Acidinfusible
Applies and removes an acid infusion effect based on world rain state and entity rain immunity, adjusting combat stats, movement speed, and visual effects accordingly.
Applies and removes an acid infusion effect based on world rain state and entity rain immunity, adjusting combat stats, movement speed, and visual effects accordingly.
Renders the beaver meter UI widget with dynamic arrow animation based on the current sanity level and full moon state.
Manages the spawning and behavior of birds in the game world, including timed spawning for players, lunar hail event responses, and dynamic environmental adjustments.
Spawns buzzards in response to environmental conditions and events, managing their lifecycle, shadow proxies, and seasonal behaviors.
Manages the spawning and rendering of acid rain particles in the game world, including interaction with rain domes and entity pooling.
Manages weather simulation including precipitation, moisture, wetness, and associated visual/audio effects in the Cave biome.
Manages the cold fire pit structure, a weather-resistant campfire that consumes fuel at a variable rate depending on precipitation.
Manages the drying process of ingredients into preserved food products, handling timers, rain exposure, and state transitions.
Manages drying behavior for items placed in a container, handling time-based drying, weather effects (rain/acid rain), and state persistence.
Manages soil moisture, nutrients, and farming-related systems across the world map, including plant growth, weed spawning, and Lord Fruit Fly behavior.
Manages the spawning and lifecycle of frogs during rainy spring weather, including logic for lunar rift influence and player-specific spawning.
Manages the AI behavior tree for the Hermit Crab, including trading, fishing, hotspring soaking, pet feeding, tea shop navigation, and environmental adaptation (weather, day/night).
Manages a visual freeze overlay effect and sound feedback when an entity's temperature drops.
Spawns a temporary visual and audio effect for lightning strikes, including screen flash and camera shake for nearby players.
A structure component that accumulates charge during thunderstorms and discharges lightning upon impact, while also acting as a battery and breakable workable object.
Manages the visual particle system and splash effects for lunar hail precipitation in the game world.
Manages the lunar hail buildup mechanic for a structure, tracking accumulation and decay during lunar hail events, and handling work required to remove the buildup.
Manages spawning, physics, and impact behavior of falling debris during lunar hail storms, including damage application, shelter detection, and interaction with the world topology.
Creates a classified entity that acts as a meteor spawner by attaching the meteorshower component.
Renders a fading shadow FX entity that warns players of an incoming meteor impact during meteor showers.
Manages a character's moisture level, including precipitation absorption, drying rates, waterproofing modifiers, and state transitions like wet or soaked.
Manages periodic ground lightning spawns during moonstorms based on player proximity and network node data.
Manages the visual and audio overlay effects during a moonstorm, including screen fading, brightness adjustments, dynamic lighting, and shader-based dust animation.
Manages moonstorm-related speed penalties for entities based on storm intensity and vision state.
Manages the growth, harvesting, and state progression of a mushroom farm structure, including interactions with snow cover, spore conversion, and repair mechanics.
Represents a dynamic water source in the Desert biome that can dry up during sandstorms and regrow vegetation afterward.
Central player component implementing shared behaviors, HUD/camera controls, weather effects, seamless swaps, and YOTB skin unlocking.
Manages in-game rainfall particle effects and raindrop spawning logic using a VFX emitter system.
A wearable item that provides waterproofer protection and insulation while slowly consuming fuel over time.
Manages a dynamic rain-shield dome entity that grants rain immunity to nearby entities within its active radius.
Renders a dynamic overlay indicating the influence of active rain domes around the player.
Tracks whether an entity is inside a rain dome and notifies the entity upon entering or exiting.
A structure component that tracks local rain levels via animation and responds to player interaction and environmental effects like fire.
Manages global sandstorm state and calculates storm intensity based on season, weather, location, and nearby oases.
Manages movement speed penalties during sandstorms based on vision state, mounting, and storm intensity.
Tracks whether an entity is under cover (e.g., from trees or structures) and manages shelter state transitions, including communication and networking.
Tracks ambient temperature and manages melting state transitions for entities like snowballs in response to environmental conditions and snow cover.
Provides shared initialization logic for spoiled food items used as fertilizer and ocean fishing lures, with weather-sensitive perish behavior and work-based looting for fish variants.
Implements decision-making logic for a tornado entity, directing it to move toward or wander near a target location.
Registers placeholder functions for all known tuning hooks used by the game to allow modded overrides of season, weather, entity, and environment-related tuning tables.
An equippable item that provides rain protection, insulation, and temporary coverage, consuming fuel or perishing over time depending on variant.
Applies protective effects (withering, cooling, extinguishing, and wetting) to entities within a radius, typically used for environmental interactions like rain or water-based abilities.
Manages dynamic weather systems including precipitation, temperature, moisture, wetness, snow accumulation, lightning, and atmospheric lighting.
Manages cyclic withering and rejuvenation of plants based on temperature and weather conditions, and supports temporary protection periods.
Controls meteor loot generation logic, including conditional replacement of moon rocks with moon rock shells based on accumulated odds.
Tracks and broadcasts global world state variables such as time, phase, season, weather, and moon cycles for the entire world entity.