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49 docs tagged with "persistence"

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Abysspillargroup

Manages a group of abyss pillars, tracking their lifecycle, spawn points, and synchronization during save/load operations.

Archive Pillar

Represents a decorative, non-interactive archive pillar prop that can exist in intact or broken states, with state persistence across saves and network synchronization.

Attunable

Manages persistent links between entities and players, enabling attunement mechanics for items like resurrection effigies.

Bundler

Manages the bundling workflow for items, including spawning bundling containers, wrapping items, and persisting state across saves.

Burntground

Manages the animated, fading visual effect of burnt ground patches, including network synchronization and persistence across saves.

Corpses

Manages the lifecycle, mutation, looting, and decay of creature corpses, including handling lunar rift mutations and gestalt possession.

CraftingMenuProfile

Manages player crafting menu preferences including favorites, pinned recipes, and sort settings.

Deathloothandler

Stores and persists loot information associated with an entity's death, such as item prefabs and an optional level value.

Debuffable

Manages application, tracking, and removal of debuff effects on an entity, including persistence across save/load cycles and entity transfers.

Dryingrack

Manages drying behavior for items placed in a container, handling time-based drying, weather effects (rain/acid rain), and state persistence.

Entityscript

The core entity management system for DST that handles entity lifecycle, components, behavior, persistence, network synchronization, and world interaction.

Farm Soil

Represents tilled soil in the farm, handling visual states, plowing state tracking, and persistence across saves.

Fileutil

Provides utility functions for checking and erasing persistent string files, commonly used for save data or configuration cleanup.

Followermemory

Remembers and tracks a follower's last known leader across sessions and entity state changes, enabling reunification when the leader returns.

Generickv

Manages a persistent key-value store synchronized with TheInventory system for client-server data sharing.

Ghostbabysitter

Manages the tracking and lifecycle of ghosts being watched over by an entity, handling state tags and persistence.

Ghostvision Buff

Applies a networked night vision effect to players by manipulating lighting and colour correction, while managing buff lifetime and persistence.

Graphedge

Represents a bidirectional connection between two graph nodes in the world map, managing rendering, locking, and data persistence for map navigation structures.

Groundcreep

Enables serialization and deserialization of a ground creep object attached to an entity, primarily for world persistence across sessions.

Hideandseekhidingspot

Manages the logic for a location where a Hider entity can be concealed, including spawn, eviction, and cleanup.

Itemstore

Manages a storage list of item records for an entity, supporting adding, retrieving, saving, and loading of items without persisting the actual item instances.

Knowndynamiclocations

Manages named dynamic positions associated with an entity, supporting platform-relative storage and persistence across saves.

Knownlocations

Manages a collection of named coordinate positions associated with an entity for persistent tracking and recall.

LoadingTipsData

Manages loading tip selection, weighting, persistence, and localization based on player progression and input configuration.

Madsciencelab

Manages a multi-stage lab-based science-generating process with stage timing and persistence support.

Mainfunctions

Central game logic component managing initialization, shutdown, loading, unloading, spawning, persistence, and state transitions for prefabs and player sessions in Don't Starve Together.

Maprecorder

Stores and manages recorded map data for teaching exploration progress between players.

Objectspawner

Manages a collection of spawned prefabs as owned objects, tracking them for persistence and event handling.

Plantregistrydata

Manages persistent plant, fertilizer, and oversized picture knowledge for the plant registry system.

Playerdeaths

Manages persistent death logs for players, including sorting, saving, and loading historical death records.

PlayerHistory

Manages persistent tracking of player interactions, including playtime and last seen dates, across multiplayer sessions.

Playerprofile

Manages persistent player profile data including customization, settings, unlocks, and character/skin preferences.

Possessedaxe

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.

Pumpkincarvable

Manages carving, visual rendering, and state persistence of pumpkins in the game, including cut shapes, lighting effects, and synchronization between client and server.

Quagmire Recipebook

Manages persistent storage, filtering, and state for Quagmire Festival recipes, including unlocks, sessions, and appraisal data.

Savedata

Base utility class for loading, saving, and erasing persistent player or world data to disk using TheSim's API.

Saveindex

Manages save slot indexing, persistence loading/saving, and world configuration for Don't Starve Together multiplayer sessions.

Scrapbookpartitions

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.

Scrapbookscreen

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.

Skilltreedata

Manages persistent skill selection and experience data for player characters, including encoding/decoding, validation, and synchronization.

Snowmandecoratable

Manages snowman decoration, stacking, hat placement, and state persistence for snowman entities in DST.

Spawner

Manages a single persistent entity (e.g., a named NPC) by spawning, housing, and releasing it according to configured timing and occupancy rules.

Trophyscale Fish

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.

Unwrappable

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.

Vault Pillar

Provides a decorative, interactive vault pillar entity with broken/capped states, optional relic attachment, and save/load persistence.

Vaulttorchgrid

Manages a grid of vault torch entities and their state persistence in the game world.

Worldsettingstimer

Manages named, resumable, and persistent timers for world-scale settings or events.

Yot Catcoonshrine

Acts as a special祭坛 that holds a birdfeather offering and becomes a prototyper once activated; supports burning, hammering, and state persistence.