Bathbomb
A consumable item that provides fuel and can be burned, featuring perishable behavior and inventory compatibility.
A consumable item that provides fuel and can be burned, featuring perishable behavior and inventory compatibility.
A deployable, perishable weapon that functions as a whip; when equipped, it overrides entity animations and can snap to deal damage while consuming spoilage.
A consumable inventory item that heals health and hunger but perishes quickly; used as a food source or cat toy.
Represents a poisoned canary entity that cannot be picked up while alive or dead, spoils over time, and drops spoiled food upon death.
Populates a chest with randomized cave-appropriate food items, each with a random initial perishability percentage.
Implements a chest trap that spoils food items in the player's inventory and equipped gear when opened.
A small consumable item used as bait or pet food, which spoils over time and has minimal nutritional value.
A consumable food item that restores health and hunger but reduces sanity, and spoils over time.
Manages nutritional and thermal properties of food items, including health/hunger/sanity restoration, spoilage effects, and temperature impact on consumers.
Generates raw and cooked eel prefabs with configurable states, perishability, dryability, and cooking yields.
A consumable vegetarian item that provides minimal sanity restoration, spoils quickly, and can be dried; also serves as a cat toy and vase decoration.
A consumable food item that restores health, hunger, and sanity, but spoils quickly and can be fed to cats.
Manages training interactions with a trainee entity, including training timer management, perishability checks, music state transitions, and phase-based rest behavior.
A perishable melee weapon whose damage decreases as it spoils over time.
A consumable, renewable cat toy that perishes over time and can be ignited or thrown.
A wearable clothing item that provides summer insulation, spoils over time, and handles skinned item rendering on equip/unequip.
A consumable food item that restores health and hunger, with slow perish rate and stackability.
Factory function for creating various meat-based food prefabs with standardized components and behaviors.
A floating, ephemeral lightning-based entity that periodically emits electric shocks to nearby targets and can be recharged by moonsparkchargeable components; it ages over time and disappears when depleted.
A prefabricated generator function factory that creates fully configured prepared food entities with configurable nutrition, perishability, and spice effects.
Manages the lifecycle, lighting, and day/night transitions for the pumpkin lantern item, including fading animations, perishability, and loot drops.
A consumable food item that restores health, hunger, and sanity; has a moderate perish time and can be stacked.
Manages cooking and spoilage timers for stew pot entities, handling cooking progression, product generation, and spoilage logic.
A hatchable egg prefab that requires specific environmental conditions to successfully hatch into a smallbird, spoil, or produce different loot based on temperature exposure.
Creates the raw trunk item (summer, winter, cooked variants) for Koalephant, a meat-based food item with perishable and tradable properties.
Manages the lifecycle and visual effects of a consumable light source that transfers to a player or creature upon eating, providing light while it lasts before extinguishing.
Defines four configurable food prefabs (carrot roll, moon cake, Moon Jelly, and dango) with custom nutritional and perishability values for Don't Starve Together.