Abigail
Manages Abigail, Wendy's ghost companion, including combat behavior, leadership, buff application, transformation states, and interaction with player-bond mechanics.
Manages Abigail, Wendy's ghost companion, including combat behavior, leadership, buff application, transformation states, and interaction with player-bond mechanics.
Controls the behavior tree logic for Abigail, determining her movement, combat, and social actions based on leader proximity, mode (defensive/aggressive), and environmental context.
A floating mechanical minion that serves as a portable platform in the Rifts biome, supporting entity movement and state synchronization with its associated large pillar.
Constructs the first phase of the Alterguardian boss entity, including its combat behavior, health system, teleportation logic, and support for multiple cosmetic variants (basic, lunar rift, and gestalt).
Controls the AI behavior of the Alterguardian in its first combat phase, coordinating shield usage, targeted attacks, and wandering behavior.
Implements the Phase 2 stage of the Alter Guardian boss, handling movement, combat, spawning spikes, music triggering, health regeneration on waking, and loot drops.
Manages the AI behavior tree for the Alterguardian boss during Phase 2, coordinating movement, targeting, and state-aware actions.
Serves as the final phase boss entity for the Alterguardian, handling combat logic, health regeneration, trap spawning, music events, and loot drops during its terminal phase in the game.
Controls the AI behavior of the Alter Guardian in phase 3, managing combat prioritization, home-finding, and dodging via behavior trees.
Manages the lifecycle, behavior, and effects of the Alterguardian's Phase 3 meteor trap, including landing damage, grogginess pulses, and trap destruction/loot handling.
Manages the behavior, state transitions, combat mechanics, and environment interactions of the Phase 4 Lunar Rift boss in DST's Wagstaff finale.
Controls the combat and movement behavior of the Alterguardian during its Phase 4 Lunar Rift transition, prioritizing ranged attacks while chasing andwandering within the arena.
A background visual entity representing a school of antchovies that periodically spawns individual antchovies using the fishschool component.
Manages the behavior and state transitions of the Antlion boss, including desert camouflage, tribute acceptance, rage cycles, and combat activation.
Controls the decision-making logic for the antlion boss using a behavior tree to manage combat, rock-eating recovery, and post-combat calm periods.
A behavior node that moves an entity toward a target until it reaches a specified distance.
Manages the behavior, state, and lifecycle of the Archive Centipede boss entity, including health-based animation transitions, retargeting logic, target sharing, and interaction with the environment via collision and spawning.
Defines prefabs and logic for Archive-related structures and entities, including mechanical switches, security systems, rune statues, and portal mechanics.
Controls AI behavior for archive security pulse entities, managing patrol movement toward power points and sequential waypoints.
A wearable armor item that grants increased speed and defense based on target tracking duration, with visual and audio feedback across multiple performance stages.
Manages evasion mechanics and cooldown periods for entities avoiding attacks.
An AI behavior node that rotates the entity toward nearby walls within a narrow angular cone and attempts to attack the nearest valid target.
A behavior node that forces an entity to flee away from an active electric fence when it detects proximity or shock events.
Controls an entity's movement to avoid being in direct light by changing direction periodically or when transitioning between light and shadow.
Controls the AI decision-making behavior of baby beefalos using a behavior tree to prioritize panic, fleeing, following, and wandering actions.
A flying hostile monster that can form teams and adapt its behavior and abilities when infused with acid.
AI brain responsible for controlling bat behavior, including foraging, stealing nitre, escaping caves, and following team/formation rules.
Manages the spawning and tracking of bats for a given entity, ensuring bats are only active when the owner is awake and respecting spawn limits.
An unused and unmaintained brain class intended for a WerePig-style AI behavior in DST.
Defines the Bearger and Mutated Bearger boss prefabs, configuring their components, AI, and combat behaviors.
Controls the behavior tree and AI logic for the Bearger boss, managing combat, foraging, and seasonal movement patterns.
Controls off-screen roaming behavior for Bearger by moving it along a predefined wandering path and destroying objects in its path.
Manages the bedazzled state for a spider den, applying visual and gameplay effects such as pacifying nearby spiders and altering creep radius.
Defines the worker and killer bee prefabs, configuring their AI, combat, and inventory behaviors.
Controls the AI behavior of bees, including foraging, returning to hive, evading threats, and responding to environmental conditions like fire or darkness.
Provides shared constants and utility functions for bee behavior, including combat targeting, hive defense, and home-seeking logic.
Controls the AI behavior and decision-making logic for beefalo entities, including greeting feeders, loitering, wandering, and following leaders or herd members.
Manages beefalo herd behavior, mating seasons, and baby beefalo spawning.
Defines the Bee Guard creature prefab with combat, follower, and loyalty mechanics for both hostile and friendly states.
Implements the AI behavior tree for the Bee Guard entity, which patrols near the Bee Queen and engages threats while maintaining formation.
Defines the Beequeen boss prefab with combat, phase transitions, honey trail mechanics, and bee guard command systems.
Controls the combat behavior, special abilities, and movement logic of the Bee Queen boss entity.
Implements a behavior tree system for AI entity decision-making and task execution.
Defines the active state prefab for Bernie, the animated teddy bear companion.
Provides utility functions for evaluating Willow's sanity state and enemy proximity for Bernie AI behavior.
Manages AI behavior for Bernie the bee, including leader following, combat targeting, and activation/deactivation logic.
Manages the AI behavior of Bernie the Big Bernie, including detecting when to transform, finding a leader to follow, taunting nearby sanity monsters, and switching between wandering and following states.
Prefab definition for the Birchnutdrake mob, a combat-capable monster withAI, looting, and fire-related mechanics.
Implements the behavior tree for the Birch Nut Drake, governing its movement, panic responses, combat engagement, and leash behavior.
Controls AI behavior for mutant bird entities, including swarming, combat, skeleton breaking, and (for spitters) projectile spitting.
Controls the decision-making behavior of the Mutated Rift Bird, handling flight responses to threats and food/mining actions.
Controls flight behavior and panic-triggered flee responses for bird-type entities.
Creates and configures mutant bird prefabs (runner and spitter variants) with combat, projectile, and behavioral components for DST's lunar moonstorm event.
A lunar-aligned, planar-damaging bird creature that enters a brilliance cooldown state after consuming certain items and emits visual effects based on its cooldown status.
Manages the spawning and behavior of birds in the game world, including timed spawning for players, lunar hail event responses, and dynamic environmental adjustments.
Handles the behavior, combat, and visual effects for the Bishop chesspiece enemy in DST, including both normal and nightmare variants.
Implements the projectile and area-of-effect explosion logic for the Bishop chesspiece's attack, handling both outdated and current attack variants in DST's clockwork arenas.
Manages the behavior tree for the Clockwork Bishop entity, orchestrating combat, navigation, and social behaviors like following and facing.
Controls a boat's AI behavior by scanning for nearby sail-raised vessels and adjusting its own sail to follow them.
Manages the crew roster, AI behavior state, and loot tracking for a boat entity in pirate encounters.
Controls the AI and behavior of the Boatrace Prime Mate character, including checkpoint targeting, leak repair during sleep, and buoy generation for players.
Implements the AI behavior for the prime mate in boat races, prioritizing buoy tossing, leak repair, fire suppression, and rowing to keep the boat functional and competitive.
A flying companion entity that follows the race indicator during boat races, reacting to leaks and checkpoints in the environment.
Controls the behavior of a spectator dragonling that follows a boat race indicator entity during boat races.
Tracks and manages boss entities for gameplay systems that need to know when a boss is present in the world.
Manages AI behavior trees and scheduling for entity intelligence.
Provides shared AI behavior utilities for followers and non-player entities, including panic triggers, saltlick navigation, and leader-assisted actions.
Controls combat and movement behavior for the Brightmare Gestalt boss based on its current behavior level and surrounding threats.
Implements the AI behavior tree for the Brightmare Gestaltguard, handling aggression, player proximity response, and target tracking using a hierarchical state machine.
AI brain for the Brightmare Gestalt invader entity, managing aggression, pursuit, projectile spitting, and structural interaction during invasion behavior.
A sentient pig-like creature that can follow players, wear hats, and enter a powerful "beard lord" nightmare state under certain conditions.
AI controller that manages autonomous behavior for bunnyman entities, including combat, fleeing, foraging, home-seeking, and trading interactions.
Controls the AI behavior of butterfly entities, managing idle wandering, flower collection, and escape responses.
Defines two prefabs—the standard buzzard and its mutated gestalt variant—each with behavior, stats, and gameplay mechanics specific to Don't Starve Together.
Controls the AI decision-making logic for buzzards, including food targeting, threat detection, and corpse defense or abandonment behavior.
Spawns buzzards in response to environmental conditions and events, managing their lifecycle, shadow proxies, and seasonal behaviors.
Controls the AI behavior of the carnival crow kid, managing movement, minigame spectating, decor interaction, campfire watching, and vocalizations based on game state and environment.
Controls the behavior, interaction, and state of the Carnival Host NPC, including shop management, summoning to plazas, and chatter synchronization.
Controls the AI behavior of the Carnival Host, managing its interactions with minigames, crowd behavior, and environment navigation.
Controls the AI behavior of a herding minigame chick, managing movement via wandering and runaway responses relative to a home location and station markers.
A non-player character prefab representing a Ghost Racer carrat that participates in the Year of the Crow (YOTC) race, with stat-based performance modifiers and dynamic behavior during races.
Manages the AI behavior tree for the Carrat character, including racing logic, panic responses, and food foraging.
Implements the catcoon creature, a tameable animal that interacts with players through trading, retching gifts, and combat with flocking behavior.
Implements the decision-making AI for the Catcoon entity, coordinating movement, play, loyalty, and home-returning behaviors.
A hostile cavern-dwelling creature that alternates between solid and vent phases, deals damage, and gains planar properties near shadow rifts.
Manages the AI behavior of cave vent mites, including combat, foraging, and navigation using a behavior tree.
Manages the physical structure and movement coordination of a multi-segment centipede-like entity, including segment spawning, constraint linking, rotation synchronization, and brain control handover.
Implements AI behavior for centipede enemies, managing combat tracking, charging, face-targeting, and autonomous movement.
Represents the non-player character Charlie during the nightmare phase, handling spawning, casting animation, and despawning behavior.
A behavior node that orchestrates chasing and attacking logic by interacting with the combat, locomotor, and health components.
Manages AI behavior to chase, attack a target, and avoid obstacles when they are closer than a specified distance.
A behavior node that executes a charged ram attack toward a target, managing pursuit, alignment, and termination conditions such as distance, time, or attack count limits.
A behavior node that periodically triggers speech or chatter from an entity during AI behavior execution.
A transformable chest entity that hides as a loot chest and attacks players upon opening, functioning as both a container and a hostile monster.
Controls the AI behavior of the chest mimic entity, governing actions such as item gathering, wandering, hiding, and combat.
Triggers a trap when a specific chest is opened, transforming nearby pigs into werepigs and setting them to attack the triggering player.
Manages the transformation, behavior, and state transitions of the Chester chest monster, including morphing between normal, snow, and shadow variants.
Controls the AI behavior of Chester, the treasure-hunting monster, managing navigation, panic responses, and interaction with its leader entity.
Provides shared utility functions for clockwork-related AI behaviors, including home positioning, combat retargeting, trading, regeneration, and befriendability logic.
Manages combat logic including targeting, attack readiness, damage calculation, attack execution, and aggro behavior for entities.
Provides a network-replicated interface for combat-related operations, synchronizing combat state (target, panic, range) and attack logic between client and server in Don't Starve Together.
Manages a group of unit entities (soldiers) that respond to shared commands such as targeting, wake/alert, and distance tracking.
Controls minion behavior to harvest, pick, or pick up nearby target entities within a defined radius.
A hostile ocean-dwelling predator that targets and drills into boats to consume wood, sharing target information with nearby kin.
Manages the AI behavior tree for the Cookiecutter entity, handling fleeing, wandering, boat boarding, and home return logic.
Controls movement and behavior of a corpse-infesting entity in relation to its tracked corpse target and nearby players.
Manages the AI behavior of the Cozy Bunnyman during minigames and normal gameplay, including pillow fights, carrot-spinning contests, and home management.
Manages the Crab King boss entity, including spellcasting, gem socketing, arena generation, and combat behavior.
A stationary defensive turret belonging to the Crab King that fires mortar projectiles at boats or nearby enemies and reacts to collisions.
Handles the crab king's claw entity as a combat-capable, ocean-bound minion with autonomous behavior and shadow linkage.
Creates the Crab King's mob units with distinct variants (regular and knight), handling combat, movement, AI brain, and loot drop configuration.
Controls the behavior tree logic for Crab King mobs, handling platform abandonment, panic responses, combat pursuit, and homing to their known home location.
Controls the AI behavior of the Crab King boss, managing phase transitions and targeting actions via behavior trees.
Controls the AI behavior of a Crab King claw unit, coordinating attack, circling, leashing, and wandering actions using a behavior tree.
Defines AI behavior tree for critter entities including owner following, combat avoidance, playful interactions, and minigame watching.
Manages a critter entity's personality traits, including tracking scores for behaviors like combat, playfulness, and crafting, and determining the dominant trait that influences the critter's emotes and stats.
Manages the boss entity Daywalker, including phase transitions, leech attachment, chain mechanics, and combat state changes during boss fights.
Manages the Daywalker2 boss entity, handling phase transitions, combat behavior, equipment management, and state persistence.
AI brain controlling the Daywalker 2 boss, coordinating combat behavior including rummaging, stalk chasing, tackling, and avoidance of junk entities.
Controls the AI behavior of the Daywalker boss, coordinating combat targeting, dodging, stalk-in, and home-leash mechanics via a behavior tree.
Manages the transformation of a deciduous tree into a hostile monster state, controlling drake spawning, root attacks, and state transitions.
Manages the behavior, combat, and lifecycle of deer entities, including antler growth, migration, and gemmed variants that cast spells.
Manages the behavior tree for deer entities, coordinating solo and herd-based AI including fleeing, wandering, grazing, and alert responses.
A large, seasonal boss entity that attacks player structures and becomes aggressive when its structures-destroyed threshold is not met.
Controls the decision-making behavior of the Deerclops boss, coordinating combat, movement, base destruction, and ice regeneration.
AI brain controlling deer gemmed behavior, managing responses to keeper status, combat, panic, and positioning relative to the keeper.
Manages collective behavior and movement logic for deer herds, including grazing, roaming, spook responses, and herd cohesion.
Manages seasonal spawning, migration, and population control of deer herds in the world.
Manages disease progression, symptoms, and transmission for entities, including timed warnings, environmental effects, and spread mechanics.
Executes a dynamically retrieved action on an entity and manages its lifecycle within a behaviour tree.
Manages the domestication and obedience mechanics for tameable entities, tracking changes via periodic decay tasks and broadcasting relevant events.
Manages the dragonfly boss entity's state transitions, combat behavior, lavae spawning, and environmental interactions in Don't Starve Together.
Manages AI behavior for the Dragonfly boss, including fight reset logic, Lavae spawning, chase/combat, and home patrolling.
A spider den that slowly regenerates and spawns spider droppers, and can web nearby webbable entities over time.
Manages the behavior, combat stats, trading interactions, and inventory logic for the Dustmoth creature entity in DST.
Controls the AI decision-making behavior of the DustMoth entity, handling panic responses, home seeking, food consumption, dustable object interaction, and navigation.
Triggers a scare effect on nearby entities within a specified radius, excluding certain tags and including only entities matching one of a set of required tags.
Creates the Eye of Terror boss and its variants, handling combat logic, state transitions, twin management, and event-driven behaviors like health-based transformation and limbo cleanup.
Defines the mini variant of the Eye of Terror enemy, implementing combat, movement, and AI behavior for a flying hostile creature.
Acts as a flying mini-eye projectile that lands and transforms into a grounded egg-like entity, which later hatches into an active mini-eye mob. It functions as a boss-spawned projectile with soldier-command integration.
Controls the AI behavior of the Eye of Terror entity, managing its pathfinding, combat, and foraging actions via a behavior tree.
Controls the AI behavior of the Eye of Terror boss, coordinating special attacks, leashing, facing, and spawning mini-eyes via behavior trees.
Manages the entity logic for the Eyeplant, a stationary hostile plant that targets and attacks enemies within range using combat, health, and locomotion components.
A deployable companion turret that automatically engages enemies within range, emits a dynamic light, and shares aggro with nearby turrets.
Manages the AI behavior for an eye turret entity, determining target acquisition and prioritizing attack and orientation actions.
A behavior node that orients an entity toward a target entity, optionally triggering alert states and stopping locomotion during the facing operation.
AI behaviour node that finds and moves toward the nearest entity matching specified tag filters.
Selects a suitable farm plant for tending based on stress state and proximity, then initiates movement to it.
Selects the nearest unoccupied flower within sight and plans a pollination action for the entity.
A behavior tree node that moves an entity toward the nearest valid light source and maintains a safe distance within it.
Monitors entities within range for fire-related hazards, supporting normal fire detection and emergency mode responses based on burning, smoldering, or withering targets.
Controls an entity's movement to maintain a specified distance from a target, supporting approach, retreat, and idle behaviors based on distance thresholds.
Manages an entity's relationship to a leader, including loyalty mechanics, teleportation on separation, and handling player reconnection or respawning.
Manages herd behavior for a leader entity, toggling hostile state of all followers and consuming finite uses when triggered.
Remembers and tracks a follower's last known leader across sessions and entity state changes, enabling reunification when the leader returns.
Manages an entity's participation in a formation, including leader detection, positioning updates, and sleep/wake lifecycle handling.
Manages a group of followers arranged in a dynamic formation around a target entity, handling formation membership, positioning, and disbanding.
Creates a non-persistent, non-interactive entity marker used to denote the leader of a formation group in DST.
Controls the AI behavior of friendly fruit fly entities, managing tasks like following a leader, wandering, and interacting with farm plants.
Implements the frog and lunarfrog prefabs with combat, thieving, and sleep behavior for DST creatures.
Controls the decision-making logic for frog entities, managing behaviors such as wandering, sleeping, chasing targets, and returning home during night or winter.
Manages the behavior, state (ripe/unripe), sleep cycle, combat interactions, and thermoregulatory home-finding logic for the Fruitdragon entity.
Implements the behavior tree for the Fruit Dragon boss, handling combat, home tracking, wandering, and panic responses.
Manages fruit fly entities with distinct behaviors for hostile lord/mini variants, friendly companions, and seed-bearing fruit fly fruit that spawn companions.
Defines the AI behavior tree for fruit flies, governing their movement, targeting, planting, and spawning logic.
Prefab for a hostile boss-like shadow entity that spawns from portals, maintains aggression range, and interacts with sanity, combat, and planar damage systems.
A hostile monster prefab that chases targets, grows in size over time, and detonates to deal area-of-effect damage while spawning secondary quick-fuse bombs.
AI brain component for the fused shadeling enemy that manages combat behavior including leashing, chasing, and combat jumps.
Creates petrifiable and reanimatable monster statues that crumble when mined and spawn moon variants upon reanimation.
Manages the gelblob enemy's lifecycle, including size progression, player suspension/eating mechanics, loot dropping, and chunk-based reabsorption.
Creates a fast-flying, combat-capable projectile entity used by Gestalt-related bosses to chase and attack nearby targets.
Manages a high-priority nightmare-based combat entity with dynamic targeting and transparency logic based on observer sanity and inventory.
Manages the behavior, combat, and lifecycle of the evolved Gestalt Guardian boss enemy, including ranged attacks, teleportation, sanity-based transparency, and loot generation.
Implements the decision-making logic for an evolved Gestalt guard enemy, handling combat targeting, movement, and ranged/telporting attacks via behavior trees.
Manages the behavior tree for ghost entities, handling targeting of living characters and switching between following and wandering states.
Defines the structure and logic for Wendy’s ghost command spells, including unsummon, behaviour commands, and skill-enabled abilities.
Utilities for calculating valid wander points around a given location, primarily used for giant AI movement logic.
A mobile, crumb-dropping enemy prefab that chases players and eventually spawns crumb trails for the Gingerbread Hunter mini-game.
Implements AI behavior for the Gingerbread Pig entity, handling panic, fleeing, leashing, and orientation logic.
Controls the AI behavior for Glommer, an entity that follows its leader while avoiding danger and wandering within proximity limits.
Controls the behavior, state management, and interaction logic for the Gnarwail entity, including horn combat, loyalty mechanics, and formation following behavior.
AI brain controller for the Gnarwail creature that manages navigation, combat, trading, tossing, and feeding behaviors in a water-centric world.
Manages the behavior, stats, movement, and state persistence of the Grassgator entity in DST.
AI brain that governs the movement and combat behavior of the grass gator creature, handling panic, chasing, fleeing, orientation toward players, and land-based wandering.
Implements AI behavior for the grassgekko entity, coordinating panic responses, fleeing, and wandering.
Controls the AI behavior of a ghost entity in DST, including following living targets, playful interaction with other ghosts, and periodic despawning.
Manages temporary impairment effects including grogginess, knockouts, and associated speed penalties on an entity.
Manages Grotto War dynamic spawners and population logic, spawning nightmares and brightmares near players based on area and population limits.
Implements weighted target selection and dynamic weight redistribution for entities managing multiple potential targets.
Manages the lifecycle of a summoned guardian entity, tracking summon progress, spawning and dismissing the guardian, and handling its death.
Manages haunting mechanics—including cooldowns, visual flicker effects, and haunted state—for entities that can be haunted or cause haunting.
Tracks herd membership for an entity and manages herd creation or rejoining when enabled.
Acts as a dynamic crafting station for Hermit Crab tea recipes, activated only when the Hermit Crab enters its area and updated based on pearl decoration score.
Manages the AI behavior tree for the Hermit Crab, including trading, fishing, hotspring soaking, pet feeding, tea shop navigation, and environmental adaptation (weather, day/night).
Manages an internal inventory of creatures, allowing an entity to store and release creature entities as needed—typically used for nest-like or lair-like behaviors.
Tracks and provides navigation logic to a designated home entity for an actor.
Manages AI behavior for shadow thrall parasite hosts, coordinating coordinated attacks, formation positioning, and leash tracking using a behavior tree.
Manages the behavior, combat, and lifecycle of hound entities including variants like fire, ice, lunar-aligned, and hedgehounds.
A corpse that automatically revives into a mutated hound after a delay unless extinguished or ignited.
Implements the behavior tree for hound entities, governing movement, combat, and social behaviors based on hound type, leadership, and environmental state.
Manages timed, escalating hound waves targeting players based on world age and group proximity.
Manages weighting for entity selection as a hound target and tracks sources that qualify it as a hound thief.
A consumable tool that emits a whistle sound to attract hounds and wargs, adding them as followers to the user.
Manages the revealed form of an item mimic, handling state transitions, player interaction, and shadow VFX synchronization during combat.
Controls the AI behavior of a revealed item mimic entity, making it flee from players while scanning for nearby mimicable entities to imitate.
Manages joust-specific logic and callbacks for entities capable of performing jousting actions, including edge detection and custom validation.
Manages the AI behavior of the killer bee entity using a behavior tree to handle attacking, retreating, homing, and wandering.
Manages the behavior and state of kitcoons, including sleeping, following, hiding, and interacting with players and environments.
Manages the AI behavior of a kitcoon, handling owner following, combat avoidance, playful interactions with other kitcoons and toys, and minigame observation.
Manages the gameplay logic and state transitions for the Klaus boss entity, including phase changes, ally summoning, aggro management, and environmental interactions.
AI brain component that controls Klaus's behavior, including rage states, combat, wandering, and chomp attacks.
A chess-themed hostile entity with multiple variants (normal, nightmare, and Yoth horseman) that engages in combat, follows leaders, and supports dynamic behavior changes based on game context.
Controls the AI behavior of gilded knights, managing combat, formation movement, stage seating, and coordinated actions with other horsemen.
Creates the Koalefant entity (a seasonal large herbivore) with combat, movement, sleeping behavior, poop spawing, and seasonally variant loot.
Implements the AI behavior tree for the koalefant, managing movement, targeting, fleeing, and salt-lick anchoring.
A hostile boss entity with combat, inventory, and sleep cycle behaviors, featuring loot dropping and dynamic animation states based on its sack status.
Implements the decision-making logic for the Krampus character, handling stealing, chest-emptying, aggression, fleeing, and departure behaviors.
Aprefab definition for the Lava Arena boss enemy Boarrior, defining its visual, physical, and network properties.
A Lava Arena enemy mob prefab that tracks mobility state via the LavaArenaMobTracker and spawns projectiles and effects during combat.
A temporary hostile minion spawned by the Volcano that chases and attacks targets selected by its mother entity, with a fixed lifespan and fire immunity.
Manages the behavior, stats, and interactions of the Lavae pet companion in DST, including hunger-based heat/light regulation, sleep cycles, and ability to accept ashes for feeding.
Controls the behavior tree for the Lavae boss, including combat pursuit, wall breaking, and emergency return to a lava pool on reset.
Implements the decision-making logic for the Lavae pet, handling hunger-driven behavior, following its owner, and interacting with food and the owner through a behavior tree.
Manages a group of follower entities, coordinates shared combat targets, and handles follower lifecycle events.
Controls entity movement to enforce a "leash" distance from a home point, guiding the entity toward home if it strays too far.
Manages AI movement to return an entity toward a home location while optionally avoiding specified obstacles, used primarily for leash-based behavior in world navigation.
Boss monster prefab that manages scale-based scaling, hibernation states, sanity aura, and integration with combat, health, and sleep systems.
AI brain for Leif that manages behavior via a behavior tree, prioritizing wall attacks, combat, and wandering.
Controls the AI behavior of a light-crab entity by managing state execution through a behavior tree, including fleeing from threats, seeking bait, wandering, and returning home.
A flying insect prefabs that groups into formations around players, lights up dark areas, and drops lightbulbs when killed or picked up.
A dynamic plant prefab that hosts and manages lightflier spawnlings, toggles light emission based on environmental illumination, and coordinates lifecycle events with its children.
Controls the AI behavior of lightfliers, managing movement, threat response, home seeking, and formation following.
Implements the lightning goat entity with charging behavior, passive electric retaliation, and herd-based AI.
Controls the AI behavior of the Lightning Goat, managing state transitions between wandering, fleeing, facing, and attacking.
Manages luck modifiers and adjusts hounded target behavior based on cumulative luck value.
Manages the lunar-grazing entity’s cloud-based sleep induction, combat behavior, debris mechanics, and Gestalt integration in DST.
Implements the AI behavior tree for the Lunar Grazer entity, managing combat, movement, and despawn logic based on target status and entity state.
Controls the behavior of the Lunarthrall Plant boss, including vine spawning, targeting, state management, and coordination with vine segments and the back visual entity.
Controls the AI behavior of a Lunar Thrall Gestalt entity that moves toward and infests specific lunar thrall plants.
Controls the movement and行为 logic for a Lunar Thrall gestalt entity tasked with moving toward and infesting a lunar plant target.
Acts as a hostile, spellcasting entity that spawns minions and consumes bait to lure and attack players and creatures.
Implements the behavior tree for a lureplant entity, primarily delegating minion control and movement through behavior nodes.
Manages the boss AI, combat behavior, and lifecycle events for the Malbatross boss entity in DST.
Controls the AI behavior of the Malbatross boss, managing combat aggression, drowning logic, dive attacks, and land departure.
Controls the active-phase behavior of the mandrake plant, including movement toward the nearest player, day-cycle destruction, sleep-inducing area effect upon being cooked or respawned, and state transitions between planted and inactive forms.
Defines the behavior tree for a mandrake entity, managing its panic responses, following behavior, and movement patterns.
Manages scripted dialogue and cutscenes for Maxwell, handling speech synchronization, input skipping, player control disable/enable, and camera control during narrative events.
Manages core gameplay behaviors for Merm characters, including combat AI, loyalty mechanics, transformation states (shadow/lunar), and royal upgrades.
Defines the AI decision tree and behavior logic for merms, including combat, tool management, throne seeking, garden assistance, and social interactions.
Implements the decision-making logic for a merm guard entity, handling combat, following, trading, armor acquisition, healing requests, and interaction with offering pots.
The Merm King is a sentient, trading NPC that coordinates merm guards, manages hunger and combat, and exchanges items based on player and skill-based conditions.
Manages the lifecycle of Merm Kings, including throne selection, candidate transformation, and world-wide king state tracking in Don't Starve Together.
Manages Wolfgang's physical transformation system based on his current mightiness level, dynamically adjusting stats, animations, sounds, and gameplay modifiers.
Controls the movement behavior of a small lantern-carrying entity that navigates ocean terrain using a wander-based AI.
Spawns and manages groups of minion entities around a central spawner entity, tracking their positions, lifecycle, and synchronization across network sessions.
The Minotaur is a large boss entity that patrols a predefined area, enters combat when threatened, and periodically phases into a weakened state to spawn environmental hazards and shadow tentacles.
Controls the behavior tree logic for the Minotaur boss, coordinating combat, movement, and special attacks (jump and ram) in response to environment and state conditions.
Enforces a minimum time interval between successful executions of a child behaviour node in the AI decision tree.
Controls the behavior and state transitions of the mole creature, including underground/aboveground physics, inventory management, and home-seeking logic.
A cave-dwelling bat prefab that engages in combat, shares targets with nearby allies, naps periodically, and manages a home burrow using multiple components.
Controls the AI behavior of the Molebat, managing movement, nest building, sleeping, and combat logic through a behavior tree.
Controls AI behavior for mole entities, handling movement, home creation, bait stealing, and environmental avoidance.
Manages the behavior, state, and lifecycle of the monkey entity, including transformations between normal and nightmare states based on world conditions and external triggers.
A structure that spawns and manages monkeys, drops loot when broken, and responds to world events like acid rain and earthquakes by召回 or pausing spawns.
AI brain controller for monkey characters that manages combat, foraging, item gathering, leash behavior, and leader harassment via behavior tree logic.
Manages the Monkey Queen entity, a boss NPC in Monkey Island that interacts with players and monkeys via trading, state transitions (sleep/wake), and scripted events.
Manages timed and seasonal mood states for entities, such as mating behavior in beefalo, by tracking mood duration, season-based activation, and world settings multipliers.
Controls the AI behavior of the Moon Beast boss, managing its transitions between chasing, attacking the Moon Base, and petrification states.
Controls the AI behavior of the Moon Butterfly, prioritizing escape from threats, homing to a remembered location, and wandering within a limited radius.
A temporary attackable ground spike that performs area-of-effect attacks and then destroys itself.
A floating, ephemeral lightning-based entity that periodically emits electric shocks to nearby targets and can be recharged by moonsparkchargeable components; it ages over time and disappears when depleted.
Assigns a wandering behavior to an entity that restricts movement to land tiles within active moonstorm zones.
Manages the moose boss entity's behavior, stats, and lifecycle in DST, including combat logic, egg-laying mechanics, and seasonal responsiveness.
Controls the AI behavior tree for the Moose entity, managing operations like returning home, leashing, chasing targets, laying eggs, facing players, and wandering.
Acts as a small, flying insect that feeds on characters, shares combat targets with nearby mosquitoes, and splats when overfed or haunted.
Controls the AI decision-making behavior for the mosquito entity, coordinating movement, combat, and homing logic via behavior trees.
Implements the Mossling prefab, a seasonal creature that spawns during winter and summer in DST, with herd-based AI, combat behaviors, and seasonal lifespan logic.
AI decision engine for mossling entities, coordinating foraging, stealing, guardian summoning, and panic responses via behavior trees.
A lunar-aligned tree monster that spores periodically, deals combat damage, and emits a dynamic sanity aura based on enemy proximity.
AI brain component that governs the behavior of the Mushgnome enemy, managing combat, panic responses, and wandering actions through a behavior tree.
Controls the circling behavior of a mutated buzzard around a target entity, managing movement, migration, and interactions like flare detonations and corpse landings.
Manages mutated buzzard gestalt populations, tracks circling shadows for players, and controls spawning/dropping behavior in response to rift states, megaflares, and deaths.
Factory function for creating nightmare creature prefabs with dynamic behavior based on game world state, such as shadow rift presence and nightmare dawn.
AI brain component for Nightmare Creatures that manages combat, harassment, and loiter behaviors, including conditional battle cries and shadow dominance submissions.
Implements the AI decision tree for the Nightmare Monkey boss, prioritizing panic responses, weapon equipping, chasing and attacking, and wandering behavior.
Manages an entity's ability to be occupied by another entity, handling tag updates, nesting, and lifecycle callbacks.
Controls the AI behavior of ocean-dwelling fish entities, including feeding, fishing hook interactions, fleeing, and wandering.
A highly specialized entity component for the Ocean Horror (Shadow Creature) that manages boat attachment, sanity-based targeting, teleportation logic, and network-aware transparency and ripple effects.
Controls the AI behavior of ocean-based shadow creatures, including target management, harassment actions, and conditional teleportation to land.
A hostile ocean-dwelling monster that steals items, shares combat targets with nearby allies, and drops loot upon death.
AI behavior controller for the Otter character, managing foraging, looting, fishing, and home-stashing behaviors via a priority-based behavior tree.
Causes an entity to move in a random direction repeatedly with brief pauses, simulating a panic-flee behavior.
Triggers panicked movement in a random direction while avoiding nearby threats when a specified avoidance condition is met.
AI brain governing penguin behavior including egg laying, retrieval, foraging, fleeing from predators, and group migration.
A non-networked entity component that manages a herd of penguins, coordinating their spawning via mood cycles and the periodic spawner system.
Manages penguin flock spawning, colony formation, and seasonal population control in winter.
Manages the character prefab for Perd, including behavior, components, and event-specific offering mechanics.
Controls the behavior tree for the Perd character, managing movement, foraging, shrine interaction, and threat response.
A consumable item that, when used, spawns a random Pig Elite Fighter as a follower and removes itself from play.
Controls the AI behavior tree for pigs, handling movement, combat, foraging, trading, minigame spectating, and response to threats or environment.
Creates and configures elite pig warrior prefabs with combat, squad, and sleeper functionality for DST's boss encounters.
AI brain controlling Pig Elite behavior during minigames, including gold diving, prop pickup, panic responses, and post-match posing.
Creates a configurable elite pig fighter NPC with combat, following, and timed despawn behavior.
AI brain that governs Pig King's elite fighter behavior, handling combat, leader following, panic states, and despawn logic via a behavior tree.
Controls the AI behavior of pig guard NPCs, managing combat, navigation, and environmental interactions via a behavior tree.
Manages the behavior, state transitions, and interactions of pig-based characters (normal pig, pig guard, and moonpig), including loyalty mechanics, combat, transformation, and trading.
Manages the spawning, behavior, and persistence of pirate raids and associated assets (boats, captains, crew, loot stash) in the game world.
Provides utility functions for orchestrating stage performances, including character positioning, visual effects, costume swaps, and crowd interactions.
Creates a non-player hostile entity that mimics a player model and behaves as a parasitic shadow thrall with combat, sanity-draining, and retention behavior toward its designated owner.
Monitors proximity of players to an entity and triggers callbacks when players enter or leave defined zones.
AI brain controlling Polly Rogers and Salt Dogs, handling leader following, ocean-based wandering, salt management, and panic responses.
A consumable and deployable item that acts as a fertilizer, fuel, and ignitable object, spawning flies when dropped and releasing a cloud upon fueling.
Implements the Powder Monkey character entity with combat, inventory, and crew member behaviors in Don't Starve Together.
AI brain controlling powder monkey characters, managing movement, looting, combat, and boat operations such as rowing, tinking, and cannon firing.
A monkey-like NPC that can command boats, fight with melee weapons, and coordinate with other monkeys in combat.
Implements AI behavior for the Primemate character, managing actions like boat rowing, leak repair, fleeing, wandering, chasing, and abandoning a boat when it sinks.
Manages the lifecycle, transformations, loot, and interactions of rabbit entities, including seasonal morphing and nightmare-state conversion into beardlings.
Controls the AI behavior of rabbit-like entities, managing panic responses to predators, home seeking, foraging for edible bait, and wandering.
Implements the Rabbit King and its minions, including passive (shopkeeper), aggressive (combat-focused), bunnyman minion, and lucky (trap-catchable) variants with associated combat, leadership, and transformation logic.
Provides AI behavior for rabbit-related minions under the Rabbit King's command, implementing movement, aggression, fleeing, and burrowing logic via a behavior tree.
Manages the AI behavior tree for the Rabbit King entity, handling distinct behavioral states such as passive trading, aggressive combat, and lucky fleeing.
Manages progressive spawning of entities in waves, ramping up spawn count over time based on wave progression.
Causes nearby entities with specified repel tags to stop following their leader or drop combat targets when activated.
Manages whether an entity can be revived from its corpse state and controls revive behavior, including health restoration and speed modifiers based on reviver tags.
Manages Rocky's behavior as a controllable NPC character, including growth mechanics, follower loyalty, combat targeting, and interaction with players via trading.
Controls the AI behavior of Rocky, a boss character that manages combat, shield usage, loyalty retention under stress, and goal-driven actions like eating and wandering.
A large chess-piece-themed monster prefab that uses the ECS to manage combat, movement, AI behavior, and environmental interactions including platform hopping and ground destruction upon collision.
AI brain for the Rook enemy that orchestrates movement, combat, and navigation behaviors using a behavior tree.
Causes an entity to flee from a detected hunter or threat by calculating a safe escape direction and moving away, optionally returning home if near a safe location.
Manages a school of fish that moves between pre-defined navigation points and reacts to entity sleep states.
Spawns fish schools and triggers special ocean predators like gnarwails and sharks in oceanic regions based on player proximity and environmental conditions.
Manages sentient behavior and speech for the Lucy (Woodie's axe) entity, including owner interaction, transformation alerts, and conversational triggers.
Manages Abigail's state machine, including her idle, movement, attack, transform, and special behaviors (e.g., dash attacks and gestalt mode transitions).
Defines the state machine behavior for the abyss pillar minion entity, controlling its activation, idle, movement, and deactivation logic.
Controls the state machine and AI behavior of the Alter Guardian boss during its first phase, handling movement, attacks (rolling, tantrum AOE), shield mechanics, and lunar-based regeneration upon min_health.
Manages the behavior state machine for the Alter Guardian Phase 2 boss encounter, including movement, attack selection, and transition logic.
Manages the phase 3 state machine and behavior logic for the Alter Guardian boss in DST.
Manages the state machine for the Antlion boss, handling transitions between idle, tribute, combat, and world-entry/exit behaviors.
Defines the state machine and behavior for an aggressive Antlion enemy, handling movement, combat, summons, and state transitions.
Controls the idle and talking animations of the Jimbo character in a Balatro cabinet using timeout-based state transitions.
Defines the state machine for the bat creature, handling flight, idle, eating, taunting, and combat behaviors.
Manages the behavioral state machine for the Bee entity, handling flight, idle, movement, attacking, landing, pollinating, and resting phases.
Manages the state machine and animation logic for beefalo entities, including movement, grazing, aggression, domestication, and life-cycle transitions.
Manages the state transitions and behavior of the Bee Guard enemy, including spawning, idle, movement, combat, hit reaction, and death states.
Manages the state machine for the Bee Queen boss, controlling her movement, attacks, screeching, guard spawning, target focus, sleep, and freeze states.
Defines the state machine for the Bernie the bear character, handling animations, movement, sounds, and lifecycle transitions such as activation, taunting, hitting, and death.
State machine controller for Bernie Big boss entity, managing animations, sound cues, shadow transitions, and behavior states (idle, attack, death, etc.).
Defines the stategraph for the Birchnut Drake entity, governing its movement, combat, spawning, and subterranean behavior patterns.
Manages the full state machine for bird entities, handling movement, idle behavior, flight states, combat hits, death, and lunar mutation transitions.
Manages the behavior state machine for the mutant bird, handling movement, attack, projectile spit, emergence, and transformation states.
Manages the state transitions and behavior of the mutant rift bird, including movement, idle taunts, attacks, projectile shooting, and death states.
Manages the state machine and behavioral logic for the Bishop mob, including movement, combat, stunned states, and targeted projectile attacks.
Manages state transitions and animations for the boat magnet entity during beacon pairing and pulling operations.
Defines the state machine for a spectator dragonling entity during boat races, handling emotes, flight animations, and timed self-removal.
Manages the state machine for the Brightmare Gestalt boss entity, controlling its behavior including emergence, movement, idle, attack, relocation, and capture states.
State graph for the Brightmare Invader entity that manages movement, idle behavior, attacks, and death animations.
Manages the state machine for the Bunnyman entity, handling idle, movement, combat, death, and special interactions like cheering and eating.
Defines the complete state graph for buzzard entities, handling flight, idle behavior, attacks, distress animations, and mutated flamethrower mechanics in DST.
Manages the animated behavior and transformation sequence of a poisoned canary in DST, including idle loops, hit reactions, explosion, and recovery into a normal canary.
Manages state machine behaviors for the Carnival Crowkid entity, including idle animations, snack eating, campfire sitting, minigame reactions, and reward giving during carnival events.
Defines the state graph for the carnival host entity, managing idle, flight, landing, talking, and announcement behaviors.
Manages state transitions for the Feedchicks Carnival Game nest station, handling idle, active, hungry, and fed animations and logic.
Manages the state machine for a herding game chick entity, controlling its idle, launched, arrival, and shutdown animations and behaviors during the summer event herding minigame.
Defines the state machine and behavior logic for carrat entities, including movement, burrowing, racing animations, and interaction with race-related components.
Manages state transitions and animation logic for the Catcoon entity, including walking, idling, hairball vomiting, pouncing attacks, and rain-triggered homing behavior.
Defines the state machine and behavior logic for the cave ventmite entity, including movement, attacking, shield mechanics, and environmental interaction via miasma spawning and temperature effects.
Defines the state machine behavior for the Archive Centipede entity, handling movement, idle, taunt, roll attacks, AOE attacks, and combat interactions.
Defines the state machine for Charlie's heckler entities, handling entrance, idle, exit, and interactive behaviors such as talking and giving playbills during YOTH events.
Manages the state machine behavior for a chest mimic entity, including idle, attack, taunt, death, and spawn sequences.
Manages the state machine and animation logic for Chester, a mob that can open and close like a container, move via bouncing, and be transformed or devoured.
Defines the state machine and behavioral logic for the Cookiecutter character, handling transitions between swimming, walking, drilling into boats, combat, death, and electrocution states.
Manages the AI behavior and state transitions for the Cozy Bunnyman character, including combat, movement, emotions, spawning/despawning, and event responses.
Defines the state machine for the Crab King boss, handling transitions between idle, taunt, casting, healing, and combat states.
Controls the state machine and behavior of the Crab King's cannon tower, managing spawning, loading, shooting, and breach-related animations and logic.
Manages the state machine and behavior logic for the Crab King mob, handling movement, combat (including melee and spin attacks), drowning, diving, and state transitions.
Manages the state machine for the Crab King's claw entity, handling transitions between idle, emerge, submerge, attack, hit, and death states, including AI-driven actions and animation synchronization with a shadow entity.
Provides reusable state and event definitions for critter entity stategraphs.
Defines the state machine and emote behaviors for the dragonling critter, including flight animations, sleep states, combat readiness, and interaction sounds.
Defines the state graph and behavior for the Eye of Terror critter, including animation states, sound triggers, and flying mechanics.
Defines the state graph for the Glomling creature, managing animations, sounds, and behavior states such as idle, eat, sleep, and combat emotes.
Defines the state graph for the kitten critter, orchestrating its idle behavior, emotes, locomotion, and combat interactions through state transitions and sound timelines.
Defines the state graph and behavioral logic for the lamb critter, including movement, idle, eating, sleeping, emotes, and sound playback.
Defines the state graph for the lunarmothling critter, managing its animations, sounds, and behavioral states (idle, walk, sleep, eat, etc.) in Don't Starve Together.
Defines the stategraph and behavior for the Perdling critter, handling movement, emotes, eating, and interaction animations.
Defines the state graph and behavioral animations for the Puppy critter, including idle, walk, sleep, eat, and combat-related states.
Manages the Daywalker's state machine and combat behaviors, including movement, attacks (pounce/slam), struggle/tired states, defeat, and electrocution handling.
Provides shared animation and behavior utilities for daywalker-type entities, including camera shakes, chatter scheduling, and walk/run state definitions.
Manages the behavior and animation state machine for a captured Daywalker entity that struggles against its chains while imprisoned.
Stategraph component managing Daywalker2 entity behavior, including attack chains (laser, cannon, tackle, pounce), rummaging, throwing junk, taunting, and defeat states.
Defines the state graph for Daywalker 2 when it is buried underground, handling idle waiting, struggle animations, emergence attempts, and electrocution interactions.
State graph defining the behavior, animations, and event handling for the Deer creature, including idle, alert, grazing, combat, magic casting, unshackling, and transformation states.
Manages state transitions, attack logic, FX, and behavior for the Deerclops entity via a custom stategraph.
Stategraph for the Dragonfly boss that governs its movement, combat states (including attacks and ground pound), transformations, sleep behavior, and special states like knockdown and death.
Defines the state machine for the dust moth entity, handling idle, interaction (e.g., dusting, repair), and environmental response states.
Manages the state machine for the Eye of Terror boss, handling movement, attacks, minion spawning, transformation, and lifecycle events.
Manages the state machine for the Mini Eye of Terror enemy, controlling its idle, attack, taunt, eat, death, and other behavioral states.
Defines the state machine for the Eye Plant entity, governing its animations, actions, and transitions between states such as idle, alert, attack, and eat.
Defines the state machine for the Eye Turret entity, managing idle, attack, hit, and death animations and behaviors.
Manages the state machine behavior for frog characters, including locomotion, idle animation, aggression, attacks, and death responses.
Defines the state machine for fruitfly entities, handling movement, idle animation, combat attacks, flight, and reproductive behaviors.
Manages the state machine and behavior transitions for the Fused Shadeling boss enemy, including idle movement, jumping, attacking, being hit, taunting, teleporting, and despawning.
Defines the state graph for the fused shadeling bomb entity, controlling its movement (walking), idle, spawn, and bounce behaviors.
Defines the state graph for the evolved Gestalt Guard boss entity, managing its idle, movement, combat, and death behaviors through state transitions and timed events.
Manages the state transitions and behavioral logic for the Ghost character entity, including idle, attack, knockback, death, and play states.
Manages the state machine for the Gingerbread Pig entity, handling movement, idle, scared, hit, and death states with associated animations and audio.
Defines the state machine for the Gingerbread Pig character, controlling movement, idle, and death animations and behaviors.
Defines the state machine and behavior logic for the Glommer creature, handling movement, animations, sounds, and responses to environmental events.
State machine for the Gnarwail creature, handling movement, attacks, feeding, and status effects like freezing and sleep.
Manages the state machine for the Grass Gator entity, handling transitions between idle, attack, fall, dive, and death behaviors based on timers, events, and component states.
Manages the state machine for the Grass Gekko creature, handling locomotion transitions, tail drop mechanics, and integration with common combat and environmental states.
Manages state transitions, animations, and AI behavior for the hermit crab entity in Don't Starve Together.
Manages the complete state machine for hound-type entities, handling movement, combat, eating, howl-based spawning, transformations (clay/statue), and special states (frozen, electrocuted, moonbase mining).
Manages the revealed-item-mimic entity's behavior states including idle, walking, jumping, and mimic-copying mechanics.
Defines the state machine for the Kitcoon pet, handling idle behaviors, play animations, nuzzling, evictions, and interaction states with other entities.
Manages the full state machine for Klaus, the seasonal winter boss, handling combat, summoning, transitions (enrage/call for help), laughter cycles, and death/resurrection logic.
Defines the stategraph for the Yoth Knight boss entity, managing its movement, attacks (including joust mechanics), stuns, and environmental interactions.
Manages the animation and state behavior for the Koalefant creature, including idle, movement, attack, and death states.
Manages the state machine for the Krampus character, handling idle, attack, hit, taunt, steal, hammer, death, and exit behaviors using animation, sound, and combat systems.
Stategraph for the Lavae creature, managing its behaviors, animations, movement, combat, death, and environmental interactions such as freezing.
State graph that defines all behavioral states for the Leif entity (Winter Tree), including idle, attack, death, spawn transitions, and state handling via events and timelines.
Defines the state machine and animation/sound logic for the light crab entity, handling states like idle, eat, hit, stunned, trapped, and death with sound loop management.
Manages state transitions and animations for the lightflier creature, handling idle movement, actions, startled reactions, and sleep-related flying behavior.
Defines the state machine behavior for the Lightning Goat, handling movement, taunting, combat, and electrocution mechanics via discrete animation-triggered states.
Defines the state machine logic for the Lunar Grazer boss entity, managing transitions between idle, movement, attack, hit, despawn, and capture states.
Defines the state machine behavior for the lunar plant tentacle enemy, handling idle, taunt, attack, and death states with combat integration.
Manages the state machine and behavior of the Lunarthrall Plant boss, including idle, attack, hit, death, fatigue, and freeze states.
Manages state transitions for the Lunarthrall Plant Gestalt entity during idle, spawning, and infestation behaviors.
Manages the state machine and behavior of a vine segment belonging to a Lunarthrall plant structure, including movement, combat, freezing, and chain reactions with parent and child segments.
Manages state transitions and animations for the Lure Plant entity, handling phases such as emergence, hiding, bait display, hit responses, and death.
State graph for the Malbatross boss, managing its flight, combat, swimming, and death behaviors via state transitions and event-driven logic.
Manages the state machine for Merm characters, including idle behaviors, transformations, combat, and special animations for lunar or shadow variants.
Defines the state machine and animation-driven behavior for the Merm King character, including idle, eating, trade, guard summoning, and item-swap states.
Manages the behavior and state transitions for the Minotaur boss entity using a stategraph-based AI system.
Defines the state machine and behavior logic for the mole creature, handling movement, burrowing, stealing items, and reacting to threats.
Defines the state machine for the mole bat entity, governing its behaviors such as idle, movement, eating, summoning allies, and combat via state transitions and event handling.
Defines the state machine for monkey entities, handling movement, combat, eating, idle, and interaction behaviors in Don't Starve Together.
Manages the state machine and behavioral transitions for the Monkey Queen NPC, including item acceptance, curse removal, and mood responses.
Controls the behavior state machine for the Werepig character, handling movement, combat, idle, death, and special states like working on Moon Base structures.
Controls the animation and state transitions for a moonspore entity, including idle flight, takeoff, pre-pop delay, and final pop/explosion behaviors.
Stategraph for the Moose/Moosegoose entity that manages movement, Idle, combat (including disarm), egg-laying, flying, and death animations via state transitions and event handling.
Implements the state machine for the mosquito entity, controlling its flight, idle, movement, attack, and splat behaviors.
Manages state transitions and behavioral logic for the Mossling character, including idle, eating, flying, spinning attacks, and death animations.
Defines the state machine for the mushroom gnome creature, handling animation, combat, locomotion, and environmental interactions.
Defines the state machine for ocean-dwelling fish entities, handling behaviors such as breaching, biting fishing hooks, and exiting water.
State machine controller for the Ocean Shadow Creature entity, managing movement, teleportation, combat states, and despawning behavior.
Manages the state machine behavior for penguin entities, handling locomotion, eating, attacking, death, and seasonal movement animations.
Defines the state graph for the Perd creature, managing its movement, combat, and life cycle behaviors.
Defines the state machine for pig entities, handling animations, actions (movement, combat, eating, sleeping), and state transitions during various game events.
Defines the full state machine and behavior logic for Pig Elites, including movement, combat, minigame interactions, and match-end sequences.
Defines the state machine for the Pig Elite Fighter entity, handling movement, combat, idle, spawn-in, and despawn behaviors.
Manages the Pig King's state machine, including idle, happy, sleeping, and minigame intro sequences.
Stategraph defining the animation, movement, and behavioral logic for the Polly Rogers NPC entity, including ground idle states, flight transitions, death, and electrocute responses.
State graph controlling the behavior and animations of the Powder Monkey character, including combat, rowing, taunting, diving, and corpse handling.
Defines the state graph and AI behavior for a test version of the Powder Monkey character, handling movement, combat, idle animations, and interaction states.
State graph defining AI behavior and animation states for the Prime Mate character, handling movement, combat, crafting, and special interactions like rowing and diving.
Defines the state machine for the Rabbit King character, handling movement, idle behaviors, abilities (summon and dropkick), burrowing, and status effects like stun and stun-locked states.
Defines the state machine logic for the Rabbit King's Bunnyman minions, handling movement, combat, burrowing, and death animations.
Defines the state machine for the Rocky character, handling movement, combat, idle, shield, and death states.
Manages the state machine for the Rook boss entity, handling movement (walk/run), attacks (ram/charge), stuns, sleep, death, and environmental interactions.
Manages the state transitions, animations, and behavior logic for the Ruins Nightmare creature, including movement, attack phases, invisibility cycles, and despawn mechanics.
Manages the state machine and behavior of the Salty Dog character, including movement, summoning, desummoning, interactions, and salt-shaking animations.
Manages the state machine and combat behavior for the Shadow Bishop boss entity during its attack cycle in Don't Starve Together.
Defines reusable state machine logic and event handlers for shadow chess piece entities in Don't Starve Together, including movement, combat states (idle, attack, hit, death), and allied entity coordination.
Manages the state transitions and combat behavior of the Shadow Knight boss entity, including attack phases, taunting mechanics, and transition to/away from the idle state.
Defines the state machine for the shadow leech entity, handling behaviors such as spawning, jumping, attaching to targets, and death.
Implements the state machine for the Shadow Rook, a boss entity in DST's Shadow Chess minigame, handling its attack sequence (teleport and area attack), movement, and lifecycle states.
Manages the state machine and behavior of shadow-based entities, including movement, combat transitions, teleportation, and despawning logic.
Defines the state machine for the infused Shadowheart entity, handling movement (hopping), stun/trap states, and interaction with locomotion and inventory systems.
Defines the state machine and animation logic for the Shadow Tentacle entity, handling idle, taunt, attack, and death states with combat-triggered transitions.
Manages the animation, movement, and behavior states for centipede segments of the Shadowthrall mob in DST.
Manages the state machine and attack behavior of the Shadow Thrall Hands entity, coordinating locomotion, AOE attacks, team coordination, and animation-driven scaling.
Manages the state machine and combatbehaviour for the Shadow Thrall (Horns) boss, handling states like jumping, slapping, faceplanting, and devouring targets.
Implements the full state machine for the Shadowthrall Mouth boss enemy, handling movement, stealth, leaping, and bite attacks.
Defines the state graph for the ShadowThrall parasite entity, managing its idle and hit animation states and integrating with locomotion control.
Manages the animation, state transitions, attack logic, and projectile spawning for the Shadow Thrall wings entity in Don't Starve Together.
Manages the state machine and behavior of Shadow Waxwell (a boss entity) in Don't Starve Together, including combat, movement, tool use, and dynamic scaling based on leader proximity and shadow gear.
Manages the state machine for shark entities, handling transitions between idle, swimming, attacking, jumping, eating, and death states.
Manages the state machine for the Slurper creature, handling behaviors like idle, rumble, taunt, burp, jumping attacks, headslurping equipment, and death with loot dropping.
Manages state transitions and behavior logic for the Slurtle creature, including movement, combat, eating, shielding, and salt-induced dissolution death.
Manages the state machine for the Small Bird entity, controlling animations, sounds, and behavior transitions such as idle, attack, death, and growth phases.
Defines the state graph for the SmallGhost entity, governing its behavior, animations, and interactions such as idle states, quest progression, and toy-related actions.
Controls the behavior state machine for the Spat entity, handling idle animations, combat attacks, sound-based actions like bellowing, and transitions between movement, grazing, and attack states.
Manages the state machine behavior for spider-type entities, handling movement, combat, mutations, and special attack types.
Manages the state machine for the Water Spider, handling swimming, walking, attacking, eating, and mutation transitions in both water and land environments.
Manages the state machine for the Spider Queen entity, controlling its behaviors such as idle, attack, hit, birth, and nest production.
Defines the state machine behavior for spore-based entities (e.g., Tall Spore) in DST, managing flight, idle, takeoff, landing, and death states.
Defines the state machine and state transitions for the Squid aquatic creature, handling movement, combat, fishing interactions, breathing, and amphibious transitions.
Manages the state machine for the Stagehand entity, controlling its behavior including hiding, idle, working, extinguishing fires, and giving up when overwhelmed.
Defines the state machine for the Stageusher character, managing transitions between idle, sitting/standing, walking, attacking, and extinguishing states based on animation events and component interactions.
Manages the stalker entity's state machine, including movement, combat, summoned actions, mind control, and death, with integrated audiovisual feedback and networkable behavior.
Manages the state machine for a stalker minion entity, handling emergence, locomotion, and death behaviors.
Defines the state machine for the Storage Robot character, controlling movement, idle behavior, pickup, store, and breakdown animations and logic.
Manages the state machine and behavior logic for the Tallbird entity, including movement, idle animations, combat, nesting, and life cycle transitions.
Manages the state machine for a tentacle enemy, handling idle cycles, taunting, attacking, death, and hit reactions using animation events and combat component integration.
Manages state transitions and animations for a small tentacle arm entity in combat, emergence, retraction, and death behaviors.
Defines the state graph for the Ticoon entity, governing its AI behavior including idle, walking, searching for a quest target, waiting for its leader, and reacting to events such as abandonment or finding a kitcoon.
Implements the full state machine for the Toadstool boss, handling movement, combat attacks (pound, spore bomb, mushroom bomb), channeling with mushroom sprouts, camera shake, and entity interactions during its lifecycle.
Manages the state machine for a tornado entity, controlling movement, animation, and damage/destruction logic for nearby targets.
Manages the high-level behavior and state transitions of the Wagboss Robot boss entity, including attack selection, projectile targeting, AOEs, and camera effects.
Manages the flight, hovering, movement, and animation state transitions for the Wagnificent Drone entity during active combat.
Manages the state machine for Wagstaff NPC behavior, including idle animations, talking, experiments, arena interactions, and deprecation/erode-out logic.
Manages the state machine for the Walrus character, handling movement, combat, animation, and behavioral transitions.
Controls the state machine behavior for the Wandering Trader, managing movement, trading, revelation, concealment, and teleportation states.
Manages the state graph for the Warg entity, handling movement, combat (including flamethrower and stagger states), transformation into/instantly from statues, sleep, freeze, electrocute, and lunar rift mutation transitions.
Manages the state machine for the water plant creature, handling stage transitions, combat, sleep, freeze/thaw cycles, and state-specific behaviors like spawning clouds or dropping loot.
Manages the state machine for the Werepig character, handling animations, movement, combat, and transformation between pig and werepig forms.
Defines the state machine for Wolfgang’s gym workout sequences, including lift success, failure, and loop states, while interacting with mightiness and gym components.
Manages the state machine behavior of Winona’s storage robot, handling movement, power management, pickup/store actions, and sound transitions.
Manages state transitions and animations for the Wobster creature during ocean fishing interactions, including hook escape, launch, and movement states.
Defines the state machine behavior for the Wobster creature on land, handling movement states (idle, run, hop), combat states (hit, stunned), and death transitions.
Manages the state graph for the Big Woby creature, controlling its animations, locomotion, and interactions during gameplay.
State graph controlling Woby (small form) behavior, including movement, transformations, interactions like picking up items, storing in containers, and various emotes.
Stategraph for the Worm character that manages its transformation between a dormant underground mound and an active above-ground worm state, handling movement, combat, eating, luring, and state transitions.
Controls the state machine for the head entity of the Worm Boss, managing emergence, eating, spitting, swallowing, movement, and death behaviors.
Manages state transitions and animation control for the tail segment of the Worm Boss entity in Don't Starve Together.
Controls the state machine for the Carrat character in DST, handling idle, movement, pickup/give actions, and death behaviors.
Defines the state machine for the Wormwood Fruit Dragon entity, handling idle, attack, movement, and status-affected behaviors.
Defines the state machine logic for the Lightflier creature, handling movement, combat, sleep, and status effects.
Manages the state machine and animations for the WX-78 scanner prefab during deployment, scanning, and removal operations.
Controls the AI behavior of the Shadow Bishop boss entity, handling movement, facing, taunting, and timed despawn logic.
Controls the AI behavior of the Shadow Knight entity, coordinating combat actions, movement, and despawning logic via a behavior tree.
A hostile shadow creature prefab that spawns in response to the Daywalker, tracks it via EntityTracker, and applies a sanity aura based on observer perception.
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.
Controls the AI behavior of the Shadow Rook chess piece, managing chasing, facing, taunting, and despawning logic.
A trap prefab that detects nearby panic-capable targets, triggers a shockwave effect, and applies a movement speed penalty and panic state.
A non-tangible boss-phase entity that spawns shadow minions and manages their behavior through a commander system, with dynamic sanity aura and transparency.
Defines prefabs and shared logic for Shadow Chesspiece monsters (rook, knight, bishop), including level-up progression, combat tuning, music triggers, and loot generation.
Spawns shadow creatures that attack sane players and drain sanity when targets are nearby.
Implements the AI behavior for shadow creatures, including target tracking, harassment mechanics, and conditional chasing or loitering based on combat state and locomotion speed.
A temporary shadow creature component that moves toward a target fire source to extinguish it, retracts when the player gets too close, and dissipates when the fire is extinguished or the distance limit is exceeded.
Provides AI behavior for shadowheart-infused entities by prioritizing fleeing from players over standing still.
Manages the spawn, structure, and shared behavior of shadow thrall centipede entities (controller, head, body) within the Entity Component System.
Manages AI behavior for Shadowthrall Centipede segments, coordinating control negotiation, miasma consumption, and wandering.
Manages control succession between centipede head segments based on control priority and randomized switching logic.
Controls behavior and properties of Shadow Thrall Hands minions, including combat logic, movement, loot drops, and visual effects synchronization.
Controls the AI behavior for shadow thrall hands, managing attack timing, movement, and coordination with allies (horns and wings) during boss encounters.
A boss enemy prefab with shadow-aligned alignment, using custom combat logic, brain, and team-based state synchronization.
Controls the AI decision-making logic for Shadowthrall Horns, orchestrating attack timing, movement, and coordination with teammate entities.
A hostile NPC component that manages stealth behavior, combat functionality, and planar damage effects for the Shadowthrall Mouth entity.
Controls the AI behavior for the Shadowthrall Mouth entity, managing transitions between combat, idle, and stealth states using a behavior tree.
Spawns a flying hostile monster entity that grants parasite-related abilities upon death, including mask-equipped revival and health restoration for the host.
Controls the movement and lifecycle behavior of a shadow thrall parasite entity by removing it when no players are nearby and fleeing from players and shadow rift portals.
Controls the AI behavior of the Shadowthrall wings entity, implementing coordinated attack timing with teammates and movement using formation positioning.
Manages the lifecycle of shadow fissures and their associated thralls during nightmare events, including spawning, tracking, and releasing fissures and their thralls.
Provides prefabricated spawn logic and component setup for Maxwell's shadow minions and related FX in DST.
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.
Implements the behavior and properties of the shark entity, including combat, amphibious movement, state management, and formation following.
Manages the behavior, appearance, and state transitions of the Sharkboi boss entity in DST, including combat targeting, trading mechanics, and dynamic visual customization.
Defines the 'sharkboi_water' prefab — a large, ocean-dwelling monster entity with swimming capabilities, named identity, and water-specific locomotion.
Defines the behavior tree for the Sharkboi entity when submerged in water, primarily using a simple wander task.
Controls the AI behavior of the Sharkboi character, handling combat, trading, wandering, and chatter states in Don't Starve Together.
Manages the AI decision-making logic for sharks, controlling movement, aggression, feeding, and boat-following behavior in Don't Starve Together.
Manages a player's inspiration resource and active battle songs, handling inspiration gain/loss, song activation, and buff application to nearby allies.
A throwable item that explodes upon impact to release a sleep-inducing cloud and visual burst effect.
A world FX entity that spawns floating spore clouds which induce sleepiness or knockback resistance in nearby entities over time.
Manages sleep/wake cycles for entities based on environmental conditions, sleepiness accumulation, and custom test functions.
Triggers a spider queen ambush when the scenario entity is attacked, spawning spider warriors around it and ending the scenario.
Provides AI behavior logic for the Slurper entity, managing panic responses, enemy chasing, and homing wandering using known locations.
A prefabricated entity that defines the Slurtle and Snurtle creatures, including their combat, locomotion, eating, explosive, and spawner behaviors.
Controls AI behavior for slurtle entities, coordinating actions like fleeing, attacking, eating, stealing food, and returning home using a behavior tree.
Implements AI behavior for the Slurtle Snail entity, including threat avoidance, food seeking, stealing, shield usage, and returning home when hungry.
Manages the lifecycle, behavior, and growth progression of small birds (including their teenage and adult tallbird forms) as companions with combat, eating, sleeping, and follower mechanics.
Controls the AI behavior of small birds, prioritizing survival (starvation, food), following leaders, evading players when not companions, and engaging in combat when necessary.
Manages the quest logic, behavior, and environmental feedback for the small ghost character in DST, including toy collection, player linking, and hot/cold hunt cues.
AI brain controlling small ghost behavior, including following leader, locating lost toys, hinting with jump-in actions, and avoiding combat.
A large creature component that manages AI behavior, combat, projectile attacks with sticky phlegm, periodic poop spawning, and temporary hiding mechanics via prop simulation.
Controls the behavioral logic for the Spat creature, managing combat prioritization, movement, weapon switching, and threat response via a behavior tree.
Manages a single persistent entity (e.g., a named NPC) by spawning, housing, and releasing it according to configured timing and occupancy rules.
Manages the lifecycle, update loop, and behavior of a spell effect on an entity, including start/finish callbacks, periodic ticking, and save/load support.
Manages spell casting behavior and restrictions for an entity, including target validity, casting conditions, and tag management.
Factory function defining multiple spider variant prefabs with shared combat, AI, state, and lifecycle logic.
Creates temporary debuff prefabs applied to spiders to enforce behaviors like whistle immunity, bedazzlement, and summoning.
AI brain for water spiders that prioritizes survival behaviors including fleeing, aggression, following leaders, trading, and consuming food or oceanfish while managing environmental risks.
Manages the AI behavior tree for spiders, handling combat, following, hiding, foraging, and navigation based on spider type and state.
Manages the lifecycle, spawning, and combat behavior of spider dens, including growth stages, spider release, queen transformation, and interaction with environment mechanics like burning, freezing, and bedazzlement.
A boss-level spider entity that commands a hive of followers, generates eggs and spiders, and uses shared aggro mechanics to coordinate attacks with nearby spiders.
Controls the AI behavior of the Spider Queen entity, including nest placement, spawning followers, panic responses, and combat logic.
Manages AI behavior for spore-based entities by prioritizing follow or wander actions using a behavior tree.
Manages an entity's membership in a named squad, tracking other members and broadcasting squad join/leave events.
A mobile aquatic predator that attacks enemies with ink projectiles, shares combat targets with nearby squids, and switches between land and water movement modes.
Controls AI behavior for squid entities, managing movement, combat, fishing interactions, and herd coordination.
Manages a migratory herd of squid entities, handling member aggregation, navigation between predefined waypoints, and cleanup when all members are inactive or off-ocean.
Manages theatrical performance logic for stage props, including script selection, cast collection, and line delivery coordination.
Manages the behavior, physics state, and interactions of the Stagehand creature, including toggling between standing (active) and crouching (hiding) modes.
Implements AI behavior for the Stagehand entity, prioritizing panic responses at night while seeking nearby light sources.
Manages the stageusher entity, a large shadowy boss that alternates between standing (attacking) and sitting (repairing) states, using shadow hands and arms to pursue and damage players.
Manages the behavior tree logic for the Stage Usher boss entity, coordinating movement, combat engagement, and return-to-spawn behavior.
Manages the lifecycle, combat behavior, and unique abilities of the Stalker boss entity across three distinct environments (cave, forest, and atrium).
Manages the AI behavior of stalker minions, which remain stationary while their stalker is present but die shortly after the stalker is destroyed.
A factory that generates stalker minion prefabs with lifecycle management, stalker tracking, and environment interaction logic.
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.
A deprecated AI behavior component that implements chasing, attacking, and avoidance logic by delegating to ChaseAndAttackAndAvoid with fixed avoidance distance.
Controls an entity to remain stationary while pursuing and attacking a target until a timeout or target death occurs, commonly used for combat AI.
A behavior node that forces an entity to stop moving and remain stationary, conditionally invoking start/keep functions to determine ongoing validity.
Manages state machines for entities, including state transitions, event handling, timelines, and networking support for client prediction in DST.
Manages the behavior and state of the Storage Robot, a companion entity that collects and stores items from the world using fuel-based operation.
Manages the decision-making logic for storage robots to pick up, store, and return items based on inventory state and fuel levels.
Monitors an entity's positional movement to determine if it has become stuck for a specified duration.
Tracks incoming damage over time and triggers a stun effect when damage exceeds a threshold within a specified window.
Manages the conversation state for an entity, including tracking the current conversation and dialogue index.
Manages speech and chatter functionality for entities, including text display, network replication, and interaction with AI states like death and sleep.
Manages the behavior, combat, and nesting logic for the Tallbird character entity in Don't Starve Together.
Controls the AI behavior of the Tallbird, implementing tasks such as nest defense, egg laying, homing, and threat response using a behavior tree.
Tracks a single target entity and manages tracking duration, pausing, and automatic invalidation.
Manages an entity’s participation in a team-based combat formation, including movement to formation positions and attack orders derived from a team leader.
Manages team coordination and formation for monster-type entities, including threat tracking, team membership, and dynamic ordering of team members.
Creates a non-networked entity that serves as a designated team leader in the game world.
A large hostile enemy that auto-attacks nearby targets and switches aggression when attacked by other entities.
A boss-related combat entity that emerges to attack players and allies, managing lifecycle through player proximity, retraction states, and health-based retreat.
AI brain that controls a leader-following quest-related mob (Ticoon) during tracking sequences, coordinating wander, follow, and quest completion behaviors.
Manages the Toadstool boss entity, including its phase progression, ability usage (Spore Bomb, Mushroom Bomb, Mushroom Sprouts, and Ground Pound), movement, and loot behavior.
Implements the behavior tree for the Toadstool entity, managing its channeling, homing, combat engagement, and fleeing states using custom logic and behavior nodes.
Implements decision-making logic for a tornado entity, directing it to move toward or wander near a target location.
Manages trap logic including setting, baiting, springing, harvesting, and loot generation for traps in the game.
Controls shield mechanics by determining when an entity should enter or exit a shielded state based on recent damage, fire, projectiles, or fear events.
A non-networked projectile component that handles missile flight physics, targeting, visual effects, and area-of-effect detonation logic for the Wagboss boss encounter.
Manages the state, combat, drone coordination, and environmental behavior of the Wagboss Robot boss entity.
Controls the AI behavior of the Wagboss robot, with distinct hostile and friendly logic paths determined by the inst.hostile property.
Provides shared utilities and lifecycle configuration for WAG drones, including support for friendly, loot, and hackable states.
Implements the flying mechanical enemy entity with targeting visualization, lighting, and stategraph-driven behavior in DST.
Manages the state, movement, visuals, and connectivity logic for the Wagdrone Rolling boss enemy during its rolling phase.
Controls the targeting and movement logic for the Wagdrone in rolling mode, managing locomotion, recoil correction, and work target selection within a deploy radius.
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.
Creates a walrus character prefab with AI-driven combat behavior, inventory-equipped projectiles, and day/night sleep/return logic.
Manages the walrus camp structure that spawns walruses, little walruses, and icehounds during winter when occupied, and handles their regeneration timers.
AI controller for walrus entities, managing movement, combat, homing, and social behaviors like following leaders.
Character-specific component for Walter, managing Woby integration, mounted command wheel, sanity mechanics, storytelling, and sprint trail effects.
Controls an entity to move randomly within a defined area relative to a home position, using pathfinding and obstacle avoidance to navigate.
Manages path routes and interpolation for entities that follow wandering paths, used for AI navigation in maps.
Manages the wandering trader's shop inventory, movement routing, and hide/show states in Don't Starve Together.
Controls the AI behavior of the Wandering Trader, managing movement, face-targeting, stock exhaustion chattering, and route following.
Factory function for creating multiple warg-type prefabs with varying properties, behaviors, and components depending on variant (normal, clay, gingerbread, or mutated).
Controls AI behavior for warg hounds, including carcass consumption, hound summoning, and statue mechanics.
A hostile hound-like boss entity that spawns additional hounds, coordinates a pack, and transitions between land and water locomotion.
A sentient, flower-based ocean plant entity that regenerates barnacles, spawns fish, and attacks nearby threats using ranged combat or pollen-based abilities.
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.
Manages the behavior and lifecycle of Wavey Jones and its associated parts (arms, hands, hand art, and marker) in the Dangerous Sea event.
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.
A magical spellbook prefab used by shadow magic users that manages spellcasting, fuel consumption, sanity impact, and minion spawning through its components and sound-driven idle behavior.
Defines configuration and behavior templates for weed plants, including growth stages, spread mechanics, and custom actions for forgetmelots, tillweed, firenettle, and ivy.
Manages AI behavior for Werepigs, including panic responses, food-seeking when safe, combat aggression, and wandering with home-based navigation.
AI brain component that defines Wilson's default behavior tree for combat and movement, prioritizing player-held primary input while enabling fallback automated attacks.
Manages the combat, power, and state behavior of Winona's catapult structure, including targeting logic, skill tree upgrades, active/inactive states, and circuit connectivity.
Manages the state, movement, power consumption, and circuit connectivity of Winona's autonomous storage robot.
AI brain that controls Winona's catapult entity to stand and attack the nearest valid target.
Manages contextual voice lines and announcements for entities based on game events, states, and interactions.
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.
Controls the movement and ocean-escape behavior of the Wobster entity, prioritizing hopping into the ocean when near water while wandering otherwise.
Manages command dispatch, state synchronization, and behavior control for Woby (Walter's pet) in both server and client contexts, including courier delivery logic, bag locking, and skill-based action toggling.
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.
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.
Utility module for Woby (Walter's companion creature) that manages command wheel setup, skill-aware UI rendering, container restrictions, alignment transformation effects, and courier delivery logic.
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.
Coordinates movement along a predefined path in the world, handling walking, teleportation on failure, and sleep/wake synchronization.
Manages the gameplay logic and behavior of the Worm boss, including home selection, lure mechanics, combat targeting, light control, and loot generation.
Provides core utility functions and constants for the Worm Boss boss fight, handling chunk generation, movement, digestion, and state transitions.
Manages AI decision-making for the Worm boss, coordinating behavior such as hunting, returning to a home location, eating, and executing lure-based attacks.
AI behavior tree controller that governs Carrat movement and interaction with the environment and leader in Don't Starve Together.
AI brain component for the Wormwood Fruit Dragon entity that manages its movement and combat behavior using a behavior tree.
Controls the behavior tree logic for the Wormwood Lightflier entity, primarily managing panic responses and walk speed adjustments via the locomotor component.
Manages Wortox's soul-based gameplay systems, including soul collection, storage, overloading, portal hopping, and skill-triggered buffs and effects.
Manages scanning behavior, proximity detection, and state transitions for the Wx78 character's scanner device.
AI behavior controller for the Wx78 Scanner that manages scanning target tracking, following, and return-to-player logic.
Provides recipe selection and validation logic for a sewing-based crafting system using costume sets.
Manages the flow of the YOTB contest event, including registration, evaluation, suspense-building, winner declaration, and prize distribution for beefalo contests.
Manages race participation logic for entities competing in YOTC-style races, including checkpoint navigation, stamina management, and race completion or abort handling.
Manages the availability and flight behavior of the Yoth heckler entity across Knight shrines in the Year of the Horse event.
Manages knight spawning logic for the Yoth event by tracking shrines, princesses, and cooldown states.