Actions
This component defines the complete action system for Don't Starve Together, including action type registration, range validation helpers, distance adjustments for terrain and physics, and comprehensive player interaction handlers covering combat, crafting, exploration, boat mechanics, and special gameplay mechanics.
Age
Tracks and manages a player entity's elapsed time since spawn, including pause/resume functionality and age-based notifications.
Aoecharging
Manages the state and visual feedback for a charging area-of-effect attack, synchronizing charge progress and owner tracking across networked clients.
Attunable
Manages persistent links between entities and players, enabling attunement mechanics for items like resurrection effigies.
Attuner
Manages attunement relationships between a player and attunable entities.
Avengingghost
Manages the avenging ghost state for Wendy, increasing damage over time while in ghost form if a nearby player has the 'wendy_avenging_ghost' skill activated.
Bandage
A consumable small item that heals a fixed amount of health when used by a player.
Battlesongs
Generates combat buff prefabs and their associated song definitions for the Battlesinger class, integrating with the singing inspiration system and debuff lifecycle.
Bufferedaction
Represents a queued player action with target, position, and callback handling for the action system.
Builder
The Builder component handles recipe unlocking, tech tree evaluation, prototyper interaction, ingredient management, crafting logic, recipe validation, item spawning, and build buffering for entities.
Builder Replica
Synchronizes server-side crafting logic and tech tree state to the client for UI and validation.
Colourcube
Manages dynamic colour grading via colour cubes (LUTs) to reflect in-game conditions such as time of day, season, sanity, and environment (caves or overworld).
Componentactions
This component defines the core action system for Don't Starve Together, implementing component-based action handlers that determine valid player interactions with entities and world positions across INVENTORY, POINT, and EQUIPPED contexts, while providing modding support through action registration, collection, and validation methods.
Controls
Manages the player HUD, input feedback, map UI, crafting menu, and wheel-based controls for all player interactions in Don't Starve Together.
CrowKidGameScreen
A screen interface for the Crow Kid's Maze minigame that manages gameplay state, grid rendering, movement logic, and reward reporting.
Drownable
Manages drowning and void-falling logic for entities, including damage application, item dropping, and teleportation behavior.
Dsp
Manages dynamic audio filtering (low-pass and high-pass) based on player season, temperature, and runtime DSP stacks.
Dynamicmusic
Manages adaptive background music for the player entity based on gameplay context such as location, actions, time of day, season, and nearby events.
Encounterspanel
Renders a scrolling list of player encounter records, displaying character icons, names, server info, and playtime with controller- and mouse-friendly interaction.
Equippable
Manages item equipping behavior, including slot assignment, unequip prevention, movement speed modifiers, dapperness, moisture, and equip/unequip callbacks for entities in DST.
Experiencecollector
Periodically awards experience points to eligible characters based on in-game time.
Fireover
Manages the visual and audio overlay effect for fire damage on the player character, including alpha transitions and sound feedback.
Fishingrod
Manages the fishing mechanic for a fishing rod, including casting, nibbling, strain, and reeling interactions with a fishable entity.
Fumeover
Manages dynamic visual overlays for fume and debuff effects on the player, based on proximity to spore clouds.
Ghostly Elixirs
Creates consumable ghostly elixir items and their associated debuff components that apply temporary buffs to targets upon use.
Giftreceiver
Manages the receiver side of gift items, tracking gift count and coordinating with gift machines.
Health Replica
Manages network-synchronized health state for player entities, mirroring properties from the master-side Health component for client-side UI and logic.
Hideandseekgame
Manages the Hide and Seek minigame logic, tracking seekers, hiding spots, game state, and rewards.
Hunger
Manages hunger and starvation mechanics, including decay, damage application, and synchronization with the health component.
Inkable
Tracks and manages temporary ink status on players affected by squid attacks.
Inkover
Manages visual ink splatter effects on a player character when they become inked.
Inventory
Manages the storage, equipping, and inventory interactions for player entities, including slot-based item management, equipment handling, and container integration.
Inventorybar
Manages the player's inventory HUD bar, including slot layout, cursor navigation, item display, and controller mouse/focus integration.
Lavaarena Achievements
Defines win condition and performance-based achievement requirements for the Lava Arena mini-game.
Linkeditemmanager
Manages persistent associations between player entities and linked items, ensuring items track their creator/owner and respond appropriately when players join or leave the world.
Locomotor
Manages entity movement, pathfinding, and speed calculations, including walking, running, platform hopping, and speed modifier interactions.
Maprecorder
Stores and manages recorded map data for teaching exploration progress between players.
Mapscreen
Manages the player's map interface, including minimap rendering, zoom controls, map decorations, and interaction handling via map actions.
Miasmaover
Manages the visual overlay representing miasma fog effects and goggle-based vision adaptation for the player, including animated background layers and dynamic brightness/scale adjustments.
MiasmaWatcher
Tracks whether an entity is inside a miasma cloud and applies movement speed penalties accordingly.
Mightiness
Manages Wolfgang's physical transformation system based on his current mightiness level, dynamically adjusting stats, animations, sounds, and gameplay modifiers.
Mighty Gym
Manages the structure and behavior of the Mighty Gym, a gymnasium-style structure that allows players to gain mightiness by loading weights and working out.
Mightydumbbell
Manages workout and attack interactions for strongman characters, dynamically adjusting mightiness gain rates and consumption based on current mightiness state.
Mightygym
Manages weight loading, workout state, and visual/sound feedback for the Mighty Gym structure in the game.
Moisture
Manages a character's moisture level, including precipitation absorption, drying rates, waterproofing modifiers, and state transitions like wet or soaked.
Moisturemeter
Manages the visual HUD widget displaying a player's current moisture level and change rate in Don't Starve Together.
MultiplayerMainScreen
Manages the multiplayer main menu UI, including server browsing, character puppets, and navigation to sub-screens like options and skins.
Networking
Manages network communication, player synchronization, server operations, and system messaging for Don't Starve Together.
Nightvisionfruitover
Manages the visual and audio overlay shown when the Night Vision Fruit effect is active on the player.
Oar
Handles rowing mechanics for boats, applying directional force and managing rowing success/fail behavior.
Panflute
A musical instrument that induces sleep, grogginess, or other effects in nearby entities and can summon Wortox souls when played.
Plantregistryupdater
Manages plant and fertilizer discovery data for a player, syncing learned content across clients in multiplayer.
Player Classified
Manages classified player state, network synchronization, and client-server event coordination for player entity components.
Player Common
Central player component implementing shared behaviors, HUD/camera controls, weather effects, seamless swaps, and YOTB skin unlocking.
Player Common Extensions
Provides shared logic for player lifecycle management including death, resurrection, locomotion, actions, mini-map visibility, and commander/leader behaviors.
Player Hosted
Creates a non-player hostile entity that mimics a player model and behaves as a parasitic shadow thrall with combat, sanity-draining, and retention behavior toward its designated owner.
Playeractionpicker
Determines valid player actions based on context (mouse position, target, held item, and modifiers).
Playeravatardata
Manages player avatar data including name, skins, age, and equipment, with support for network replication and save/load operations.
Playeravatarpopup
Displays a UI popup window showing player avatar information including character portrait, equipment, and skins for a specified player.
Playeravatarportrait
Renders a player's avatar in the UI, including portrait background, character puppet, badge, rank badge, and player name.
Playerbadge
Renders a player's avatar and background in the UI, supporting various states such as AFK, ghost, host, and mod characters.
Playercontroller
Manages player input, locomotion prediction, targeting, placement, and combat actions for the player entity in Don't Starve Together.
Playerdeathnotification
Manages the UI notification shown to players upon death, including revival options and world regeneration countdown for server admins.
Playerdeaths
Manages persistent death logs for players, including sorting, saving, and loading historical death records.
Playerfloater
Manages equipping and deployment behavior for player-held floating items, such as the Cloud In A Bottle.
Playerhearing
Manages dynamic audio DSP filters applied to the player based on equipped items, such as muffling hats.
Playerhud
Manages the player's Heads-Up Display (HUD), including UI overlay hierarchy, screen transitions, input handling, target indicators, and status effect visuals.
Playerinfopopupscreen
Displays a player-specific information screen with tabbed content (player avatar and skill tree) in Don't Starve Together.
Playerinspectable
Syncs player equipment and skill selections to the network for client-side rendering of character appearance.
Playerlightningtarget
Determines whether and how a player entity is affected when struck by lightning, including chance calculation and strike response logic.
Playerlist
Renders and manages the player list UI for the lobby screen, including player names, character badges, mute controls, and profile actions.
Playerlist
Renders a scrollable list of players in the lobby screen with interactive elements for profile viewing, muting, and performance indicators.
Playermetrics
Tracks player-related gameplay events and forwards them to the metrics system for analytics.
Playerprofile
Manages persistent player profile data including customization, settings, unlocks, and character/skin preferences.
Playerprox
Monitors proximity of players to an entity and triggers callbacks when players enter or leave defined zones.
Playerspawner
Manages player spawning logic, including position selection, spawn protection, and migration handling in the master simulation.
Playerspeedmult
Manages non-stacking speed multipliers for players by overriding the locomotor's runspeed, supporting both server-authoritative and client-predicted multipliers with optional hard caps.
Playerstatusscreen
Renders and manages the in-game player status screen, displaying server information and connected players with moderation controls.
Playertargetindicator
Tracks players who should display target indicators on screen and manages their visibility based on frustum culling and tracking eligibility.
Playervision
Manages player visual modifiers (e.g., night vision, ghost vision, nightmare vision) by controlling colour cube overrides and related events.
Playervoter
Manages player vote state and submission for shared world voting systems.
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.
Pumpkinhatcarvingscreen
UI screen component that allows players to customize pumpkin hat face features by selecting variations via keyboard, gamepad, or mouse inputs.
Rabbitkingmanager
Manages the Rabbit King’s lifecycle, including spawning, leashing to players, state transitions (passive/aggressive/lucky), and interaction tracking via carrot-feeding or naughtiness.
Reader
Enables an entity to read books and track bookworm status and sanity penalties.
Rider Replica
Manages networked state and replicated data for a rider entity, synchronizing mount, saddle, and riding status between server and client.
Sanity
Manages sanity value, mode (Insanity/Lunacy), and related mechanics for an entity, including dynamic rate calculation from environmental and aura sources.
Sanity Replica
Network-replicated component that synchronizes sanity state, mode, and related properties between server and client for player entities.
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.
Seamlessplayerswapper
Handles seamless in-game player character transitions without exiting to character select, preserving inventory, tags, and clothing while updating prefabs.
Sentientaxe
Manages sentient behavior and speech for the Lucy (Woodie's axe) entity, including owner interaction, transformation alerts, and conversational triggers.
Sgplayer Hosted
Manages player state transitions for hosted multiplayer sessions, including movement, combat, teleportation, death, and mount-specific behaviors.
Sgwilson
Manages the player character's state graph, coordinating animations, physics, component interactions, and input handling for movement, combat, actions, and transformations.
Sgwilson Client
Manages client-side state graph behavior for Wilson's player, including movement prediction, animation selection, sound playback, and channel-cast prediction logic.
Sgwilson Gymstates
Defines the state machine for Wolfgang’s gym workout sequences, including lift success, failure, and loop states, while interacting with mightiness and gym components.
Sgwilsonghost
Manages the state machine for Wilson's ghost form, handling transitions between idle, moving, talking, dying, and teleporting states in the Don't Starve Together game.
Shadowcreaturespawner
Manages the spawning, tracking, and population control of shadow creatures (e.g., Crawling Horrors, Ocean Horrors, Terrorbeaks) for players based on sanity levels and game mode.
Shallow Grave
Represents a buried player remains that decays over time, drops loot when hammered, and preserves player identity data for resurrection or inspection.
Simutil
Provides utility functions for world and entity queries, vision checks, camera effects, and world event management.
Skeleton
Manages the creation, behavior, and decay of skeleton entities, distinguishing between generic environmental skeletons and player skeletons with avatar data and save/load persistence.
Skilltree Walter
Builds and returns skill tree data for Walter's skill tree, including skill positions, dependencies, tags, and activation/deactivation logic.
Skilltree Willow
Defines the complete skill tree data structure for the Willow character, including skill definitions, positions, dependencies, activation effects, and alignment mechanics.
Skilltree Wolfgang
Defines Wolfgang’s skill tree layout, skill definitions, and activation logic including might, training, planar damage, and allegiance systems.
Skilltreedata
Manages persistent skill selection and experience data for player characters, including encoding/decoding, validation, and synchronization.
Skilltreetoast
Manages the visual toast UI element for skill point notifications in the player HUD, animating appearance/disappearance and handling controller focus and interaction.
Skilltreeupdater
Manages player skill tree activation, XP progression, and network synchronization across client and server.
Skinner
Manages character skin and clothing appearance for entities, including skin type switching, clothing application, and skin synchronization between players.
Sleepingbaguser
Manages a player's sleeping behavior and associated stat regeneration while using a sleeping bag.
Spectatorcorpse
Manages camera focus behavior for a player entity when spectating from a corpse, smoothly adjusting the camera range toward the nearest living player.
Speech Wathgrithr
Provides dialogue strings used by Wathgrithr’s speech system for specific world events and entities.
Speech Wilson
Provides static speech string data for Wilson character events and states in Don't Starve Together.
Speech Wolfgang
Initializes and manages Wolfgang-specific dialogue strings for player character speech events.
Speech Wortox
Manages speech-related logic for the Wortox character, including speech activation and interaction triggers.
Spellbook
Manages the spell wheel UI and spell execution logic for player entities, including item lists, sound effects, and conditional access rules.
Splitscreenutils Pc
Provides split-screen utility functions specifically for PC builds, returning fixed values that disable split-screen functionality.
Statusdisplays
Manages the HUD status display widgets for player stats, pets, and resurrection functionality in Don't Starve Together.
Steeringwheeluser
Manages a character's interaction with a steering wheel to control boat movement, including state transitions and rudder direction updates.
Stormwatcher
Tracks active storms on a player entity and synchronizes storm-related properties and speed modifiers.
Strafer
Manages strafing input and facing direction for player entities during movement, integrating with locomotion and player controller systems.
Teammatehealthbadge
Renders a player's health and optional pet health as a UI badge in Lava Arena scenarios.
Temperature
Manages entity body temperature, including heating/cooling logic, insulation, moisture penalties, and health impact from extreme temperatures.
Tuning
Defines and initializes the global TUNING table containing all gameplay constants and configuration values for Don't Starve Together.
Ugc Swap Fx
Creates and manages networked visual swap effects for player-crafted pumpkins and snowmen, synchronizing dynamic visuals across clients.
Usercommandpickerscreen
Displays a scrollable list of user commands (player or server-specific) and handles user selection and execution.
Usercommands
Manages user-executable commands (e.g., chat slash commands), including permissions, voting, validation, and execution flow for built-in and modded commands.
Viewplayersmodalscreen
Displays a modal screen listing connected players with profile interaction capabilities.
Waitingforplayers
Manages the lobby UI grid showing player avatars, readiness states, and local player voting functionality during the waiting-for-players phase before world spawn.
Walter
Character-specific component for Walter, managing Woby integration, mounted command wheel, sanity mechanics, storytelling, and sprint trail effects.
Wanda
Manages Wanda's dynamic aging system, which dynamically adjusts her health, hunger, sanity, combat stats, and appearance based on her current health percentage.
Wandaagebadge
Renders and manages the visual age, health pulse indicators, and effigy status for Wanda's character in Don't Starve Together.
Warly
Defines the Warly player character prefab, including health, hunger, sanity, eating preferences, and food memory configuration for Don't Starve Together.
Wathgrithr
Defines Wathgrithr as a playable character with inspiration-based battle singing mechanics, including spirit spawning on kills and song-based buffs.
Webber
Provides the implementation for the Webber character, a spider-taming player character with unique beard mechanics, spider affinity, and creep-based movement bonuses.
Wendy
Implements Wendy’s unique gameplay mechanics, including Abigail the ghostly friend, sanity aura adjustments during Sisturn events, and bonding progression.
Wereness
Manages the wereness meter and its dynamic behavior, including draining and state persistence for player entities.
Wes
Defines the Wes player character with unique penalties and bonuses for mining, chopping, and hammering, while reducing insulation effectiveness.
Wickerbottom
Implements Wickerbottom's unique gameplay mechanics, including the ability to spawn shadow creatures from reading books while insane, refusal of spoiled food, and bonus book-related interactions.
Willow
Willow is a player character prefab that specializes in fire-based mechanics, with abilities tied to burning entities, ember spawning on death, and resistance to temperature extremes.
Wilson
Defines Wilson’s default player character, including beard mechanics, special actions, reticule behavior, and game-mode-specific tags.
Wilsonbrain
AI brain component that defines Wilson's default behavior tree for combat and movement, prioritizing player-held primary input while enabling fallback automated attacks.
Winona
Defines Winona as a playable character, configuring her skills, recipes, visual assets, and specialization mechanics.
Woby Commands Classified
Manages command dispatch, state synchronization, and behavior control for Woby (Walter's pet) in both server and client contexts, including courier delivery logic, bag locking, and skill-based action toggling.
Wolfgang
Implements Wolfgang’s gameplay mechanics including Mightiness system, sanity modifiers based on proximity to enemies/followers, special work gain, and gym-based bell-minigame for gym-based mightiness gain.
Wonkey
Defines the Wonkey player character by configuring health, hunger, sanity, locomotion, food affinity, and visual/talker assets.
Woodie
Manages Woodie's transformation between human and three were-forms (beaver, moose, goose) and their associated gameplay mechanics.
Wormhole Limited
Manages a one-time or limited-uses wormhole teleporter that consumes charges on each use and degrades when unattended.
Wortox
Manages Wortox's soul-based gameplay systems, including soul collection, storage, overloading, portal hopping, and skill-triggered buffs and effects.
Wortox Souljar
Manages the Wortox character's soul storage jar, handling soul containment, leakage, usage display via finiteuses, and interactions like opening, closing, and hammering.
Writeable
Manages the ability for entities to hold and display custom text written by players.
Wurt
Implements the Wurt character's unique gameplay mechanics including pathfinding support, wetness-based skill interactions, and Merm King upgrades via debuff-based planar buffs for followers.
Yotb Post
Manages the behavior and state of the yotb_post structure, including hammering, hitching, marking, burning, and ribbon animation effects.