Ancienttree seed
A deployable item that spawns a randomly generated ancient tree sapling when placed in the world.
A deployable item that spawns a randomly generated ancient tree sapling when placed in the world.
Manages the lifecycle, growth, and interaction of ancient trees and their saplings, including seed deployment, growth staging, fruit production, and stump conversion upon harvesting.
A plantable ground entity that grows through visual stages and yields cave bananas when picked, then regrows over time or resets after being dug up.
Handles the lifecycle, regeneration, and loot spawning of berry bushes, including growth states, seasonal interactions, and special event behaviors.
Manages the growth stage and bloom progression of a plant entity, including timer-based progression, fertilization effects, and rate calculation.
Handles the behavior and interactions of cactus plants in the game world, including harvesting, thorn damage, seasonal flowering, and regrowth mechanics.
Manages the full lifecycle of a cave banana tree, including growth, harvesting, chopping, burning, and regrowth into stumps or burnt stumps.
Manages growth, maturation, fertilization, and harvesting logic for plant entities in the game world.
Manages the entity logic for the Eyeplant, a stationary hostile plant that targets and attacks enemies within range using combat, health, and locomotion components.
Renders a detailed UI page in the Plant Registry for a specific farm plant, showing unlocked knowledge (seasons, water, nutrients, description), plant stages, and oversized plant imagery.
Tracks and evaluates stress conditions on farm plants to determine their final stress state based on environmental and gameplay factors.
Renders a visual summary of a farm plant's properties including seed, product, seasons, water requirements, and nutrient effects in the UI.
Controls whether a farm plant entity can be tended to, managing the `tendable_farmplant` tag and tend completion logic.
Represents a customizable plant entity that can transform into a rose under certain conditions and interacts with sanity, combat, and world state systems.
Handles the lifecycle of grass patches including growth cycles, morphing into grass geckos, and interaction with world settings timers.
A planted living tree seed that grows over two stages into a harvestable sapling, which then transforms into a livingtree_halloween upon growth completion.
Controls the movement and行为 logic for a Lunar Thrall gestalt entity tasked with moving toward and infesting a lunar plant target.
A deployable item that spawns a Lureplant when placed in the world.
Represents an inactive mandrake plant prefab that becomes edible and triggers sleep effects when eaten raw or cooked.
A planted mandrake prefab that serves as the initial ground state before becoming active, and supports regrowth after being burned or replanted.
A stackable inventory item that can be planted to spawn a marblebean sapling.
A harvestable, thorny plant prefab that yields twigs upon picking and triggers damage to non-resilient pickers.
Creates networked prefabs for marsh plants and pond algae, configuring visual state, burnable properties, and world propagation behavior.
Represents a harvestable tree prefab that yields loot upon chopping and transitions through states (normal, burnt, stump) with associated behaviors and event handling.
A harvestable plant that produces reeds, regenerates over time, and supports being dug up with a shovel.
Manages the lifecycle, growth stages, burning, and harvesting of moon trees in DST.
Manages the lifecycle, growth, and interaction logic for ocean trees, including chopping, burning, converting to stumps, and transforming into ocean pillars when enriched.
Defines the structure, growth stages, and behavior of the Palmcone Tree entity in DST.
Handles planting and deployment of tree saplings from seasonal pinecone items, including side effects on nearby Leif entities.
Initializes core growth parameters for plants, such as grow time and final product.
Provides shared logic and factory functions for sapling prefabs that grow into trees after a timed period, with support for digging to harvest early.
Serves as the base widget class for all plant registry pages, providing shared UI functionality like back navigation and input handling.
Creates and manages the plant registry UI panel in the Redux UI system.
Manages plant and fertilizer discovery data for a player, syncing learned content across clients in multiplayer.
Manages periodic regrowth of plants by tracking per-prefab timers and spawning nearby instances when growth conditions are met.
Enables an entity to provide researchable plant information and supports unlocking plant stages for research purposes.
Defines the prefabs and initial setup for the Quagmire spiceshrub and its harvested components (sprig and ground spice) in DST.
Defines the structure and assets for Quagmire sugarwood tree prefabs, including variants by size and tap state.
A preconfigured plant prefab that provides cut reeds when harvested and serves as flammable fuel.
Manages the scheduled regrowth of harvestable plants and structures after they are collected, using time-based timers and world state conditions.
A renewable plant prefab that grows through four distinct stages, yielding rock avocado fruits only at maturity before regrowing cycles.
Manages the lifecycle and interactivity of rock avocado plant variants, including harvesting, cooking, planting, and growth.
Manages the lifecycle, interaction, and transformation of sapling entities, including growth, harvesting, transplanting, and optional moon-phase conversion for seasonal variants.
A prefabricated plant entity that blooms over time, becomes harvestable, then wilts and respawns; used to spawn Wormlights when picked.
Manages the lifecycle of a stalker flower, including bloom phase, fading light effects, and regenerative picking behavior in DST.
A world entity that starts as a wilted plant, blooms after a delay, becomes harvestable, and then decays after being left unharvested for a set time.
A consumable item that, when deployed, grows into a tree_rock_sapling and replaces perishable spoilage with spoiled_food.
Renders a UI page indicating that a plant in the Plant Registry is unknown (unresearched).
Provides utilities for creating waxed plant prefabs and converting existing plants into waxed variants with configurable appearance and behavior.
Defines configuration and behavior templates for weed plants, including growth stages, spread mechanics, and custom actions for forgetmelots, tillweed, firenettle, and ivy.
A reusable prefab factory that creates customizable farmable weeds with growth stages, soil interaction, and magical growth mechanics.
Renders the UI page for a specific weed plant type, displaying its growth stages, water/nutrient consumption, product, and effects with conditional visibility based on research progress.
Manages cyclic withering and rejuvenation of plants based on temperature and weather conditions, and supports temporary protection periods.
A harvestable light-emitting plant that regenerates after being picked and spawns a wormlight_lesser item.
Renders a visual effect animation sequence associated with Wormwood's plant transformation, triggering growth or un-growth based on player proximity and state.