Activatable
Manages activation state and behavior for entities, including activation conditions, state tags, and callback execution.
Manages activation state and behavior for entities, including activation conditions, state tags, and callback execution.
Tracks and updates the unlock status of specific stories associated with an entity.
A wearable body armor that grants increased damage absorption when the wearer enters the shell state, and disables absorption upon exiting it.
Manages the bedazzled state for a spider den, applying visual and gameplay effects such as pacifying nearby spiders and altering creep radius.
Manages the physics and movement state of a boat entity, including drift detection, physics activation/deactivation, and wake test lifecycle.
Coordinates beacon behavior for boat magnet pairs, including pairing/unpairing logic, beacon activation state, and platform (boat) tracking.
Manages the burning and smoldering state of an entity, including fire effects, propagation, fuel consumption, and lifecycle hooks.
Manages the ability to catch thrown projectiles based on proximity and state.
Manages entity channeling behavior, supporting single or multiple simultaneous channelers with state transition control.
Manages the construction state and UI container for a builder entity performing construction tasks.
Manages charging and recharging states for an entity's abilities, tracking cooldown duration and triggering callbacks when fully charged.
Manages cyclic step-based states for entities, such as toggling between multiple modes or phases.
Manages the boss entity Daywalker, including phase transitions, leech attachment, chain mechanics, and combat state changes during boss fights.
Manages the discovery state and visual representation (icon) of an entity on the minimap and UI.
Manages freeze states, coldness accumulation, and thawing behavior for entities, including visual tinting, shatter effects, and resistance mechanics.
Manages fuel consumption, storage, and state transitions for entities that consume fuel over time.
Manages the visual and logical state of furniture decorations, such as being enabled and whether it's placed on furniture.
Marks an entity as diggable by grave-digging actions and provides a hook for custom dig behavior.
Manages hide-and-seek gameplay logic for an entity acting as a hider, including hiding spot assignment, timing, and state transitions.
Manages the hitched state of an entity, allowing it to be attached to or detached from another entity via a hitching mechanic.
Manages the visual representation and state updates of a virtual pet kitcoon in the game's UI, including animations, hunger/happiness statistics, and hibernation lifecycle.
Manages machine state including power (on/off), cooldowns, and interaction permissions.
Attaches an entity as a passive spectator to a minigame, automatically removing itself when the minigame ends or is deactivated.
Registers predefined audio mixing configurations for different game states and contexts.
Manages the UI and logic for the mod management screen, including mod listing, filtering, enabling/disabling, dependency handling, and workshop updates.
Manages state for a theatrical playbill, tracking the current act and persisting it across save/load cycles.
Controls whether an entity can cast spells based on its inactive state and optional custom casting conditions.
Stores and manages a numeric power load value and idle state for an entity.
Manages quest state and lifecycle events for an entity, including tracking whether a quest is active or completed, and invoking custom callbacks for begin, abandon, and complete operations.
Manages repair logic and tags for entities based on their state (health, durability, perishability, uses) and associated repair materials.
Manages the salt-licking behavior for entities, including detecting nearby saltlicks, applying timed salted states, and consuming uses from the saltlick.
Manages the Daywalker's state machine and combat behaviors, including movement, attacks (pounce/slam), struggle/tired states, defeat, and electrocution handling.
Manages state transitions and animation playback for an electric fence entity during connection, disconnection, idle, placement, and hit states.
Defines the state graph for controlling a fissure entity's on/off idle states with timed transitions.
A stategraph for moonstorm static capturables that manages idle and moving states based on locomotor input and capture events.
Manages the visual and behavioral states of a trap entity, including idle, sprung, full (with loot), and empty states.
Manages state transitions and animations for a limited-functionality wormhole entity, such as opening, closing, idle, and death states.
Manages the state machine and animations for the WX-78 scanner prefab during deployment, scanning, and removal operations.
Tracks the presence and activation state of sisturns attached to an entity and broadcasts state changes when sisturn status changes.
Manages entity seating state and occupier tracking for interactive furniture-like objects.
Manages sleep/wake cycles for entities based on environmental conditions, sleepiness accumulation, and custom test functions.
Manages state machines for entities, including state transitions, event handling, timelines, and networking support for client prediction in DST.
A breakable decorative statue prefab that yields marbles and chess piece sketches upon mining, with type-specific behavior and save/load state management.
Manages tribute accumulation, reward thresholds, and decay timing for entities capable of receiving or dispensing offerings.
Manages the "in use" state of an equippable item and provides callbacks for when it starts or stops being used.
Controls shield mechanics by determining when an entity should enter or exit a shielded state based on recent damage, fire, projectiles, or fear events.
Manages the operational states (normal, stuck, broken) and lighting behavior of the vault torch item in DST.
Tracks whether the Wagboss boss entity has been defeated and notifies the world of changes.
Manages werebeast transformation logic, including moon phase triggers, manual transformation, and automatic reversion timers.
Tracks consumption of monster meat and forces transformation to were-form when the internal counter reaches a threshold.
Manages the wereness meter and its dynamic behavior, including draining and state persistence for player entities.
Manages the lifecycle, state transitions, and chunked composition of the Worm Boss enemy including spawn, combat, death, chunk persistence, and loot generation.
Manages race state transitions and callback hooks for a yotc race event on an entity.