Abigailbrain
Defines the behavior tree AI for Abigail, Wendy's ghost sister companion.
Alterguardian Phase1Brain
Controls the AI behavior of the Alterguardian in its first combat phase, coordinating shield usage, targeted attacks, and wandering behavior.
Alterguardian Phase2Brain
Manages the AI behavior tree for the Alterguardian boss during Phase 2, coordinating movement, targeting, and state-aware actions.
Alterguardian Phase3Brain
Controls the AI behavior of the Alter Guardian in phase 3, managing combat prioritization, home-finding, and dodging via behavior trees.
Alterguardian Phase4 Lunarriftbrain
Controls the combat and movement behavior of the Alterguardian during its Phase 4 Lunar Rift transition, prioritizing ranged attacks while chasing andwandering within the arena.
Antlionbrain
Controls the decision-making logic for the antlion boss using a behavior tree to manage combat, rock-eating recovery, and post-combat calm periods.
Archive Securitypulsebrain
Controls AI behavior for archive security pulse entities, managing patrol movement toward power points and sequential waypoints.
Babybeefalobrain
Controls the AI decision-making behavior of baby beefalos using a behavior tree to prioritize panic, fleeing, following, and wandering actions.
Batbrain
AI brain responsible for controlling bat behavior, including foraging, stealing nitre, escaping caves, and following team/formation rules.
Beardbunnymanbrain
An unused and unmaintained brain class intended for a WerePig-style AI behavior in DST.
Beargerbrain
Controls the behavior tree and AI logic for the Bearger boss, managing combat, foraging, and seasonal movement patterns.
Beebrain
Controls the AI behavior of bees, including foraging, returning to hive, evading threats, and responding to environmental conditions like fire or darkness.
Beecommon
Provides shared constants and utility functions for bee behavior, including combat targeting, hive defense, and home-seeking logic.
Beefalobrain
Controls the AI behavior and decision-making logic for beefalo entities, including greeting feeders, loitering, wandering, and following leaders or herd members.
Beeguardbrain
Implements the AI behavior tree for the Bee Guard entity, which patrols near the Bee Queen and engages threats while maintaining formation.
Beequeenbrain
Controls the combat behavior, special abilities, and movement logic of the Bee Queen boss entity.
Berniebigbrain
Manages AI behavior for Bernie the bee, including leader following, combat targeting, and activation/deactivation logic.
Berniebrain
Manages the AI behavior of Bernie the Big Bernie, including detecting when to transform, finding a leader to follow, taunting nearby sanity monsters, and switching between wandering and following states.
Birchnutdrakebrain
Implements the behavior tree for the Birch Nut Drake, governing its movement, panic responses, combat engagement, and leash behavior.
Bird Mutant Brain
Controls AI behavior for mutant bird entities, including swarming, combat, skeleton breaking, and (for spitters) projectile spitting.
Bird Mutant Rift Brain
Controls the decision-making behavior of the Mutated Rift Bird, handling flight responses to threats and food/mining actions.
Birdbrain
Controls flight behavior and panic-triggered flee responses for bird-type entities.
Bishopbrain
Manages the behavior tree for the Clockwork Bishop entity, orchestrating combat, navigation, and social behaviors like following and facing.
Boatrace Primematebrain
Implements the AI behavior for the prime mate in boat races, prioritizing buoy tossing, leak repair, fire suppression, and rowing to keep the boat functional and competitive.
Boatrace Spectator Dragonlingbrain
Controls the behavior of a spectator dragonling that follows a boat race indicator entity during boat races.
Braincommon
Provides shared utility functions and behavior tree nodes for AI brain construction.
Brightmare Gestaltbrain
Defines the behavior tree AI for the Brightmare Gestalt entity with level-based combat and avoidance patterns.
Brightmare Gestaltguardbrain
AI behaviour tree for the brightmare gestalt guard, managing aggressive chasing, player relocation, chassis possession, and idle wandering based on behaviour level and player proximity.
Brightmare Gestaltinvaderbrain
AI brain for the Brightmare Gestalt invader entity, managing aggression, pursuit, projectile spitting, and structural interaction during invasion behavior.
Bunnymanbrain
AI controller that manages autonomous behavior for bunnyman entities, including combat, fleeing, foraging, home-seeking, and trading interactions.
Butterflybrain
Controls the AI behavior of butterfly entities, managing idle wandering, flower collection, and escape responses.
Buzzardbrain
AI behaviour tree for buzzards, managing corpse eating, food consumption, threat response, and fire avoidance based on mutation state.
Carnival Crowkidbrain
Controls the AI behavior of the carnival crow kid, managing movement, minigame spectating, decor interaction, campfire watching, and vocalizations based on game state and environment.
Carnival Hostbrain
Controls the AI behavior of the Carnival Host, managing its interactions with minigames, crowd behavior, and environment navigation.
Carnivalgame Herding Chick Brain
Controls the AI behavior of a herding minigame chick, managing movement via wandering and runaway responses relative to a home location and station markers.
Carratbrain
Manages the AI behavior tree for the Carrat character, including racing logic, panic responses, and food foraging.
Catcoonbrain
Defines the behavior tree AI for Catcoon entities, managing following, playing, hairball throwing, and homing behaviors.
Caveventmitebrain
Manages the AI behavior of cave vent mites, including combat, foraging, and navigation using a behavior tree.
Centipedebrain
Implements AI behavior for centipede enemies, managing combat tracking, charging, face-targeting, and autonomous movement.
Chest Mimicbrain
Controls the AI behavior of the chest mimic entity, governing actions such as item gathering, wandering, hiding, and combat.
Chesterbrain
Controls the AI behavior of Chester, the treasure-hunting monster, managing navigation, panic responses, and interaction with its leader entity.
Cookiecutterbrain
Manages the AI behavior tree for the Cookiecutter entity, handling fleeing, wandering, boat boarding, and home return logic.
Corpse Gestalt Brain
AI behaviour tree for the Corpse Gestalt entity, managing movement toward tracked corpses and infestation state transitions based on proximity thresholds.
Cozy Bunnymanbrain
Manages the AI behavior of the Cozy Bunnyman during minigames and normal gameplay, including pillow fights, carrot-spinning contests, and home management.
Crabking Mobbrain
Controls the behavior tree logic for Crab King mobs, handling platform abandonment, panic responses, combat pursuit, and homing to their known home location.
Crabkingbrain
Controls the AI behavior of the Crab King boss, managing phase transitions and targeting actions via behavior trees.
Crabkingclawbrain
AI behavior tree for the Crab King's claw entity, managing combat, positioning, and wandering behaviors.
CritterBrain
Defines AI behavior tree for critter entities including owner following, combat avoidance, playful interactions, and minigame watching.
Daywalker2Brain
AI brain controlling the Daywalker 2 boss, coordinating combat behavior including rummaging, stalk chasing, tackling, and avoidance of junk entities.
Daywalkerbrain
Controls the AI behavior of the Daywalker boss, coordinating combat targeting, dodging, stalk-in, and home-leash mechanics via a behavior tree.
Deerbrain
Manages the behavior tree for deer entities, coordinating solo and herd-based AI including fleeing, wandering, grazing, and alert responses.
Deerclopsbrain
Controls the decision-making behavior of the Deerclops boss, coordinating combat, movement, base destruction, and ice regeneration.
Deergemmedbrain
AI brain controlling deer gemmed behavior, managing responses to keeper status, combat, panic, and positioning relative to the keeper.
Dragonflybrain
Manages AI behavior for the Dragonfly boss, including fight reset logic, Lavae spawning, chase/combat, and home patrolling.
Dustmothbrain
Controls the AI decision-making behavior of the DustMoth entity, handling panic responses, home seeking, food consumption, dustable object interaction, and navigation.
Eyeofterror Minibrain
Controls the AI behavior of the Eye of Terror entity, managing its pathfinding, combat, and foraging actions via a behavior tree.
Eyeofterrorbrain
Controls the AI behavior of the Eye of Terror boss, coordinating special attacks, leashing, facing, and spawning mini-eyes via behavior trees.
Eyeturretbrain
Manages the AI behavior for an eye turret entity, determining target acquisition and prioritizing attack and orientation actions.
Friendlyfruitflybrain
Controls the AI behavior of friendly fruit fly entities, managing tasks like following a leader, wandering, and interacting with farm plants.
Frogbrain
Controls the decision-making logic for frog entities, managing behaviors such as wandering, sleeping, chasing targets, and returning home during night or winter.
Fruitdragonbrain
Implements the behavior tree for the Fruit Dragon boss, handling combat, home tracking, wandering, and panic responses.
Fruitflybrain
Defines the AI behavior tree for fruit flies, governing their movement, targeting, planting, and spawning logic.
Fused Shadelingbrain
AI brain component for the fused shadeling enemy that manages combat behavior including leashing, chasing, and combat jumps.
Gestalt Guard Evolvedbrain
Implements the decision-making logic for an evolved Gestalt guard enemy, handling combat targeting, movement, and ranged/telporting attacks via behavior trees.
Ghostbrain
Manages the behavior tree for ghost entities, handling targeting of living characters and switching between following and wandering states.
Gingerbreadpigbrain
Implements AI behavior for the Gingerbread Pig entity, handling panic, fleeing, leashing, and orientation logic.
Glommerbrain
Controls the AI behavior for Glommer, an entity that follows its leader while avoiding danger and wandering within proximity limits.
Gnarwailbrain
AI brain controller for the Gnarwail creature that manages navigation, combat, trading, tossing, and feeding behaviors in a water-centric world.
Grassgatorbrain
AI brain that governs the movement and combat behavior of the grass gator creature, handling panic, chasing, fleeing, orientation toward players, and land-based wandering.
Grassgekkobrain
Implements AI behavior for the grassgekko entity, coordinating panic responses, fleeing, and wandering.
Graveguard Ghostbrain
Controls the AI behavior of a ghost entity in DST, including following living targets, playful interaction with other ghosts, and periodic despawning.
Hermitcrabbrain
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).
Hostedbrain
Manages AI behavior for shadow thrall parasite hosts, coordinating coordinated attacks, formation positioning, and leash tracking using a behavior tree.
Houndbrain
Implements the behavior tree for hound entities, governing movement, combat, and social behaviors based on hound type, leadership, and environmental state.
Itemmimic Revealedbrain
AI behaviour tree for the revealed Item Mimic entity, managing player avoidance, leash constraints, and mimicry target selection.
Killerbeebrain
Manages the AI behavior of the killer bee entity using a behavior tree to handle attacking, retreating, homing, and wandering.
Kitcoonbrain
Manages the AI behavior of a kitcoon, handling owner following, combat avoidance, playful interactions with other kitcoons and toys, and minigame observation.
Klausbrain
AI brain component that controls Klaus's behavior, including rage states, combat, wandering, and chomp attacks.
Knightbrain
Controls the AI behavior of gilded knights, managing combat, formation movement, stage seating, and coordinated actions with other horsemen.
Koalefantbrain
Implements the AI behavior tree for the koalefant, managing movement, targeting, fleeing, and salt-lick anchoring.
Krampusbrain
Implements the decision-making logic for the Krampus character, handling stealing, chest-emptying, aggression, fleeing, and departure behaviors.
Lavaebrain
Controls the behavior tree for the Lavae boss, including combat pursuit, wall breaking, and emergency return to a lava pool on reset.
Lavaepetbrain
Implements the decision-making logic for the Lavae pet, handling hunger-driven behavior, following its owner, and interacting with food and the owner through a behavior tree.
Leifbrain
AI brain for Leif that manages behavior via a behavior tree, prioritizing wall attacks, combat, and wandering.
Lightcrabbrain
Controls the AI behavior of a light-crab entity by managing state execution through a behavior tree, including fleeing from threats, seeking bait, wandering, and returning home.
Lightflierbrain
Controls the AI behavior of lightfliers, managing movement, threat response, home seeking, and formation following.
Lightninggoatbrain
Controls the AI behavior of the Lightning Goat, managing state transitions between wandering, fleeing, facing, and attacking.
Lunar Grazer Brain
Implements the AI behavior tree for the Lunar Grazer entity, managing combat, movement, and despawn logic based on target status and entity state.
Lunarthrall Plant Gestalt Brain
Controls AI behavior for Lunar Thrall Gestalt entities, managing movement toward infestable plants and offscreen teleportation logic.
Lunarthrall Plant Vine Brain
Controls the movement and行为 logic for a Lunar Thrall gestalt entity tasked with moving toward and infesting a lunar plant target.
Lureplantbrain
Implements the behavior tree for a lureplant entity, primarily delegating minion control and movement through behavior nodes.
Malbatrossbrain
Controls the AI behavior of the Malbatross boss, managing combat aggression, drowning logic, dive attacks, and land departure.
Mandrakebrain
Defines the behavior tree for a mandrake entity, managing its panic responses, following behavior, and movement patterns.
Mermbrain
AI behaviour tree for merm entities, managing combat, trading, tool collection, throne seeking, and follower behaviours based on environmental state and player proximity.
Mermguardbrain
Implements the decision-making logic for a merm guard entity, handling combat, following, trading, armor acquisition, healing requests, and interaction with offering pots.
Miniboatlanternbrain
Controls the movement behavior of a small lantern-carrying entity that navigates ocean terrain using a wander-based AI.
Minotaurbrain
Controls the behavior tree logic for the Minotaur boss, coordinating combat, movement, and special attacks (jump and ram) in response to environment and state conditions.
Molebatbrain
Controls the AI behavior of the Molebat, managing movement, nest building, sleeping, and combat logic through a behavior tree.
Molebrain
Controls AI behavior for mole entities, handling movement, home creation, bait stealing, and environmental avoidance.
Monkeybrain
AI brain controller for monkey characters that manages combat, foraging, item gathering, leash behavior, and leader harassment via behavior tree logic.
Moonbeastbrain
Controls the AI behavior of the Moon Beast boss, managing its transitions between chasing, attacking the Moon Base, and petrification states.
Moonbutterflybrain
Controls the AI behavior of the Moon Butterfly, prioritizing escape from threats, homing to a remembered location, and wandering within a limited radius.
Moonstormstaticbrain
Assigns a wandering behavior to an entity that restricts movement to land tiles within active moonstorm zones.
Moosebrain
Defines the AI behavior tree for the Moose entity, managing combat, egg-laying, and territorial behaviors.
Mosquitobrain
Controls the AI decision-making behavior for the mosquito entity, coordinating movement, combat, and homing logic via behavior trees.
Mosslingbrain
AI decision engine for mossling entities, coordinating foraging, stealing, guardian summoning, and panic responses via behavior trees.
MushgnomeBrain
AI behaviour tree for the Mush Gnome entity, prioritising spore spray attacks, panic responses, threat avoidance, and wandering.
Nightmarecreaturebrain
AI brain component for Nightmare Creatures that manages combat, harassment, and loiter behaviors, including conditional battle cries and shadow dominance submissions.
Nightmaremonkeybrain
Implements the AI decision tree for the Nightmare Monkey boss, prioritizing panic responses, weapon equipping, chasing and attacking, and wandering behavior.
Oceanfishbrain
Controls the AI behavior of ocean-dwelling fish entities, including feeding, fishing hook interactions, fleeing, and wandering.
Oceanshadowcreaturebrain
Controls the AI behavior of ocean-based shadow creatures, including target management, harassment actions, and conditional teleportation to land.
Otterbrain
AI behavior controller for the Otter character, managing foraging, looting, fishing, and home-stashing behaviors via a priority-based behavior tree.
Penguinbrain
AI brain governing penguin behavior including egg laying, retrieval, foraging, fleeing from predators, and group migration.
Perdbrain
Controls the behavior tree for the Perd character, managing movement, foraging, shrine interaction, and threat response.
Pigbrain
AI behavior tree controlling pig NPC behaviors including following, trading, eating, combat, and event participation.
Pigelitebrain
AI brain controlling Pig Elite behavior during minigames, including gold diving, prop pickup, panic responses, and post-match posing.
Pigelitefighterbrain
AI brain that governs Pig King's elite fighter behavior, handling combat, leader following, panic states, and despawn logic via a behavior tree.
Pigguardbrain
Controls the AI behavior of pig guard NPCs, managing combat, navigation, and environmental interactions via a behavior tree.
Pollyrogerbrain
AI brain controlling Polly Rogers and Salt Dogs, handling leader following, ocean-based wandering, salt management, and panic responses.
Powdermonkeybrain
AI brain controlling powder monkey characters, managing movement, looting, combat, and boat operations such as rowing, tinking, and cannon firing.
Primematebrain
Implements AI behavior for the Primemate character, managing actions like boat rowing, leak repair, fleeing, wandering, chasing, and abandoning a boat when it sinks.
Rabbitbrain
Controls the AI behavior of rabbit-like entities, managing panic responses to predators, home seeking, foraging for edible bait, and wandering.
Rabbitking Bunnymanbrain
Provides AI behavior for rabbit-related minions under the Rabbit King's command, implementing movement, aggression, fleeing, and burrowing logic via a behavior tree.
Rabbitkingbrain
Manages the AI behavior tree for the Rabbit King entity, handling distinct behavioral states such as passive trading, aggressive combat, and lucky fleeing.
Rockybrain
Controls the AI behavior of Rocky, a boss character that manages combat, shield usage, loyalty retention under stress, and goal-driven actions like eating and wandering.
Rookbrain
AI brain for the Rook enemy that orchestrates movement, combat, and navigation behaviors using a behavior tree.
Shadow Bishopbrain
Controls the AI behavior of the Shadow Bishop boss entity, handling movement, facing, taunting, and timed despawn logic.
Shadow Knightbrain
Controls the AI behavior of the Shadow Knight entity, coordinating combat actions, movement, and despawning logic via a behavior tree.
Shadow Leechbrain
Implements AI behavior for the Shadow Leech entity, coordinating jumping attacks, leash-based movement toward the Daywalker, facing the target, and wandering when no target is present.
Shadow Rookbrain
Controls the AI behavior of the Shadow Rook chess piece, managing chasing, facing, taunting, and despawning logic.
Shadowcreaturebrain
Implements the AI behavior for shadow creatures, including target tracking, harassment mechanics, and conditional chasing or loitering based on combat state and locomotion speed.
Shadowheart Infusedbrain
Provides AI behavior for shadowheart-infused entities by prioritizing fleeing from players over standing still.
Shadowthrall Centipede Brain
Manages AI behavior for Shadowthrall Centipede segments, coordinating control negotiation, miasma consumption, and wandering.
Shadowthrall Centipede Controller Brain
Manages control succession between centipede head segments based on control priority and randomized switching logic.
Shadowthrall Hands Brain
Controls the AI behavior for shadow thrall hands, managing attack timing, movement, and coordination with allies (horns and wings) during boss encounters.
Shadowthrall Horns Brain
Controls the AI decision-making logic for Shadowthrall Horns, orchestrating attack timing, movement, and coordination with teammate entities.
Shadowthrall Mouth Brain
Controls the AI behavior for the Shadowthrall Mouth entity, managing transitions between combat, idle, and stealth states using a behavior tree.
Shadowthrall Parasite Brain
Controls the movement and lifecycle behavior of a shadow thrall parasite entity by removing it when no players are nearby and fleeing from players and shadow rift portals.
Shadowthrall Wings Brain
Controls the AI behavior of the Shadowthrall wings entity, implementing coordinated attack timing with teammates and movement using formation positioning.
Shadowwaxwellbrain
Controls AI behavior for Shadow Waxwell minions (e.g., shadowworker, shadowprotector, shadowduelist) by managing priority-based behavior trees focused on following, dancing, avoiding danger, performing work, and combat.
Sharkboi Waterbrain
Defines the behavior tree for the Sharkboi entity when submerged in water, primarily using a simple wander task.
Sharkboibrain
Controls the AI behavior of the Sharkboi character, handling combat, trading, wandering, and chatter states in Don't Starve Together.
Sharkbrain
Manages the AI decision-making logic for sharks, controlling movement, aggression, feeding, and boat-following behavior in Don't Starve Together.
Slurperbrain
Provides AI behavior logic for the Slurper entity, managing panic responses, enemy chasing, and homing wandering using known locations.
Slurtlebrain
Controls AI behavior for slurtle entities, coordinating actions like fleeing, attacking, eating, stealing food, and returning home using a behavior tree.
SlurtleSnailbrain
Implements AI behavior for the Slurtle Snail entity, including threat avoidance, food seeking, stealing, shield usage, and returning home when hungry.
Smallbirdbrain
Controls the AI behavior of small birds, prioritizing survival (starvation, food), following leaders, evading players when not companions, and engaging in combat when necessary.
Smallghostbrain
AI brain controlling small ghost behavior, including following leader, locating lost toys, hinting with jump-in actions, and avoiding combat.
Spatbrain
Controls the behavioral logic for the Spat creature, managing combat prioritization, movement, weapon switching, and threat response via a behavior tree.
Spider Waterbrain
AI brain for water spiders that prioritizes survival behaviors including fleeing, aggression, following leaders, trading, and consuming food or oceanfish while managing environmental risks.
Spiderbrain
Manages the AI behavior tree for spiders, handling combat, following, hiding, foraging, and navigation based on spider type and state.
Spiderqueenbrain
Controls the AI behavior of the Spider Queen entity, including nest placement, spawning followers, panic responses, and combat logic.
Sporebrain
Manages AI behavior for spore-based entities by prioritizing follow or wander actions using a behavior tree.
Squidbrain
Controls AI behavior for squid entities, managing movement, combat, fishing interactions, and herd coordination.
Stagehandbrain
Implements AI behavior for the Stagehand entity, prioritizing panic responses at night while seeking nearby light sources.
Stageusherbrain
Manages the behavior tree logic for the Stage Usher boss entity, coordinating movement, combat engagement, and return-to-spawn behavior.
Stalker Minionbrain
Manages the AI behavior of stalker minions, which remain stationary while their stalker is present but die shortly after the stalker is destroyed.
Stalkerbrain
Manages the decision-making and behavior tree logic for Stalker entities, including ability usage, movement, combat, and phase transitions based on health and environmental state.
Storage Robotbrain
Manages the decision-making logic for storage robots to pick up, store, and return items based on inventory state and fuel levels.
Tallbirdbrain
Controls the AI behavior of the Tallbird, implementing tasks such as nest defense, egg laying, homing, and threat response using a behavior tree.
Ticoonbrain
AI brain that controls a leader-following quest-related mob (Ticoon) during tracking sequences, coordinating wander, follow, and quest completion behaviors.
Toadstoolbrain
Implements the behavior tree for the Toadstool entity, managing its channeling, homing, combat engagement, and fleeing states using custom logic and behavior nodes.
Tornadobrain
Implements decision-making logic for a tornado entity, directing it to move toward or wander near a target location.
Wagboss Robotbrain
Controls the AI behavior of the Wagboss robot, with distinct hostile and friendly logic paths determined by the inst.hostile property.
Wagdrone Rollingbrain
Controls the targeting and movement logic for the Wagdrone in rolling mode, managing locomotion, recoil correction, and work target selection within a deploy radius.
Wagstaff Npcbrain
Controls the behavior tree and state machine of the Wagstaff NPC, managing quest progression, clue-following, arena interactions, and dialogue triggers across different game contexts.
Walrusbrain
AI controller for walrus entities, managing movement, combat, homing, and social behaviors like following leaders.
Wanderingtraderbrain
Controls the AI behavior of the Wandering Trader, managing movement, face-targeting, stock exhaustion chattering, and route following.
Wargbrain
Controls AI behavior for warg hounds, including carcass consumption, hound summoning, and statue mechanics.
Waterplantbrain
Controls the decision-making logic for water plants, determining behavior states such as emergency pollen spraying, stage-specific combat, and cloud spraying based on internal state and environmental conditions.
Waveyjoneshandbrain
Controls the behavior of Wavey Jones' hand entity by selecting and performing repair-related actions on boat components based on current conditions and player sanity.
Werepigbrain
Manages AI behavior for Werepigs, including panic responses, food-seeking when safe, combat aggression, and wandering with home-based navigation.
Wilsonbrain
AI brain component that defines Wilson's default behavior tree for combat and movement, prioritizing player-held primary input while enabling fallback automated attacks.
WinonaCatapultbrain
AI brain that controls Winona's catapult entity to stand and attack the nearest valid target.
Wobsterbrain
AI controller for the Wobster entity that manages its behavior while fishing, including struggling when hooked, returning home during the day, and interacting with fishing lures.
Wobsterlandbrain
Controls the movement and ocean-escape behavior of the Wobster entity, prioritizing hopping into the ocean when near water while wandering otherwise.
Wobybigbrain
Controls the decision-making behavior of Woby (Walter's Woby), including following, combat avoidance, assisting with CHOP/MINE tasks, and interacting with players and the player link UI.
Wobycommon
Provides shared AI behavior logic and utility functions for Woby, a companion entity in Don't Starve Together, including fetching, foraging, ammo retrieval, courier, and minigame watching.
Wobysmallbrain
Implements the AI behavior tree for the Woby small variant, handling combat avoidance, playful interaction with other critters, affection towards its owner, and helper actions such as fetching and foraging.
Wormbrain
Manages AI decision-making for the Worm boss, coordinating behavior such as hunting, returning to a home location, eating, and executing lure-based attacks.
Wormwood Carratbrain
AI behavior tree controller that governs Carrat movement and interaction with the environment and leader in Don't Starve Together.
Wormwood Fruitdragonbrain
AI brain component for the Wormwood Fruit Dragon entity that manages its movement and combat behavior using a behavior tree.
Wormwood Lightflierbrain
Controls the behavior tree logic for the Wormwood Lightflier entity, primarily managing panic responses and walk speed adjustments via the locomotor component.
Wx78 Possessedbodybrain
AI brain for WX-78's possessed body, enabling it to assist a leader player by mirroring their actions, managing combat, and handling survival needs.
WX-78 Possessed Body Brain
AI behavior tree for WX-78's possessed body entity, currently implementing only stand-still behavior with configurable update rate.
Wx78 Scannerbrain
AI brain for WX-78's scanner companion, managing target acquisition, scanning behaviour, and return-to-player logic after scan completion.