Forest
Based on game build 714014 | Last updated: 2026-02-27
Overview
This file defines world preset configurations for the Forest level in Don't Starve Together. It registers multiple preset definitions using AddLevel, AddWorldGenLevel, and AddSettingsPreset, as well as playstyle definitions via AddPlaystyleDef. Each preset specifies overridable world generation parameters (e.g., resource frequency, monster spawns, seasonal settings), required and optional setpieces (pre-built map layouts), and metadata (name, description, version). This file does not define a component in the Entity Component System; rather, it populates the world generation system with level presets. It serves as the authoritative source for level preset declarations used in game setup and server configuration.
Usage example
This file does not expose a reusable component or API for direct instantiation. Instead, it is executed during game startup to register level presets. Modders may replicate its pattern to add new presets:
AddLevel(LEVELTYPE.SURVIVAL, {
id = "MY_PRESET",
name = "My Custom Preset",
desc = "A custom survival experience.",
location = "forest",
version = 4,
overrides = {
season_start = "summer",
hounds = "rare",
-- additional overrides...
},
required_setpieces = { "Sculptures_1" },
numrandom_set_pieces = 3,
random_set_pieces = { "Chessy_1", "Maxwell1", "Warzone_1" },
})
Dependencies & tags
Components used: None identified.
Tags: None identified.
This file operates at the level registration layer and does not interact with entity components, tags, or components directly.
Properties
This file does not define a class or constructor and does not expose any properties. All data is structured in local tables passed to registration functions.
Main functions
This file does not define any functions. It executes only top-level registration calls (AddLevel, AddWorldGenLevel, AddSettingsPreset, AddPlaystyleDef) using locally defined configuration tables.
Events & listeners
This file does not define any event listeners or push any events. It operates synchronously during world generation initialization.