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.
Manages the spawning and behavior of birds in the game world, including timed spawning for players, lunar hail event responses, and dynamic environmental adjustments.
Manages weather simulation including precipitation, moisture, wetness, and associated visual/audio effects in the Cave biome.
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 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.
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 moonstorm-related speed penalties for entities based on storm intensity and vision state.
Manages a dynamic rain-shield dome entity that grants rain immunity to nearby entities within its active radius.
Tracks whether an entity is inside a rain dome and notifies the entity upon entering or exiting.
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.
Implements decision-making logic for a tornado entity, directing it to move toward or wander near a target location.
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.