Abysspillargroup
Manages a group of abyss pillars, tracking their lifecycle, spawn points, and synchronization during save/load operations.
Manages a group of abyss pillars, tracking their lifecycle, spawn points, and synchronization during save/load operations.
Represents a decorative, non-interactive archive pillar prop that can exist in intact or broken states, with state persistence across saves and network synchronization.
Manages persistent links between entities and players, enabling attunement mechanics for items like resurrection effigies.
Manages the bundling workflow for items, including spawning bundling containers, wrapping items, and persisting state across saves.
Manages the animated, fading visual effect of burnt ground patches, including network synchronization and persistence across saves.
Manages persistent storage for console command history and UI widget states.
Manages the lifecycle, mutation, looting, and decay of creature corpses, including handling lunar rift mutations and gestalt possession.
Manages player crafting menu preferences including favorites, pinned recipes, and sort settings.
Stores and persists loot information associated with an entity's death, such as item prefabs and an optional level value.
Manages application, tracking, and removal of debuff effects on an entity, including persistence across save/load cycles and entity transfers.
Manages drying behavior for items placed in a container, handling time-based drying, weather effects (rain/acid rain), and state persistence.
The core entity management system for DST that handles entity lifecycle, components, behavior, persistence, network synchronization, and world interaction.
Represents tilled soil in the farm, handling visual states, plowing state tracking, and persistence across saves.
Provides utility functions for checking and erasing persistent string files, commonly used for save data or configuration cleanup.
Remembers and tracks a follower's last known leader across sessions and entity state changes, enabling reunification when the leader returns.
Manages a persistent key-value store synchronized with TheInventory system for client-server data sharing.
Manages the tracking and lifecycle of ghosts being watched over by an entity, handling state tags and persistence.
Applies a networked night vision effect to players by manipulating lighting and colour correction, while managing buff lifetime and persistence.
Represents a bidirectional connection between two graph nodes in the world map, managing rendering, locking, and data persistence for map navigation structures.
Enables serialization and deserialization of a ground creep object attached to an entity, primarily for world persistence across sessions.
Manages the logic for a location where a Hider entity can be concealed, including spawn, eviction, and cleanup.
Manages a storage list of item records for an entity, supporting adding, retrieving, saving, and loading of items without persisting the actual item instances.
Manages named dynamic positions associated with an entity, supporting platform-relative storage and persistence across saves.
Manages a collection of named coordinate positions associated with an entity for persistent tracking and recall.
Manages loading tip selection, weighting, persistence, and localization based on player progression and input configuration.
Manages a multi-stage lab-based science-generating process with stage timing and persistence support.
Central game logic component managing initialization, shutdown, loading, unloading, spawning, persistence, and state transitions for prefabs and player sessions in Don't Starve Together.
Stores and manages recorded map data for teaching exploration progress between players.
Manages a collection of spawned prefabs as owned objects, tracking them for persistence and event handling.
Manages persistent plant, fertilizer, and oversized picture knowledge for the plant registry system.
Manages persistent death logs for players, including sorting, saving, and loading historical death records.
Manages persistent tracking of player interactions, including playtime and last seen dates, across multiplayer sessions.
Manages persistent player profile data including customization, settings, unlocks, and character/skin preferences.
Manages the transformation and reversion logic for Lucy, a possessed axe that links to a woodcutter player and reverts to a standard axe under specific conditions.
Manages carving, visual rendering, and state persistence of pumpkins in the game, including cut shapes, lighting effects, and synchronization between client and server.
Manages persistent storage, filtering, and state for Quagmire Festival recipes, including unlocks, sessions, and appraisal data.
Base utility class for loading, saving, and erasing persistent player or world data to disk using TheSim's API.
Manages save slot indexing, persistence loading/saving, and world configuration for Don't Starve Together multiplayer sessions.
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.
Manages the scrapbook UI screen, displaying unlocked game knowledge with filtering, search, and per-entry details, while handling player input, focus navigation, and state persistence.
Manages persistent skill selection and experience data for player characters, including encoding/decoding, validation, and synchronization.
Manages snowman decoration, stacking, hat placement, and state persistence for snowman entities in DST.
Manages a single persistent entity (e.g., a named NPC) by spawning, housing, and releasing it according to configured timing and occupancy rules.
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.
Manages the ability for an entity (such as a bundle or gift box) to be unwrapped, storing wrapped items and defining behavior during unwrap actions.
Provides a decorative, interactive vault pillar entity with broken/capped states, optional relic attachment, and save/load persistence.
Manages a grid of vault torch entities and their state persistence in the game world.
Manages named, resumable, and persistent timers for world-scale settings or events.
Acts as a special祭坛 that holds a birdfeather offering and becomes a prototyper once activated; supports burning, hammering, and state persistence.