Anchor
Manages the raising and lowering state of an anchor attached to a boat, handling drag physics, animation timing, and multiplayer coordination via sailor tasks.
Manages the raising and lowering state of an anchor attached to a boat, handling drag physics, animation timing, and multiplayer coordination via sailor tasks.
A deployable boat accessory that prevents vessel movement and interacts with water physics and environmental systems.
Defines the prefab data and initialization logic for ancient husk statues, including identity-specific animations and physics properties.
Manages the lifecycle and damage mechanics of an antlion-triggered sinkhole, including collapse stages, repair cycles, and area-of-effect interactions with nearby entities.
Controls the dynamic opening and closing behavior of an atrium fence based on player proximity and power state.
Provides shared utility functions and initialization logic for balloon prefabs, including colouring, physics setup, popping behavior, and interaction with the player's inventory and combat systems.
Manages the lifecycle, flight physics, and fuel-based speed progression of a floating balloon used as a consumable speed boost item.
Simulates wind-driven movement and speed variation for an entity by accumulating velocity in the wind direction and applying it to the locomotor component.
Manages the creation, behavior, and physics of ocean-going vessels, including variant-specific functionality (wood, grass, ice, pirate, ancient, otterden).
Creates and configures deployable bumper prefabs for boats, handling health, repairs, destruction, and interaction with boat ring systems.
A temporary game object that simulates water leaking into a boat, interacting with nearby entities and inventory items to simulate clogging and eventual ejection.
A deployable structure component that enables boat magnet functionality by pairing with a beacon and responding to beacon state changes via the state graph.
Manages loading, aiming, and firing operations for a boat-mounted cannon, including ammo state tracking and projectile launch with recoil physics.
Calculates and applies drag and velocity modifiers to watercraft entities during movement.
Manages the physics and movement state of a boat entity, including drift detection, physics activation/deactivation, and wake test lifecycle.
Manages the magnetic attraction behavior of a boat toward a paired beacon, calculating forces and velocity to pull the boat toward the beacon's location while avoiding collisions and adapting to motion.
Manages boat movement, physics, steering, sail/magnet forces, drag, and collision response for watercraft entities.
A destructible, buoyant obstacle block used in boat races that yields throwable deployment kits upon destruction.
Manages movement and trajectory tracking for a boat entity in the game world.
Handles the physics-based flight, target detection, and splash damage of cannonball projectiles in DST, including interaction with terrain, entities, and destructible objects.
Manages the aiming and shooting mechanics for the carnival shooting mini-game, controlling projectile launch parameters and aim animation.
Manages the state, physics, and behavior of large boulders used in cave-in events, including raised states, falling animation tracking, and formation creation upon landing.
Manages physics-based projectile trajectories with configurable launch conditions, gravity, and hit/miss callbacks for ranged attacks.
A stationary defensive turret belonging to the Crab King that fires mortar projectiles at boats or nearby enemies and reacts to collisions.
Creates FX prefabs that simulate breaking and releasing loot for the Daywalker2 boss fight, including physics motion and conditional armor modification.
Manages drowning and void-falling logic for entities, including damage application, item dropping, and teleportation behavior.
Controls configuration values that modify boat sailing physics and anchor behavior for a boat entity.
Manages the behavior and effects of explosive entities, including area-of-effect damage, building destruction, ignition of flammable objects, and camera effects upon detonation.
A consumable explosive item that detonates when ignited, creating a chain reaction of physical propulsion and startle effects on nearby entities.
Manages visual behavior and logic for a fishing net entity during casting, opening, retrieving, and final pickup phases.
Manages visual and behavioral effects when an entity enters or remains in water, including wetness application, splash spawning, and floating animations.
Manages a flying lantern prefab that consumes fuel to stay airborne and emits light with dynamic physics-based behavior.
Manages freeze states, coldness accumulation, and thawing behavior for entities, including visual tinting, shatter effects, and resistance mechanics.
Creates deployable glass obstacles that can be hammered into blocks and used as defensive equipment with unique visual and behavioral states.
Simulates a radial ground pound attack that triggers delayed damage, destruction, platform pushing, and inventory item launch effects across concentric rings.
Generates prefab instances for Halloween-themed decorative inventory items with floatable physics and limited fuel value.
Manages dynamic physics behavior for large in-game obstacles that transition between solid, falling, and pushed states based on proximity and interactions.
Defines a configurable hitbox representation using circles and triangles, supporting world-space transformations and collision tests against points, lines, circles, triangles, and other hitboxes.
Manages hull integrity and leak damage for boats, handling collision impacts, degradation over time, and dynamic leak indicators.
Creates a stationary environmental hazard that repels players and triggers knockback upon proximity.
Represents a small, throwable marble item that acts as mole bait andquake debris.
Manages item properties and behavior related to inventory interaction, moisture, physics, and owner relationships.
Manages the lance-based melee attack logic for jousting entities, including collision detection against targets within the lance's arc and pushback/knockback behavior.
Manages the launch and fall phases of a junk projectile used in the game's combat and environmental mechanics, handling physics, visuals, sound, and damage application.
Provides utility functions for force-directed layout of nodes in 2D space, including repulsion from walls and points.
Manages entity movement, pathfinding, and speed calculations, including walking, running, platform hopping, and speed modifier interactions.
A lightweight, stackable item used as a cat toy and fuel source that floats on water and animates when dropped or falling.
Manages sail state and forces for a boat mast, including furling/unfurling mechanics, physics interaction with the boat, and animation synchronization.
Manages mast structures for boats, including sail deployment, fuel-powered lighting upgrades (lamp), lightning rod upgrades, and destruction behavior.
A utility module providing optimized 2D geometric intersection and distance calculations for hitbox detection and collision queries.
Controls the behavior and state transitions of the mole creature, including underground/aboveground physics, inventory management, and home-seeking logic.
A throwable projectile component that deals damage, triggers splash effects, and interacts with terrain and entities during flight and impact.
A reactive environmental obstacle that physically rises or lowers based on nearby player sanity status, used in the sanity rock mechanics.
Provides logic to determine whether a point on the ground is covered in non-slip grit, used to prevent entities from sliding on ice or slippery surfaces.
Handles rowing mechanics for boats, applying directional force and managing rowing success/fail behavior.
Manages the ocean fishing rod's casting, targeting, tension tracking, and fish capture logic, acting as the central controller for ocean fishing interactions.
Manages dynamic creation, damage, and destruction of ocean ice tiles in the world map, including entity interactions and visual effects.
Manages the lifecycle, growth, and interaction logic for ocean trees, including chopping, burning, converting to stumps, and transforming into ocean pillars when enriched.
A large, water-based environmental structure that provides canopy shade, drops loot when chopped or hit, and interacts with boat collisions and lightning strikes.
Simulates physics forces (pull and radial rotation) on entities near an ocean whirlpool portal, and handles interaction with static objects and winch targets.
Manages physics-based entity destruction, collision callbacks, and launch mechanics for entities in the world.
Manages externally applied velocity contributions to an entity's physics, aggregating multiple sources and updating physics and locomotor state.
Creates and configures static environmental pillar prefabs with conditional physics, tags, and sound emitter support.
Provides a shared knockback function that respects special tags and body armor defense values when applying knockback effects.
Manages the pinned state and visual wear-off effect for entities that can be stuck by goo-based attacks.
Manages a delay period measured in frame ticks before allowing a platform-hopping action (e.g., moving between floating platforms) to occur.
Manages frozen, spawning, and environmental state transitions for surface and cave ponds, including seasonal freezing, child mob spawning, acid rain effects, and loot spawning.
Acts as a heavy, hammerable obstacle that drops loot when destroyed and can be equipped as a body item to modify movement speed and visual appearance.
Handles the logic for projectiles, including trajectory, homing, collisions, and throwing behavior in DST.
Enables an entity to be pushed by another entity and maintains relative positioning during the push.
Manages the dynamic stage-based growth and melting of ice boulders in response to local temperature, work, and environmental conditions.
Prevents an entity from moving by stopping physics and applying a speed multiplier of 0 via the locomotor component, while managing lifecycle via sources.
Manages rope bridge creation, destruction, health tracking, and earthquake damage response across the world grid.
Acts as a dynamic, physics-based obstacle in ruins caves that shrinks to allow character passage and falls when triggered, dealing damage or destroying nearby entities upon impact.
A breakable underwater rock entity that yields rocks when mined, serves as a collision obstacle for boats, and can be upgraded to spawn water plants; supports powder monkey tinting based on proximity to the Monkey Queen.
Manages thePhase 4 lunar rift boss behavior including attack sequencing, AOE effects, camera shake, and multiple defeat/cinematic states.
Manages the complete behavioral stategraph for the Bearger entity, including movement, combat, attacks, staggering, yawn-based crowd control, and state transitions during special actions.
Manages the visual states and animation lifecycle of boat bumper entities during placement, impact, and degradation.
Manages state transitions and animations for the boat magnet entity during beacon pairing and pulling operations.
Defines the state machine and timeline logic for the Puck Drop carnival minigame station in DST.
Manages the state machine and behavior transitions for the Fused Shadeling boss enemy, including idle movement, jumping, attacking, being hit, taunting, teleporting, and despawning.
State graph for the Malbatross boss, managing its flight, combat, swimming, and death behaviors via state transitions and event-driven logic.
Manages the state transitions, animations, and behavior logic for the Ruins Nightmare creature, including movement, attack phases, invisibility cycles, and despawn mechanics.
Manages a dynamic, seasonally-adjusted ice boulder that melts or grows over time and can be mined for ice shards.
Manages the accumulation and decay of slippiness on an entity, enabling ice-related movement mechanics and slip events based on speed and environmental factors.
Marks an entity as a target location where slippery surface effects can be evaluated.
Represents an ice-based consumable item that can be thrown, equipped, used as a water source, or built into a snowman, with melting and frost effects.
Manages the lifecycle, growth, decoration, and destruction of a snowman entity that can be built and modified in the game world.
Manages the behavior, physics state, and interactions of the Stagehand creature, including toggling between standing (active) and crouching (hiding) modes.
A collection of utility functions for adding common physics, burnable, freezable, perishable, hauntable, and deployment behaviors to entities in Don't Starve Together.
Dynamically scales an entity along its facing axis to match the distance to a target entity, commonly used for stretchy visual effects like slingshots or elastic attachments.
Monitors an entity's positional movement to determine if it has become stuck for a specified duration.
A mobile environmental item that rolls in the wind and drops random loot when picked up or destroyed.
Creates non-blocking, static collision mesh prefabs for the Vault and Lobby areas, preventing character movement through designated zones.
Provides utility functions for 3D vector mathematics, including arithmetic, distance, and normalization operations.
A lightweight 3D vector math utility for geometric calculations, distance, normalization, and vector operations in DST.
Manages the landing and blocking behavior of a boss-related physics-based obstacle that reacts to environmental changes and boss presence.
Creates non-solid physics collision boundaries for the Wagpunk arena with client-side particle effects and entity ejection logic for intruders.
A switchablelever component that extends when activated, enabling proximity-based interaction with the Wagpunk arena manager.
Manages a physical platform (e.g., a boat or raft) that players and objects can stand on, handling entity attachment, detachment, and interaction with surrounding systems like drowning, physics halting, and network registration.
Manages the registration, lookup, and update of walkable platforms in the world.
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.
Provides the underlying component logic andprefab factory for generating wall entities with health, pathfinding, and construction mechanics.
Applies basic physical properties to entities that interact with water, specifically defining their bounciness (restitution).
Defines prefabs and behaviors for water-based projectiles (snowballs, water balloons, ink splats, bile splats, and water streaks), each implementing custom collision handling, projectile physics, and fire suppression or status effects via the wateryprotection and complexprojectile components.
Acts as a large ocean-dwelling structure that periodically spawns grassgators, drops items when rammed by boats, blocks lightning, and manages canopy effects for nearby players.
Simulates an ocean wave entity that moves, interacts with boats and items, and triggers splash effects upon collision or contact with land.
Manages the mechanical winch structure that can lower and raise a claw to salvage submerged objects, while interacting with boat physics and inventory systems.
Manages the global world instance and initial setup for the game environment, including map rendering, tile physics, components, and prefabs.