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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.