Armor Wagpunk
A wearable armor item that grants increased speed and defense based on target tracking duration, with visual and audio feedback across multiple performance stages.
A wearable armor item that grants increased speed and defense based on target tracking duration, with visual and audio feedback across multiple performance stages.
Manages a deck of playing cards with visual stack states, shuffling via punching, and reveal mechanics.
Spawns a non-persistent visual effects entity (flies swarm) attached to a parent entity, playing a looping animation and sound.
Acts as a base component for the divining rod that manages its state (locked/unlocked/stuck), visual states, and sound effects in coordination with the Teleportato.
Manages the furnace's cooking, incineration, and hammering mechanics, including state transitions, sound handling, and loot generation.
A decorative prefab that emits ambient fly sounds and animations based on player proximity, typically used for atmospheric effects in environments like caves and swamps.
Manages dynamic visual and audio effects for fire-based entities, including flickering light, radius scaling, intensity control, and sound effects across multiple flame levels.
Defines global assets required for the game's frontend, UI, animations, shaders, fonts, and sound packages—serving as a shared dependency container for the entire game and modding system.
A decorative inventory item that can be placed on the Hermithouse and emits sound and animation effects when interacted with.
Spawns a non-persistent local visual FX entity (bat) with randomized animation variation and sound when triggered in non-dedicated servers.
Manages a visual freeze overlay effect and sound feedback when an entity's temperature drops.
Handles the destruction of items inside a container when triggered, including optional sound playback, event dispatching, and kill/murder event propagation for living items.
A large environmental hazard that emits heat, ignites nearby flammable objects on contact, propagates fire, and triggers music events when engaged by the Dragonfly boss.
A consumable and repair item that emits a sound effect when taken as fuel or ignited.
Creates client-side visual effects for the Marionette stage actor's appearance and disappearance animations with fading and sound playback.
Manages sound channel volumes and dynamic audio filters for the game's sound system.
Spawns a non-persistent FX entity that plays a petrification sound at the position of a target proxy, adjusted for distance from the focal point.
A visual and audio FX entity representing a pigtorch flame, using layered animation levels and integrated fire effects.
Defines the state machine for the Bernie the bear character, handling animations, movement, sounds, and lifecycle transitions such as activation, taunting, hitting, and death.
State machine controller for Bernie Big boss entity, managing animations, sound cues, shadow transitions, and behavior states (idle, attack, death, etc.).
Defines the state machine for a spectator dragonling entity during boat races, handling emotes, flight animations, and timed self-removal.
Manages state transitions and visual/audio feedback for a memory card minigame prop during carnival events.
Defines the state machine and emote behaviors for the dragonling critter, including flight animations, sleep states, combat readiness, and interaction sounds.
Defines the state graph and behavior for the Eye of Terror critter, including animation states, sound triggers, and flying mechanics.
Defines the state graph for the Glomling creature, managing animations, sounds, and behavior states such as idle, eat, sleep, and combat emotes.
Defines the state graph for the kitten critter, orchestrating its idle behavior, emotes, locomotion, and combat interactions through state transitions and sound timelines.
Defines the state graph and behavioral logic for the lamb critter, including movement, idle, eating, sleeping, emotes, and sound playback.
Defines the state graph for the lunarmothling critter, managing its animations, sounds, and behavioral states (idle, walk, sleep, eat, etc.) in Don't Starve Together.
Defines the stategraph and behavior for the Perdling critter, handling movement, emotes, eating, and interaction animations.
Defines the state machine for the dust moth entity, handling idle, interaction (e.g., dusting, repair), and environmental response states.
Manages the state machine for the Fire Suppressor structure, handling its startup, idle, spinning, and extinguishing animations and sounds.
Manages the complete state machine for hound-type entities, handling movement, combat, eating, howl-based spawning, transformations (clay/statue), and special states (frozen, electrocuted, moonbase mining).
Defines the state machine and animation/sound logic for the light crab entity, handling states like idle, eat, hit, stunned, trapped, and death with sound loop management.
Manages the state machine for the Mandrake entity, handling animations, sounds, and transitions for idle movement, being picked/planted, being hit, and death.
Manages the state machine and animation/sound behavior for the Moon Dial structure in DST, including phase transitions, glassing effects, and crafting interactions.
Controls the animation, sound, and state transitions for multiplayer portal entities, including spawn, construction, and idle phases.
Manages animation and sound playback states for the ocean trawler entity based on its state (e.g., idle, raised, lowered) and container contents.
Manages the animation, sound, and state transitions for the Shadow Trap entity during spawning, idling, activation, and dispelling phases.
Manages water-based locomotion states for a shark-like entity, handling swimming, walking, and running animations with sound and wake effects.
Manages the state machine for the Small Bird entity, controlling animations, sounds, and behavior transitions such as idle, attack, death, and growth phases.
Controls the behavior state machine for the Spat entity, handling idle animations, combat attacks, sound-based actions like bellowing, and transitions between movement, grazing, and attack states.
Defines the state machine for the Storage Robot character, controlling movement, idle behavior, pickup, store, and breakdown animations and logic.
Manages the flight, hovering, movement, and animation state transitions for the Wagnificent Drone entity during active combat.
Defines a state machine for medium-sized ocean wave entities that rise, idle briefly, and then lower and remove themselves.
Manages animation state transitions and sound events for Wavey Jones' art hand entity during various behaviors such as idle, moving, attacking, and reacting to danger.
Manages the state machine behavior of Winona’s storage robot, handling movement, power management, pickup/store actions, and sound transitions.
Defines the state machine for a wormhole entity, managing idle, opening, open, and closing animation states and layering.
Manages the UI container for the slingshot mod interface, handling sound playback and container lifecycle.
Renders a non-persistent visual FX entity with lighting and sound, used to simulate a smoldering smoke plant effect in the game world.
Creates non-persistent visual and audio effects for structure collapse events.
Spawns a visual and sound effect at a specified location to simulate the landing of a superjump, and optionally spawns associated debris.
Spawns a non-persistent local FX entity that plays a distant thunder sound.
Creates and manages a non-persistent particle effect (smoke and hand animation) for a Thurible item when active, including ambient looping sound playback.
Manages the behavior and animation of the Town Portal Talisman item, which links two portals for teleportation and updates state based on inventory and connection status.
A decorative interactive switch component used in vault-related structures, supporting both standalone and base-mounted configurations with associated sound and animation logic.
Manages the landing and blocking behavior of a boss-related physics-based obstacle that reacts to environmental changes and boss presence.
A networked, animated wall entity that can be extended or retracted in response to game events, commonly used in the Wagpunk-themed environmental mechanics.