📄️ Abigailbrain
Controls Abigail's AI behavior by evaluating context-aware priorities for dancing, combat, following, haunting, and playful interactions.
📄️ Alterguardian Phase1Brain
Controls the behavior tree logic for the Phase 1 form of the Alter Guardian, managing combat aggression, shield usage, and wandering while preserving proximity to its spawn point.
📄️ Alterguardian Phase2Brain
Controls the decision-making behavior of the Alterguardian boss during its second combat phase, prioritizing chasing and attacking players while maintaining orientation and wander patterns.
📄️ Alterguardian Phase3Brain
Controls the behavior tree logic for the Alter Guardian during phase 3, managing combat, movement, homing to spawn point, dodging, and target facing.
📄️ Alterguardian Phase4 Lunarriftbrain
Controls the behavior tree for the Alterguardian boss during Phase 4 of the Lunar Rift encounter, enabling ranged attacks, chasing, and wandering within a designated arena.
📄️ Antlionbrain
Implements the behavior tree logic for the antlion entity, managing attack behavior, rock-eating recovery, and post-combat cooldowns.
📄️ Archive Securitypulsebrain
Controls the patrol and power-point-following behavior for archive security entities in the DST Archive worldgen system.
📄️ Babybeefalobrain
Defines the behavior tree for a baby beefalo entity, governing its movement and decision-making logic including fleeing, following its leader, and wandering within its herd.
📄️ Batbrain
Controls the decision-making logic for bat entities, handling behaviors such as fleeing, foraging, stealing nitre, returning home, and forming teams in response to game state and internal conditions.
📄️ Beardbunnymanbrain
A brain class for Werepig entities that manages behavior through a behavior tree, including combat, foraging, wandering, and home-seeking.
📄️ Beargerbrain
Manages the AI decision-making and behavior tree for the Bearger character, including combat, food gathering, foraging, and seasonal movement patterns.
📄️ Beebrain
Implements the decision-making logic for the Bee mob, controlling its movement, combat, and pollination behavior through a behavior tree.
📄️ Beecommon
Provides shared constants and utility functions for bee AI behavior, including target sharing, combat response, and hive retreat logic.
📄️ Beefalobrain
Manages the AI decision-making and behavior tree for beefalo entities, governing states like greeting, loitering, wandering, following, and hitching based on proximity to players and environment.
📄️ Beeguardbrain
Controls the behavioral logic for the Beeguard character, determining when it chases enemies, holds defensive formation near the queen, panics, avoids electric fences, or wanders.
📄️ Beequeenbrain
Controls the decision-making logic for the Bee Queen boss entity, including combat engagement, special move triggering, dodging behavior, and soldier spawning.
📄️ Berniebigbrain
Manages AI behavior for Bernie entities by coordinating movement, combat, and leader-following logic based on sanity, proximity, and combat state.
📄️ Berniebrain
Manages behavior for Bernie the shaggy monster, including leader tracking, taunting of nearby sanity monsters, and transformation into "Big Bernie" when near a qualifying player.
📄️ Birchnutdrakebrain
Implements AI behavior for the Birchnutdrake entity by defining its behavior tree, including panic responses, leash mechanics, combat, and home position tracking.
📄️ Bird Mutant Brain
Controls the AI behavior of the Mutant Bird (both pecker and spitter variants), coordinating combat, movement, skeleton breaking, and spitting mechanics via behavior tree execution.
📄️ Bird Mutant Rift Brain
Controls the decision-making logic for the Mutated Bird Rift entity, determining when it should flee, eat food, or mine Lunar Hail Buildup based on environmental and state conditions.
📄️ Birdbrain
Controls the flight behavior of bird-like entities by evaluating threat conditions and initiating a "fly away" action when necessary.
📄️ Bishopbrain
Controls the behavior tree of the Clockwork Bishop entity, managing combat, leader following, face-targeting, and returning to home position.
📄️ Boatrace Primematebrain
Implements the decision-making logic for the Prime Mate character during boat races, prioritizing buoy tossing, leak repair, fire suppression, and rowing behaviors.
📄️ Boatrace Spectator Dragonlingbrain
Implements AI behavior for a spectator dragonling during the boat race event, making it follow and face the boat race indicator entity.
📄️ Braincommon
Provides shared utility functions and behavior nodes for entity AI brains, including saltlick seeking, panic triggers, leader-assisted actions, and inventory pickup/give/drop logic.
📄️ Brightmare Gestaltbrain
AI behavior controller for the Brightmare Gestalt entity, managing hierarchical state-driven combat and movement logic based on behavior level and proximity to threats.
📄️ Brightmare Gestaltguardbrain
Controls the behavior tree logic for the Brightmare Gestalt Guard entity, managing state transitions between aggressive pursuit, player-avoidance relocation, target-facing, and wandering.
📄️ Brightmare Gestaltinvaderbrain
Defines the behavior tree for the Brightmare Gestalt Invader entity, handling target tracking, aggression logic, petrification timers, and skeleton breaking interactions.
📄️ Bunnymanbrain
Controls the decision-making and behavior tree for the Bunnyman entity, enabling fleeing, chasing, trading, and home-seeking behaviors in response to threats, hunger, and player interactions.
📄️ Butterflybrain
Controls the AI behavior of a butterfly entity by managing movement, flower collection, and escape responses.
📄️ Buzzardbrain
The brain component that defines autonomous behavior for buzzards, including food seeking, corpse defense, threat response, and state-specific movement logic.
📄️ Carnival Crowkidbrain
Controls the behavior tree and AI logic for the Carnival Crowkid entity, handling interactions with minigames, campfires, carnival decorations, home seeking, and ambient chatter.
📄️ Carnival Hostbrain
Manages the AI behavior of the Carnival Host entity, controlling its reactions to minigames and wander patterns during gameplay.
📄️ Carnivalgame Herding Chick Brain
Controls the behavior of a herding-chick entity during a minigame by prioritizing fleeing from threats and players, avoiding the home station, and wandering near the home location.
📄️ Carratbrain
Brain component that controls AI behavior for the Carrat entity, handling racing logic, panic states, prey-predator interactions, and basic foraging behaviors.
📄️ Catcoonbrain
Controls the behavior tree and decision-making logic for the Catcoon entity, including following, playing with toys, returning home, and reacting to environmental threats.
📄️ Caveventmitebrain
Controls the decision-making behavior of cave vent mites, including fleeing, combat, shield usage, foraging, and wandering.
📄️ Centipedebrain
Implements the behavioral tree AI for the centipede entity, orchestrating movement, combat engagement, retreat, and homing behaviors.
📄️ Chest Mimicbrain
Controls the decision-making logic for the Chest Mimic entity, governing behaviors such as item gathering, transformation, hiding, wandering, and combat.
📄️ Chesterbrain
Manages the behavior tree for Chester, controlling movement logic including following the player, wandering near home, facing targets, and reacting to environmental threats.
📄️ Cookiecutterbrain
Controls the behavior tree logic for the Cookiecutter creature, orchestrating fleeing, wandering, boarding boats, and returning to home location.
📄️ Corpse Gestalt Brain
Controls the behavior of a floating corpse entity that moves toward and eventually infests a tracked corpse target.
📄️ Cozy Bunnymanbrain
Controls the AI decision-making logic for the Cozy Rabbit, including pillow-fight minigame participation, carrot-spin minigame management, sleep cycles, Cheer behaviors, and panic responses.
📄️ Crabking Mobbrain
Controls the behavior tree logic for the Crab King mob, including platform abandonment when the platform is critically damaged, evasion of electric fences and panic triggers, combat engagement, and homing wander movement to a remembered home location.
📄️ Crabkingbrain
Defines the AI behavior tree for the Crab King boss, orchestrating its core actions such as healing, freezing, summoning claws, and targeting players and creatures via priority-based decision nodes.
📄️ Crabkingclawbrain
Controls the behavior of the Crab King's claw minions, including combat targeting, circling logic around boats, leash management, and wandering.
📄️ Crittersbrain
Implements AI behavior for small animal entities, handling following, playful interaction with other critters, and avoidance of ongoing combat.
📄️ Daywalker2Brain
Implements the behavioral logic for Daywalker 2 (a hostile mob) by dynamically selecting actions such as chasing, stalking, rummaging, or fleeing based on combat state, equipment, and environmental junk positions.
📄️ Daywalkerbrain
Controls the AI decision-making and behavior tree logic for the Daywalker entity, coordinating combat tracking, stalk/chase/dodge tactics, leash mechanics, and cooldown management.
📄️ Deerbrain
Controls the decision-making and behavioral logic for deer entities, including herd movement, grazing, fleeing from threats, and solo wandering.
📄️ Deerclopsbrain
Controls the behavior tree and decision-making logic for the Deerclops entity, including combat targeting, ice regeneration, base destruction, and wander movements.
📄️ Deergemmedbrain
Brain component controlling the behavior of deer entities that are tethered to a keeper (e.g., enslaved or leashed), handling leash mechanics, combat reset logic, and transitions between formations, chasing, and unshackling states.
📄️ Dragonflybrain
Controls the behavior tree and AI logic for the Dragonfly enemy, managing combat, spawners, resetting, and movement relative to its spawn point.
📄️ Dustmothbrain
Controls the behavior tree of the DustMoth entity, coordinating threat avoidance, food consumption, den repair, dusting actions, and wandering via state-dependent prioritized node logic.
📄️ Eyeofterror Minibrain
Controls the behavior tree for the Eye of Terror enemy, orchestrating movement, targeting, and feeding logic using priority-based state management.
📄️ Eyeofterrorbrain
Manages the behavior tree and decision logic for the Eye of Terror entity, coordinating movement, spawning, and attack selection.
📄️ Eyeturretbrain
Implements the behavior tree for the Eye Turret entity, managing its target acquisition, facing direction, and combat behavior.
📄️ Friendlyfruitflybrain
Controls the behavior of friendly fruit flies by coordinating movement, following a leader, facing the leader, and foraging for farm plants using a behavior tree.
📄️ Frogbrain
The brain component for frog entities, implementing behavior logic including panic responses, home returning, wandering, and combat targeting.
📄️ Fruitdragonbrain
Controls the behavior tree for the Fruit Dragon entity, determining how it wanders, follows its home object, retreats during challenges, and attacks.
📄️ Fruitflybrain
Controls the behavior tree for fruit fly entities, handling movement, combat, farming, and optional child summoning based on tag type.
📄️ Fused Shadelingbrain
Defines the behavior tree for the Fused Shadeling mob, orchestrating combat jumping, chasing, leashing, and wandering via a prioritized node hierarchy.
📄️ Gestalt Guard Evancedbrain
Implements the behavior tree for the evolved Gestalt Guard enemy, dynamically selecting attack behavior based on distance to the current combat target.
📄️ Ghostbrain
Manages the behavior tree logic for ghost entities to pursue or wander based on proximity to living characters and game rules.
📄️ Gingerbreadpigbrain
Controls the behavioral AI of the Gingerbread Pig entity, managing panic responses, leash-following, and orientation behavior toward targets.
📄️ Glommerbrain
Defines the behavior tree for Glommer, governing movement, following, wandering, and panic responses in Don't Starve Together.
📄️ Gnarwailbrain
Brain component for the Gnarwail creature that manages its behavior in relation to boats, leaders, combat, trading, and tossing food.
📄️ Grassgatorbrain
Controls the AI decision-making behavior of the grass gator entity, including combat aggression, fleeing from danger, patrolling, and directional orientation toward nearby players or threats.
📄️ Grassgekkobrain
Implements the behavior tree for grassgekko entities, managing movement, panic responses, and leash-based herd following.
📄️ Graveguard Ghostbrain
Controls the behavioral decision-making and task execution of the Graveguard ghost, including following targets, interacting with other ghosts, wandering, and despawning.
📄️ Hermitcrabbrain
Controls the decision-making and behavior of the Hermit Crab NPC, including trading, wandering, fishing, soaking in hot springs, using weather gear, feeding pets, and responding to environmental conditions.
📄️ Hostedbrain
A brain component that coordinates group-based combat behavior for hosted entities (e.g., shadow thralls), enabling coordinated attacks and formation positioning while managing shared targeting with nearby allies.
📄️ Houndbrain
Brain component that defines the decision-making logic for hounds, including pursuit, combat, following, eating, and state transitions such as becoming or returning from a statue.
📄️ Itemmimic Revealedbrain
Controls the behavior of a revealed ItemMimic entity, implementing a behavior tree that avoids players, seeks mimicable targets, and enters mimicry mode.
📄️ Killerbeebrain
Implements the AI behavior tree for the killer bee entity, governing movement, combat, and navigation including fleeing from danger, attacking targets, returning to hive home, and wandering.
📄️ Kitcoonbrain
Controls the decision-making logic for Kitcoon entities, handling behaviors like following the owner, avoiding combat, playing with toys, and interacting with minigames.
📄️ Klausbrain
Brain component for Klaus that manages combat behavior including enraged states, chomp attacks, chasing, and wandering, coordinated via a Behavior Tree.
📄️ Knightbrain
Implements the behavior tree logic for the Knight entity, governing movement, combat, formation tactics, and conditional actions like jousting and stage seating based on game state and entity roles.
📄️ Koalefantbrain
Manages the behavior tree logic for the Koalefant, handling aggression, fleeing, wandering, and salt-lick anchoring based on game state and proximity.
📄️ Krampusbrain
Controls the AI behavior of the Krampus entity, managing aggression, item stealing, chest looting, player avoidance, and departure logic.
📄️ Lavaebrain
Controls the behavior tree of the Lavae entity, managing its movement and combat logic including resetting to a lava pool when no targets are present.
📄️ Lavaepetbrain
Controls the behavior tree of the Lavae pet companion, managing hunger-driven eating, food production, following its owner, and affectionate interactions.
📄️ Leifbrain
Implements the behavior tree for Leif, prioritizing wall attacks over chasing/attacking targets and wandering when no threat or target is present.
📄️ Lightcrabbrain
Implements the decision-making logic for lightcrabs, prioritizing panic avoidance, food consumption, and home return over random wandering.
📄️ Lightflierbrain
Controls the autonomous behavior of lightflier entities by managing threat avoidance, home-finding logic, and formation following through a behavior tree.
📄️ Lightninggoatbrain
Implements the behavior tree for the Lightning Goat entity, managing its responses to threats, targeting, navigation, and salt-lick anchoring.
📄️ Lunar Grazer Brain
Implements the AI decision logic for the Lunar Grazer entity, handling combat engagement, stealth stalking, and patrol behavior based on target state and entity condition.
📄️ Lunarthrall Plant Gestalt Brain
Controls the behavior of a Lunarthrall Plant Gestalt entity by coordinating movement toward a target plant, infesting it, or moving offscreen when no players are near.
📄️ Lunarthrall Plant Vine Brain
Controls movement and targeting logic for a gestalt entity that seeks to infest plants during the Lunar Thrall event.
📄️ Lureplantbrain
Manages the AI behavior tree for the Lureplant entity, prioritizing minion control during gameplay.
📄️ Malbatrossbrain
Controls the decision-making and behavior tree for the Malbatross entity, orchestrating combat, foraging, fleeing, and water/land transitions.
📄️ Mandrakebrain
Implements the behavior tree for the Mandrake entity, managing its movement and orientation relative to its leader using follow, face, and wander subbehaviors.
📄️ Mermbrain
Implements the decision-making logic for merms, managing movement, combat, tool acquisition, trade, home seeking, throne pursuit, and cooperative gardening or mining behavior in DST.
📄️ Mermguardbrain
Brain component for Merm guards that coordinates movement, combat, and social behaviors such as following, healing, armor collection, and trading via behavior trees.
📄️ Miniboatlanternbrain
Controls the movement behavior of the Mini Boat Lantern entity, making it wander while staying in ocean tiles and maintaining a reference to its home location.
📄️ Minotaurbrain
Controls the AI behavior tree for the Minotaur enemy, coordinating movement, target tracking, ram attacks, jump attacks, and return-to-home logic.
📄️ Molebatbrain
Brain component that controls the behavioral logic for molebat characters, managing state transitions for navigation, nesting, eating, combat, and sleep.
📄️ Molebrain
Controls the decision-making logic for mole entities, determining behaviors such as seeking home, taking bait, making molehills, and fleeing during danger or daylight.
📄️ 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 behavior tree of the Moon Beast, managing its targeting, petrification, and return-to-base logic during the Moon Base event.
📄️ Moonbutterflybrain
Controls the behavior tree logic for moonbutterfly entities, managing panic responses, fleeing from threats, homing, and wandering behavior.
📄️ Moonstormstaticbrain
Controls a static entity's behavior by limiting wandering to land tiles within active moonstorm zones.
📄️ Moosebrain
Controls the behavior tree of the moose entity, coordinating movement, combat, egg-laying, and facial orientation using behavior tree nodes and known locations.
📄️ Mosquitobrain
Controls the behavior tree logic for the mosquito entity, coordinating movement, combat, and homing behaviors via a priority-based state machine.
📄️ Mosslingbrain
Controls the decision-making behavior of mossling entities, including foraging, stealing from structures, summoning guardians, and responding to threats.
📄️ Mushgnomebrain
AI brain component that governs the behavior of the Mushgnome enemy, managing combat, panic responses, and wandering actions through a behavior tree.
📄️ Nightmarecreaturebrain
Manages the AI behavior tree for nightmare creatures, prioritizing submission to shadow-dominant targets while harassing otherwise weak or distant targets via wander-and-chase tactics with battle cries.
📄️ 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 AI behavior for the Perd character, handling movement, food consumption, berry picking, shrine seeking, and home returning.
📄️ Pigbrain
Controls the AI behavior tree for pigs, handling movement, combat, foraging, trading, minigame spectating, and response to threats or environment.
📄️ 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
Controls the AI behavior of the Prime Mate character, managing tasks such as boat movement, repairing leaks, combat, abandonment, and wandering while aboard a platform.
📄️ 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
AI brain component that defines behavioral patterns for the Rabbit King boss, selecting between passive, aggressive, and lucky states based on game context.
📄️ Rockybrain
AI brain controlling Rocky the Beefalo, managing combat behavior, shield usage, leadership loyalty, and movement strategies including wandering, chasing, and eating.
📄️ 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 boss entity, managing attack timing, dodge actions, face-target logic, and eventual despawn 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
AI brain controlling Shadow Rook entities that manages targeting, facing, wandering, and timed despawn behavior via behavior tree 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 head rotation and control precedence among centipede segments based on control priority and probabilistic switching.
📄️ Shadowthrall Hands Brain
Controls the AI behavior of Shadow Thrall's hands, managing attack timing coordination with allies, movement, and combat initiation.
📄️ 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 AI behavior for the shadowthrall parasite entity, causing it to flee from players and shadow rifts and self-remove when no players are nearby.
📄️ 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 for the Slurper character by managing behavior tree execution, including panic responses, combat, and homing to a known location.
📄️ 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 the AI behavior tree for spore-based entities by combining wandering and follow logic to track nearby characters.
📄️ 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
Controls the behavior and death timing of stalker minions, ensuring they remain leashed to the stalker, idle while near it, and die after a delay following the stalker's death.
📄️ 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
Controls the behavior tree logic for tornado entities, prioritizing leashing to and wandering around a designated 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
Manages AI behavior and movement for the rolling variant of the Wagdrone, handling target validation, destination calculation, recoil mechanics, and speed adjustment via locomotor integration.
📄️ 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
Controls the decision-making logic and behavior tree for the walrus entity, managing movement, combat, following, and home-seeking behaviors.
📄️ Wanderingtraderbrain
Controls the AI behavior of the Wandering Trader, handling trading interactions, stock depletion chatter, path following, and wander movement.
📄️ Wargbrain
Controls AI behavior for warg and warglet entities, including state-dependent logic for reanimation, hound spawning, carcass consumption, and combat interactions.
📄️ 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
Implements the decision-making logic for Winona's catapult NPC, using a behavior tree to execute a single standby-and-attack sequence.
📄️ 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 AI behavior of a land-dwelling mob that attempts to escape into the ocean when threatened, using hop and wander logic.
📄️ 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 Scannerbrain
AI behavior controller for the Wx78 Scanner that manages scanning target tracking, following, and return-to-player logic.