Boat
Manages the creation, behavior, and physics of ocean-going vessels, including variant-specific functionality (wood, grass, ice, pirate, ancient, otterden).
Manages the creation, behavior, and physics of ocean-going vessels, including variant-specific functionality (wood, grass, ice, pirate, ancient, otterden).
Manages visual, audio, and state transitions for boat leaks and repairs in DST, including plugged/unplugged states, repair timers, and integration with HullHealth for dynamic leak tracking.
Manages boat movement, physics, steering, sail/magnet forces, drag, and collision response for watercraft entities.
Generates visual water wake effects behind a boat entity as it moves.
Manages a pool of fish that can be caught via fishing mechanics, including respawning, freezing states, and hooking/release logic.
Manages visual and behavioral effects when an entity enters or remains in water, including wetness application, splash spawning, and floating animations.
Prevents drowning damage and optionally executes custom logic when drowning is prevented.
Manages the behavior, stats, movement, and state persistence of the Grassgator entity in DST.
Creates a small, non-networked decorative pool entity with visual effects, light emission, and interaction with the grotto waterfall system.
Represents a dynamic thermal pool entity that provides health and sanity restoration to occupants, can be transformed into a calcified glass state via bath bombs or full moon cycles, and yields loot when mined after calcification.
Provides the logic and configuration for oar items used in boat rowing, including durability tracking, waterproofing, and attachment to entities.
Represents a dynamic water source in the Desert biome that can dry up during sandstorms and regrow vegetation afterward.
A deployable water-based fishing structure that catches and stores fish, with state-aware perish rate scaling and overflow fish release on destruction.
Spawns and manages a shoal of medium-sized oceanfish entities in water regions, automatically regenerating and respawning fish over time.
Manages the attachment and configuration of the complexprojectile component for entities intended to be thrown into ocean water.
A portal prefab that teleports boats and their contents between distant ocean locations while applying protective effects and generating wake waves.
A hostile ocean-dwelling monster that steals items, shares combat targets with nearby allies, and drops loot upon death.
A static environmental object representing a salt pond in the Quagmire biome that acts as a water source and obstacle.
Manages a school of fish that moves between pre-defined navigation points and reacts to entity sleep states.
Defines the behavior tree for the Sharkboi entity when submerged in water, primarily using a simple wander task.
Applies basic physical properties to entities that interact with water, specifically defining their bounciness (restitution).
Manages the presence of the "watersource" tag on an entity based on availability state.
Creates visual shimmer wave effects in ocean water using pre-defined animation assets.