Lureplantbrain
Based on game build 714014 | Last updated: 2026-02-27
Overview
This component implements the AI behavior for the Lureplant entity in Don't Starve Together. It extends the base Brain class and constructs a behavior tree (BT) during initialization. The primary behavior node is a PriorityNode that executes ControlMinions as its top-priority action, with the intention to fall back to a StandStill behavior (currently commented out). This brain governs how the Lureplant directs its attached minions in combat and movement.
Dependencies & Tags
- Components used: None identified (no direct component access via
inst.components.X). - Tags: None identified.
Properties
No public properties are defined or initialized in this component. The class relies entirely on inherited Brain functionality and internal behavior tree construction.
Main Functions
LureplantBrain:OnStart()
- Description: Initializes and assigns the behavior tree root node when the brain is started. Sets up a priority-based behavior node that prioritizes minion control over alternative behaviors.
- Parameters: None.
- Returns: None.
Events & Listeners
No events are registered or fired by this component.