Molebrain
Based on game build 714014 | Last updated: 2026-03-03
Overview
Molebrain is a behavior tree-based AI controller for mole entities in DST. It manages core behaviors such as digging new molehills when displaced, returning home (especially during acid rain or daylight), stealing bait from nearby entities, and wandering in search of food. It relies heavily on components like homeseeker, inventory, knownlocations, burnable, and bait, and integrates with the Brain and BT systems to orchestrate high-priority reactive tasks (e.g., fleeing electric fences) and ongoing behavior patterns.
Usage example
local inst = CreateEntity()
inst:AddComponent("homeseeker")
inst:AddComponent("inventory")
inst:AddComponent("knownlocations")
inst:AddBrain("molebrain")
inst.components.homeseeker.home = some_valid_location
inst.components.inventory:AddItem(prefabs.molebait)
Dependencies & tags
Components used: homeseeker, inventory, knownlocations, burnable, bait (via IsMoleBait check)
Tags: Checks molebait on items; uses internal state tags trapped, busy, and inlight. No tags are added/removed by this brain.
Properties
No public properties.
Main functions
OnStart()
- Description: Initializes the root behavior tree with priority-ordered nodes that govern mole behavior, including panic responses, home maintenance, daylight avoidance, and wandering.
- Parameters: None.
- Returns: Nothing.
- Error states: None identified. Assumes all required components are present and valid.
Events & listeners
- Listens to:
gohome— triggers an immediateGoHomeaction when fired. - Pushes: None identified.