Altar Prototyper
Implements a reusable crafting station with dynamic lighting and state-dependent behavior (intact or broken), supporting research tree activation, repair, and combat-triggered creature spawns.
Implements a reusable crafting station with dynamic lighting and state-dependent behavior (intact or broken), supporting research tree activation, repair, and combat-triggered creature spawns.
A deployable boat accessory that prevents vessel movement and interacts with water physics and environmental systems.
A deployable device that scans for moon relics or alien artifacts to retrieve and consumes uses upon successful scanning or idle operation.
Manages the power state of the Archive structure and synchronizes world state tags.
Implements the directional sign post and panel prefabs for placement and interaction in the game world, supporting construction, writing, destruction, and orientation persistence.
Defines the Beebox structure entity which produces honey and spawns bees based on season and light conditions.
A structure prefab that allows players to groom and dress beefalos with custom skins and clothing.
Defines the Beehive prefab entity that spawns bees, handles combat interactions, and drops loot when destroyed.
A deployable structure component that enables boat magnet functionality by pairing with a beacon and responding to beacon state changes via the state graph.
Manages the beacon that pairs with a boat magnet to control magnet movement when placed on a boat.
Provides the logic and interaction handling for the Boat Rotator structure in DST, including workability, burnability, and loot dropping on destruction.
Acts as a raceway checkpoint in the Boatrace event, detecting approaching beacons, dispensing flags, handling hammering interactions, and managing lighting and state transitions during races.
A deployable carnival-themed structure that provides lighting, music effects, crafting opportunities, and loot upon destruction.
Provides shared functionality for carnival minigame stations, including activation/deactivation lifecycle, scoring, rewards, and camera/focus management.
A multiplayer-compatible structure that enables crafting of carpentry recipes and supports blade-based upgrades; handles states including construction, usage, burning, and destruction.
Manages the lifecycle, inventory, and catcoon spawning behavior of the Catcoon Den structure in Don't Starve Together.
Manages the lifecycle and behavior of cave entrance structures, including spawning bats, handling mining to open the entrance, and state transitions based on world migration status and day/night cycles.
Manages thelecturn's visual and functional state as a structure that holds a playbill stage entity and supports page-turning animations and idle behavior.
Manages the cold fire pit structure, a weather-resistant campfire that consumes fuel at a variable rate depending on precipitation.
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 large, seasonal boss entity that attacks player structures and becomes aggressive when its structures-destroyed threshold is not met.
A deployable structure that spawns cold-ice entities, reveals map area, overrides local temperature, and emits light and effects when an eyeball is inserted.
Implements dock woodpost structures and their deployable item form, handling placement, animation, loot drops on destruction, and network synchronization.
Manages the creation, destruction, health tracking, and structural integrity of monkey docks on Monkey Island maps.
A deployable storage chest that can be upgraded to provide infinite stack size and special loot behavior upon destruction or upgrade.
Acts as a structure that spawns dustmoths after being repaired; manages its own durability, regenerative child-spawning, and loot drops upon destruction.
A decorative and functional structure that can hold flowers and emit light, with built-in durability and destruction handling.
Manages a farmplot structure that can be planted with crops and degrades when hammered or burnt, including level-specific growth rates, fertility tracking, and decorative element rendering.
Provides base prefab construction logic for walls, fences, and gates, including alignment, rotation, locking, and component setup.
A structure that provides a controllable fire source for cooking, heating, and light, fueled by consumable items and supporting charcoal production.
A storage structure that preserves fish and breaks into wreckage upon hammering, releasing contents and triggering platform leaks.
Serves as an interactive structure that spawns a Stalker when fully repaired and traded with a Shadow Heart under specific conditions.
Stores edible food items indefinitely by stopping their decay and preventing pick-up, and releases them with decay resumed upon taking.
A festive structure that can be hammered to harvest loot, extinguish burning, and potentially spawn special seasonal items like gingerdead pigs.
Manages the state, behavior, and visual synchronization of the Hermit Hot Spring structure, including heating, bathing, bathbomb effects, and construction workflow.
Creates a durable, hammerable signpost that can be written on and interacts with fire and loot-dropping mechanics.
A structure that spawns hounds periodically and releases them upon damage or death; it also haunts players under certain conditions.
A storage container with refrigeration properties that accepts loot on hammering and drops its contents when destroyed.
Manages a den structure that hosts hide-and-seek minigames with kitcoons, granting rewards upon successful play.
Generates prefabs for lantern posts, their light chains, deployment kits, and placement helpers, handling lighting, partnerships, and seasonal loot logic.
A structure component that accumulates charge during thunderstorms and discharges lightning upon impact, while also acting as a battery and breakable workable object.
Defines the Lunar Forge structure prefab, including prototyper, workable, and hauntable behaviors.
Manages the mad science lab structure's experimental crafting workflow, including stage progression, sound, and particle effects during recipe processing.
Serves as a shadow dimension storage container for the Magician character, enabling item storage with burnable and hauntable properties.
A breakable environmental object that yields marble resources when mined, with visual feedback and loot drop mechanics.
Manages the growth, mining, and loot generation of marble shrubs, which are mutable ground structures that progress through growth stages and yield marble resources when mined.
Manages mast structures for boats, including sail deployment, fuel-powered lighting upgrades (lamp), lightning rod upgrades, and destruction behavior.
Represents a broken boat mast that can be repaired or burned, dropping loot and triggering visual/sound effects when interacted with.
Manages the behavior and lifecycle of a ship mast-mounted lamp, including lamp state (on/off), destruction, and loot generation upon deconstruction or burning.
A structure component that charges upon lightning strikes and discharges at the end of each day, providing visual and functional upgrade support for masts.
A structure that dries meat items when exposed to air and sunlight, and burns when ignited, destroying the dried food and producing ash instead.
Manages a multi-slot drying rack structure that processes raw meat and other edible items into dried versions using environmental conditions and optional salt collection.
Creates and configures Merm structures that dispense items to Merm units after consuming stored resources.
A structure that spawns Merm minions during the night and regenerates them over time, with special behavior when crafted with an offering pot.
Represents the Merm King’s throne structure in DST, supporting construction phases, occupation by the Merm King, burning, and destruction with appropriate game events and loot behavior.
A structure that spawns and manages Merm guards when a Merm King is present, supporting dynamic spawning behavior and interaction with world settings and offering pots.
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.
A structure that spawns moles underground and drops loot when dug up.
A structure that spawns and manages monkeys, drops loot when broken, and responds to world events like acid rain and earthquakes by召回 or pausing spawns.
Manages the lifecycle, linking behavior, and crafting progression of celestial altars in the DST Moon Biome.
Manages the Moon Base structure's state, including staff charging, morphing, repair, and moon-based spawner activation.
A world-anchored structure that reflects the current moon phase visually and functionally, enabling gestalt transformation under specific moon conditions.
Manages the growth, harvesting, and state progression of a mushroom farm structure, including interactions with snow cover, spore conversion, and repair mechanics.
Manages the lighting, state transitions, and decay behavior of mushroom-based lanterns in DST, including battery-powered operation, spore-based colour tinting, and structural collapse when damaged.
A deployable structure that provides shadow-light illumination and sanity benefits while consuming nightmare fuel.
A spawner-like entity that triggers the growth of a nightmare growth prefab, which emits strong negative sanity aura and can destroy nearby structures.
A deployable water-based fishing structure that catches and stores fish, with state-aware perish rate scaling and overflow fish release on destruction.
A large, water-based environmental structure that provides canopy shade, drops loot when chopped or hit, and interacts with boat collisions and lightning strikes.
Manages a structure that collects kelp to summon and hire merms, including support for upgraded variants and merm-calling mechanics.
A structure that spawns and houses otters, stores loot, and reacts to player interaction or combat damage by releasing or aggroing otters.
Manages a structure that spawns and shelters pigmen, with state-dependent lighting, sound, and damage behavior.
Manages the pig shrine structure's state machine, including empty, offering, burnt, and burnable states, with support for prototyping, trading, and salvage behavior.
A structure that produces guards and burns fuel over time, extinguishing when its fuel runs out or during rain.
Implements the pirate flag pole structure, managing its visual animation, burnable behavior, loot drops, and flag number assignment.
Manages the behavior and state of the portable blender structure and its deployed item form, including cooking functionality, burn mechanics, and workable construction.
Manages the logic for a portable cooking device that can be deployed, used to cook stews, and transitions to an item form when dismantled or destroyed.
Provides a callback mechanism for custom dismantling logic when a portable structure is disassembled.
A deployable, hammerable structure that absorbs and displays hit damage via rotating numeric digits; accepts equipped items via trader logic and drops loot when destroyed.
Factory function for generating Quagmire crate prefabs, supporting both empty crates and pre-filled kits (e.g., oven, grill).
A craftable structure prefab used in the Quagmire DLC that enables storage of ground ingredients and acts as a crafting node for Quagmire-specific recipes.
A static, passive quagmire world structure that serves as a visual and thematic landmark in the Quagmire biome, with no gameplay functionality beyond appearance and identification.
A locked storage container used in the Quagmire biome, requiring a key to open.
Creates the visual and physical representation of a Quagmire swamp pig house, including normal and rubble states with appropriate animations and physics.
A structure component that tracks local rain levels via animation and responds to player interaction and environmental effects like fire.
Manages the resurrection statue entity, allowing players to attune it to复活 dead players in DST.
A durable, fueled light source that transitions between burn states based on fuel level and can trigger a controlled explosion when fully depleted.
A storage container that preserves perishable items at a fixed rate and can be destroyed via hammering to release its contents.
A durable structure that provides salt-based sustenance for creatures and players over time, supporting improved construction and repair mechanics.
A decorative and functional structure that can be built by players to occupy space and interact with dressing-up mechanics; it supports hammering, burning, and skin changes.
Creates and configures the science and alchemy prototype machines, including their prototyping trees, animations, interactions, and seasonal gift mechanics.
A deployable structure that provides prototyping capabilities for the Seafaring content, with workable and burnable behavior.
A deployable map-revealing structure that provides illumination and reveals fog of war; it can be hammered to collect loot and deactivates when burnt.
Manages the state machine for the Fire Suppressor structure, handling its startup, idle, spinning, and extinguishing animations and sounds.
Manages the state machine and animation/sound behavior for the Moon Dial structure in DST, including phase transitions, glassing effects, and crafting interactions.
Manages the animation, power state, and attack logic for Winona's catapult structure, including projectile launching and elemental battery consumption.
A structure component that functions as a prototype device for crafting shadow-based recipes, supporting activation, work interactions via hammering, and loot dropping upon destruction.
A deployable frozen ground spike that damages nearby entities, breaks collapsible workable structures, and can be mined for ice resources.
A science station that requires heat and proximity to function, unlocks craftable recipes via prototyping, and upgrades its tech tree based on pearl decoration score.
A decorative and functional structure that accepts flower-type items, modifies perish rates and sanity aura based on item content and player skill tree upgrades, and triggers special effects during moon blossoms.
A hostile, structure-like entity that spawns slurtles or snurtles over time and explodes when ignited or destroyed.
A breakable decorative statue that drops marble loot when mined and supports dynamic animation states and Charlie-induced modifications.
Manages the logic for a boat's steering wheel, including player interaction, burning effects, and looting upon destruction.
Creates and configures the Pig Head and Merm Head prefabs, which are destructible structures that produce specific loot, respond to fire, wake up on full moons, and can be haunted.
Manages festive table functionality including food放置, seasonal feast registration, lighting effects, and interaction with the Winters Feast event system.
A crafting station prefab that enables players to learn and prototype fishing-related blueprints; it supports state persistence, burning, haunting, and loot generation.
Manages a structure that accepts gem placements to enable teleportation functionality, and responds to hammering by destroying itself and dropping gems.
Manages the behavior and state of sleeping structures (tent and siestahut), handling use tracking, sleep interactions, burning, and dismantling.
Manages the town portal structure, including channeling activation, inter-portal linking, teleportation, and dismantling behavior.
A weighable fish stand that holds and displays caught trophy fish, supports building/removal via actions, and handles item persistence across reloads and burn states.
A weight-based trophy structure that accepts oversized vegetables and displays their weight and harvest day using animated digit symbols.
Defines two prefabs (vault_table_round and vault_stool) with variation management, decoration handling, and sittable/inspectable behavior for DST vault environments.
Represents an interactive ancient rune stone used for lore display in the Vault biome.
Manages visual and narrative state for vault-themed statues, including scene-specific animation and lore display in scrapbook mode.
Handles the creation, rendering, and destruction logic for the Wagstaff machinery structure, including dynamic debris animation, loot generation, and event signaling.
A placeable structure component that allows players to store and manage items via an inventory interface, while supporting interaction callbacks, hammering, burning, and save/load persistence.
A structure that accepts torches to become active, enabling a prototyper and emitting flame; deactivates when extinguished or deconstructed.
A hive-like structure that periodically spawns killer bees and reacts to nearby players and attacks by releasing aggressive wasps.
Static map layout for the wasphive biome with easy difficulty grass placement and wasphive structures.
A functional entity that channels water in a circular area, launching water projectiles when used; breaks upon being hammered and extinguishes flames.
Acts as a large ocean-dwelling structure that periodically spawns grassgators, drops items when rammed by boats, blocks lightning, and manages canopy effects for nearby players.
Manages a special resurrection altar for Wendy that allows linking to a player and consuming health to enable resurrection of fallen allies.
Manages the mechanical winch structure that can lower and raise a claw to salvage submerged objects, while interacting with boat physics and inventory systems.
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.
Displays and tracks the current ambient temperature using a meter animation, updating once per second and reacting to burning or hammering.
Implements the Winters Feast Oven, a multi-stage cooking station that requires science-based cooking steps and produces festive dishes.
A water-based structure that spawns and regenerates Wobster creatures over time, interacts with player mining actions and boat collisions, and can transform into a Moonglass Wobster Den during Halloween events.
Manages the Wormhole prefab, a teleportation structure that opens when players approach and teleports entities (including followers) to a linked Teleporter.
Acts as a special祭坛 that holds a birdfeather offering and becomes a prototyper once activated; supports burning, hammering, and state persistence.
Manages the interactive shrine structure for the Yotb mod, handling offering placement, trading, burning state, and dynamic prize changes during contests.
Manages the behavior and state of the yotb_post structure, including hammering, hitching, marking, burning, and ribbon animation effects.
Provides a structure-based crafting interface for beefalo sewing recipes, managing sewing state, animations, sound, and interaction callbacks.
Manages the stage booth structure, handling placement, interaction (hammering, hitting), voice playback, and cleanup with event notifications and loot drops.
A structure that initiates and manages carrat racing events; it spawns racers, triggers race start/end logic, and handles destruction with burn and hammer interactions.
A gym-scale structure that accepts carrat rats, displays their stats via animated rods, and manages their interaction during training.
Manages the Carrat Shrine entity's state transitions, offering interactions, prototyping access, and burn mechanics in the YOTC content.
A ritual shrine that accepts charcoal offerings, activates a prototyper when offered, and resets to an empty trader state when used or extinguished.
Manages the lifecycle, offering acceptance, and heckler behavior of the Yoth Knightshrine structure in Don't Starve Together.
Creates decorative campfire-like structures that burn fuel, produce light, and interact with weather and gameplay events.
A seasonal event structure that spawns cooperative bunnymen, accepts offerings of carrots to unlock crafting options, and triggers special gameplay during the YOTR event.
A boss-adjacent structure that accepts monster meat offerings, unlocks crafting capabilities when offered, and can be hammered down for rewards.