, brains, and lifecycle behaviors such as fishing, landing, death, cooking, and seasonal mutation.
AI controller for the Wobster entity that manages its behavior while fishing, including struggling when hooked, returning home during the day, and interacting with fishing lures.