Battleborn
Manages the "Battleborn" mechanic—accumulating a resource when attacking enemies and consuming it to heal, repair equipment, or restore sanity when a threshold is reached.
Manages the "Battleborn" mechanic—accumulating a resource when attacking enemies and consuming it to heal, repair equipment, or restore sanity when a threshold is reached.
Defines the Beebox structure entity which produces honey and spawns bees based on season and light conditions.
A destructible ground foliage prop that can be picked for resources and burned, using the pickable and burnable systems.
Manages the composting process, animation states, and harvest mechanics for the Composting Bin structure, including material tracking, cycle timing, and conversion of input items into compost.
A stackable inventory item representing a resource dropped by dragons, used for crafting and construction.
A pickable, renewable grass source that provides cutgrass and can ignite wildfires.
Manages periodic spawning of renewable forest resources such as flint, saplings, and berry bushes near spawn points when no players are nearby.
Manages incremental resource production on an entity, with configurable delay, capacity limits, and custom callbacks for production logic and state queries.
A harvestable environmental asset that regrows over time and drops `cutlichen` when picked.
A breakable environmental object that yields marble resources when mined, with visual feedback and loot drop mechanics.
Manages the behavior, harvesting, burning, and dynamic spawing of ocean vines in the game world.
Defines configuration data for pillow types, specifying combat and resource yield properties used by pillow prefabs.
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.
Provides a mapping and random selection mechanism for substituting game resources (e.g., rocks, trees, grass) with alternate variants based on predefined rules.
Manages the lifecycle, seasonal phase transitions, and resource yield of ice boulder entities in DST.
A breakable rock formation that yields mineral resources when mined and supports seasonal event behaviors like Halloween spooking.
A mineable terrain feature that yields rock, flint, gems, and other resources when broken.
A anchored marine structure that functions as a mineable resource and upgradeable water obstacle, dropping rocks when harvested or upgraded.
Represents a destructible water obstacle tree that yields wood resources when chopped or collided with by boats.
A structure that can be planted with a winter tree seed to grow into a full winter tree and yields wood when harvested before full growth.