Ancient Husks
Defines the prefab data and initialization logic for ancient husk statues, including identity-specific animations and physics properties.
Defines the prefab data and initialization logic for ancient husk statues, including identity-specific animations and physics properties.
Manages automatic world saving intervals and shard synchronization states.
Manages a UI popup for viewing, loading, and saving Beefalo skin presets per character.
Manages locking and unlocking of chess piece sketches and associated trinkets in the Don't Starve Together chess minigame system.
Manages the state and behavior of the Chester Eyebone item, including morphing, respawning Chester, and synchronizing with its master.
Provides utility functions for checking and erasing persistent string files, commonly used for save data or configuration cleanup.
A custom tree prefab that supports chopping, burning, and saving/loading state transitions between full tree, stump, and burnt variants.
Displays a UI screen for managing a specific server save slot, offering options to delete, clone, convert cloud/local storage, or open the save folder.
Manages state for a theatrical playbill, tracking the current act and persisting it across save/load cycles.
Manages player avatar data including name, skins, age, and equipment, with support for network replication and save/load operations.
Manages persistent death logs for players, including sorting, saving, and loading historical death records.
A utility module that applies worldgen retrofits to saved game data, updating legacy maps with new content and mechanics introduced in the Return of Them, Waterlogged, and other DLC updates.
Persists and restores an entity's rotation during save/load operations, primarily for entities that must maintain orientation relative to moving platforms like boats.
Stores and restores non-default scale values for an entity's transform during save/load operations.
Displays a visual saving indicator with animation and text during world-saving operations.
Renders a UI slot representing a saved server world in the server management screens, displaying metadata and enabling navigation or deletion.
Manages the server selection screen UI, displaying existing save slots, filtering/sorting options, and handling user interactions for joining or creating new game instances.
Synchronizes snapshot state between the master shard and shard instances for world autosave coordination.
Manages persistent world, server, and session data for a game shard, including loading, saving, upgrades, and world generation overrides.
Manages shard-specific save index data and slot-level world/session metadata for persistent storage across game sessions.
Manages multi-step shard-to-shard transaction lifecycle to safely transfer data and items between game shards and save states.
Displays and manages snapshots for a specific save slot in the server admin UI, allowing users to view, scroll through, and restore game states from stored snapshots.
Manages named timers attached to an entity, supporting start, stop, pause, resume, and save/load operations.
Tracks which touchstones have been used by the player and persists this data across sessions and shards.
Manages switching an entity between two prefabs based on events or world state, preserving component and prefab data across transformations.
Manages a data grid representing the tile types directly beneath map tiles, used for layered terrain storage in the world.
Generates and tracks unique numeric IDs per prefab name to ensure distinct identification for spawned entities.
Manages loading, saving, unloading, and layout of procedural vault rooms in the world map.
Manages werebeast transformation logic, including moon phase triggers, manual transformation, and automatic reversion timers.
Tracks the last cycle on which a gift was given to a winter tree to enforce cooldown logic.
Provides a utility function to ensure required world-level entities (e.g., pocket dimension containers) are initialized during world save load.
Stores and manages cached static route data for circular paths across the world's traversable terrain.
Manages the lifecycle and state of contest stages in a structured world progression system, including stage registration, contest activation, and save/load synchronization.