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Abigail

Manages Abigail, Wendy's ghost companion, including combat behavior, leadership, buff application, transformation states, and interaction with player-bond mechanics.

Abigailbrain

Controls the behavior tree logic for Abigail, determining her movement, combat, and social actions based on leader proximity, mode (defensive/aggressive), and environmental context.

Abysspillar Minion

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.

Alterguardian Phase1

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).

Alterguardian Phase1Brain

Controls the AI behavior of the Alterguardian in its first combat phase, coordinating shield usage, targeted attacks, and wandering behavior.

Alterguardian Phase2

Implements the Phase 2 stage of the Alter Guardian boss, handling movement, combat, spawning spikes, music triggering, health regeneration on waking, and loot drops.

Alterguardian Phase2Brain

Manages the AI behavior tree for the Alterguardian boss during Phase 2, coordinating movement, targeting, and state-aware actions.

Alterguardian Phase3

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.

Alterguardian Phase3Brain

Controls the AI behavior of the Alter Guardian in phase 3, managing combat prioritization, home-finding, and dodging via behavior trees.

Alterguardian Phase3Trap

Manages the lifecycle, behavior, and effects of the Alterguardian's Phase 3 meteor trap, including landing damage, grogginess pulses, and trap destruction/loot handling.

Alterguardian Phase4 Lunarrift

Manages the behavior, state transitions, combat mechanics, and environment interactions of the Phase 4 Lunar Rift boss in DST's Wagstaff finale.

Alterguardian Phase4 Lunarriftbrain

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.

Antchovies Group

A background visual entity representing a school of antchovies that periodically spawns individual antchovies using the fishschool component.

Antlion

Manages the behavior and state transitions of the Antlion boss, including desert camouflage, tribute acceptance, rage cycles, and combat activation.

Antlionbrain

Controls the decision-making logic for the antlion boss using a behavior tree to manage combat, rock-eating recovery, and post-combat calm periods.

Approach

A behavior node that moves an entity toward a target until it reaches a specified distance.

Archive Centipede

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.

Archive Props

Defines prefabs and logic for Archive-related structures and entities, including mechanical switches, security systems, rune statues, and portal mechanics.

Archive Securitypulsebrain

Controls AI behavior for archive security pulse entities, managing patrol movement toward power points and sequential waypoints.

Armor Wagpunk

A wearable armor item that grants increased speed and defense based on target tracking duration, with visual and audio feedback across multiple performance stages.

Attackdodger

Manages evasion mechanics and cooldown periods for entities avoiding attacks.

Attackwall

An AI behavior node that rotates the entity toward nearby walls within a narrow angular cone and attempts to attack the nearest valid target.

Avoidelectricfence

A behavior node that forces an entity to flee away from an active electric fence when it detects proximity or shock events.

Avoidlight

Controls an entity's movement to avoid being in direct light by changing direction periodically or when transitioning between light and shadow.

Babybeefalobrain

Controls the AI decision-making behavior of baby beefalos using a behavior tree to prioritize panic, fleeing, following, and wandering actions.

Bat

A flying hostile monster that can form teams and adapt its behavior and abilities when infused with acid.

Batbrain

AI brain responsible for controlling bat behavior, including foraging, stealing nitre, escaping caves, and following team/formation rules.

Batspawner

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.

Beardbunnymanbrain

An unused and unmaintained brain class intended for a WerePig-style AI behavior in DST.

Bearger

Defines the Bearger and Mutated Bearger boss prefabs, configuring their components, AI, and combat behaviors.

Beargerbrain

Controls the behavior tree and AI logic for the Bearger boss, managing combat, foraging, and seasonal movement patterns.

Beargeroffscreen

Controls off-screen roaming behavior for Bearger by moving it along a predefined wandering path and destroying objects in its path.

Bedazzlement

Manages the bedazzled state for a spider den, applying visual and gameplay effects such as pacifying nearby spiders and altering creep radius.

Bee Prefab

Defines the worker and killer bee prefabs, configuring their AI, combat, and inventory behaviors.

Beebrain

Controls the AI behavior of bees, including foraging, returning to hive, evading threats, and responding to environmental conditions like fire or darkness.

Beecommon

Provides shared constants and utility functions for bee behavior, including combat targeting, hive defense, and home-seeking logic.

Beefalobrain

Controls the AI behavior and decision-making logic for beefalo entities, including greeting feeders, loitering, wandering, and following leaders or herd members.

Beefaloherd

Manages beefalo herd behavior, mating seasons, and baby beefalo spawning.

Beeguard

Defines the Bee Guard creature prefab with combat, follower, and loyalty mechanics for both hostile and friendly states.

Beeguardbrain

Implements the AI behavior tree for the Bee Guard entity, which patrols near the Bee Queen and engages threats while maintaining formation.

Beequeen

Defines the Beequeen boss prefab with combat, phase transitions, honey trail mechanics, and bee guard command systems.

Beequeenbrain

Controls the combat behavior, special abilities, and movement logic of the Bee Queen boss entity.

Behaviourtree

Implements a behavior tree system for AI entity decision-making and task execution.

Bernie Active

Defines the active state prefab for Bernie, the animated teddy bear companion.

Bernie Common

Provides utility functions for evaluating Willow's sanity state and enemy proximity for Bernie AI behavior.

Berniebigbrain

Manages AI behavior for Bernie the bee, including leader following, combat targeting, and activation/deactivation logic.

Berniebrain

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.

Birchnutdrake

Prefab definition for the Birchnutdrake mob, a combat-capable monster withAI, looting, and fire-related mechanics.

Birchnutdrakebrain

Implements the behavior tree for the Birch Nut Drake, governing its movement, panic responses, combat engagement, and leash behavior.

Bird Mutant Brain

Controls AI behavior for mutant bird entities, including swarming, combat, skeleton breaking, and (for spitters) projectile spitting.

Bird Mutant Rift Brain

Controls the decision-making behavior of the Mutated Rift Bird, handling flight responses to threats and food/mining actions.

Birdbrain

Controls flight behavior and panic-triggered flee responses for bird-type entities.

Birds Mutant

Creates and configures mutant bird prefabs (runner and spitter variants) with combat, projectile, and behavioral components for DST's lunar moonstorm event.

Birds Mutant Rift

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.

Birdspawner

Manages the spawning and behavior of birds in the game world, including timed spawning for players, lunar hail event responses, and dynamic environmental adjustments.

Bishop

Handles the behavior, combat, and visual effects for the Bishop chesspiece enemy in DST, including both normal and nightmare variants.

Bishop Charge

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.

Bishopbrain

Manages the behavior tree for the Clockwork Bishop entity, orchestrating combat, navigation, and social behaviors like following and facing.

Boatai

Controls a boat's AI behavior by scanning for nearby sail-raised vessels and adjusting its own sail to follow them.

Boatcrew

Manages the crew roster, AI behavior state, and loot tracking for a boat entity in pirate encounters.

Boatrace Primemate

Controls the AI and behavior of the Boatrace Prime Mate character, including checkpoint targeting, leak repair during sleep, and buoy generation for players.

Boatrace Primematebrain

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.

Boatrace Spectator Dragonling

A flying companion entity that follows the race indicator during boat races, reacting to leaks and checkpoints in the environment.

Bosstargeter

Tracks and manages boss entities for gameplay systems that need to know when a boss is present in the world.

Brain

Manages AI behavior trees and scheduling for entity intelligence.

Braincommon

Provides shared AI behavior utilities for followers and non-player entities, including panic triggers, saltlick navigation, and leader-assisted actions.

Brightmare Gestaltbrain

Controls combat and movement behavior for the Brightmare Gestalt boss based on its current behavior level and surrounding threats.

Brightmare Gestaltguardbrain

Implements the AI behavior tree for the Brightmare Gestaltguard, handling aggression, player proximity response, and target tracking using a hierarchical state machine.

Brightmare Gestaltinvaderbrain

AI brain for the Brightmare Gestalt invader entity, managing aggression, pursuit, projectile spitting, and structural interaction during invasion behavior.

Bunnyman

A sentient pig-like creature that can follow players, wear hats, and enter a powerful "beard lord" nightmare state under certain conditions.

Bunnymanbrain

AI controller that manages autonomous behavior for bunnyman entities, including combat, fleeing, foraging, home-seeking, and trading interactions.

Butterflybrain

Controls the AI behavior of butterfly entities, managing idle wandering, flower collection, and escape responses.

Buzzard

Defines two prefabs—the standard buzzard and its mutated gestalt variant—each with behavior, stats, and gameplay mechanics specific to Don't Starve Together.

Buzzardbrain

Controls the AI decision-making logic for buzzards, including food targeting, threat detection, and corpse defense or abandonment behavior.

Buzzardspawner

Spawns buzzards in response to environmental conditions and events, managing their lifecycle, shadow proxies, and seasonal behaviors.

Carnival Crowkidbrain

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.

Carnival Host

Controls the behavior, interaction, and state of the Carnival Host NPC, including shop management, summoning to plazas, and chatter synchronization.

Carnival Hostbrain

Controls the AI behavior of the Carnival Host, managing its interactions with minigames, crowd behavior, and environment navigation.

Carnivalgame Herding Chick Brain

Controls the AI behavior of a herding minigame chick, managing movement via wandering and runaway responses relative to a home location and station markers.

Carrat Ghostracer

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.

Carratbrain

Manages the AI behavior tree for the Carrat character, including racing logic, panic responses, and food foraging.

Catcoon

Implements the catcoon creature, a tameable animal that interacts with players through trading, retching gifts, and combat with flocking behavior.

Catcoonbrain

Implements the decision-making AI for the Catcoon entity, coordinating movement, play, loyalty, and home-returning behaviors.

Cave Vent Mite

A hostile cavern-dwelling creature that alternates between solid and vent phases, deals damage, and gains planar properties near shadow rifts.

Caveventmitebrain

Manages the AI behavior of cave vent mites, including combat, foraging, and navigation using a behavior tree.

Centipedebody

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.

Centipedebrain

Implements AI behavior for centipede enemies, managing combat tracking, charging, face-targeting, and autonomous movement.

Charlie Npc

Represents the non-player character Charlie during the nightmare phase, handling spawning, casting animation, and despawning behavior.

Chaseandattack

A behavior node that orchestrates chasing and attacking logic by interacting with the combat, locomotor, and health components.

Chaseandattackandavoid

Manages AI behavior to chase, attack a target, and avoid obstacles when they are closer than a specified distance.

Chaseandram

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.

Chattynode

A behavior node that periodically triggers speech or chatter from an entity during AI behavior execution.

Chest Mimic

A transformable chest entity that hides as a loot chest and attacks players upon opening, functioning as both a container and a hostile monster.

Chest Mimicbrain

Controls the AI behavior of the chest mimic entity, governing actions such as item gathering, wandering, hiding, and combat.

Chest Terrarium Pigs

Triggers a trap when a specific chest is opened, transforming nearby pigs into werepigs and setting them to attack the triggering player.

Chester

Manages the transformation, behavior, and state transitions of the Chester chest monster, including morphing between normal, snow, and shadow variants.

Chesterbrain

Controls the AI behavior of Chester, the treasure-hunting monster, managing navigation, panic responses, and interaction with its leader entity.

Clockwork common

Provides shared utility functions for clockwork-related AI behaviors, including home positioning, combat retargeting, trading, regeneration, and befriendability logic.

Combat

Manages combat logic including targeting, attack readiness, damage calculation, attack execution, and aggro behavior for entities.

Combat Replica

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.

Commander

Manages a group of unit entities (soldiers) that respond to shared commands such as targeting, wake/alert, and distance tracking.

Controlminions

Controls minion behavior to harvest, pick, or pick up nearby target entities within a defined radius.

Cookiecutter

A hostile ocean-dwelling predator that targets and drills into boats to consume wood, sharing target information with nearby kin.

Cookiecutterbrain

Manages the AI behavior tree for the Cookiecutter entity, handling fleeing, wandering, boat boarding, and home return logic.

Corpse Gestalt Brain

Controls movement and behavior of a corpse-infesting entity in relation to its tracked corpse target and nearby players.

Cozy Bunnymanbrain

Manages the AI behavior of the Cozy Bunnyman during minigames and normal gameplay, including pillow fights, carrot-spinning contests, and home management.

Crabking

Manages the Crab King boss entity, including spellcasting, gem socketing, arena generation, and combat behavior.

Crabking Cannontower

A stationary defensive turret belonging to the Crab King that fires mortar projectiles at boats or nearby enemies and reacts to collisions.

Crabking Claw

Handles the crab king's claw entity as a combat-capable, ocean-bound minion with autonomous behavior and shadow linkage.

Crabking Mob

Creates the Crab King's mob units with distinct variants (regular and knight), handling combat, movement, AI brain, and loot drop configuration.

Crabking Mobbrain

Controls the behavior tree logic for Crab King mobs, handling platform abandonment, panic responses, combat pursuit, and homing to their known home location.

Crabkingbrain

Controls the AI behavior of the Crab King boss, managing phase transitions and targeting actions via behavior trees.

Crabkingclawbrain

Controls the AI behavior of a Crab King claw unit, coordinating attack, circling, leashing, and wandering actions using a behavior tree.

CritterBrain

Defines AI behavior tree for critter entities including owner following, combat avoidance, playful interactions, and minigame watching.

Crittertraits

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.

Daywalker

Manages the boss entity Daywalker, including phase transitions, leech attachment, chain mechanics, and combat state changes during boss fights.

Daywalker2

Manages the Daywalker2 boss entity, handling phase transitions, combat behavior, equipment management, and state persistence.

Daywalker2Brain

AI brain controlling the Daywalker 2 boss, coordinating combat behavior including rummaging, stalk chasing, tackling, and avoidance of junk entities.

Daywalkerbrain

Controls the AI behavior of the Daywalker boss, coordinating combat targeting, dodging, stalk-in, and home-leash mechanics via a behavior tree.

Deciduoustreeupdater

Manages the transformation of a deciduous tree into a hostile monster state, controlling drake spawning, root attacks, and state transitions.

Deer

Manages the behavior, combat, and lifecycle of deer entities, including antler growth, migration, and gemmed variants that cast spells.

Deerbrain

Manages the behavior tree for deer entities, coordinating solo and herd-based AI including fleeing, wandering, grazing, and alert responses.

Deerclops

A large, seasonal boss entity that attacks player structures and becomes aggressive when its structures-destroyed threshold is not met.

Deerclopsbrain

Controls the decision-making behavior of the Deerclops boss, coordinating combat, movement, base destruction, and ice regeneration.

Deergemmedbrain

AI brain controlling deer gemmed behavior, managing responses to keeper status, combat, panic, and positioning relative to the keeper.

Deerherding

Manages collective behavior and movement logic for deer herds, including grazing, roaming, spook responses, and herd cohesion.

Deerherdspawner

Manages seasonal spawning, migration, and population control of deer herds in the world.

Diseaseable

Manages disease progression, symptoms, and transmission for entities, including timed warnings, environmental effects, and spread mechanics.

Doaction

Executes a dynamically retrieved action on an entity and manages its lifecycle within a behaviour tree.

Domesticatable

Manages the domestication and obedience mechanics for tameable entities, tracking changes via periodic decay tasks and broadcasting relevant events.

Dragonfly

Manages the dragonfly boss entity's state transitions, combat behavior, lavae spawning, and environmental interactions in Don't Starve Together.

Dragonflybrain

Manages AI behavior for the Dragonfly boss, including fight reset logic, Lavae spawning, chase/combat, and home patrolling.

Dropperweb

A spider den that slowly regenerates and spawns spider droppers, and can web nearby webbable entities over time.

Dustmoth

Manages the behavior, combat stats, trading interactions, and inventory logic for the Dustmoth creature entity in DST.

Dustmothbrain

Controls the AI decision-making behavior of the DustMoth entity, handling panic responses, home seeking, food consumption, dustable object interaction, and navigation.

Epicscare

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.

Eyeofterror

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.

Eyeofterror Mini

Defines the mini variant of the Eye of Terror enemy, implementing combat, movement, and AI behavior for a flying hostile creature.

Eyeofterror Mini Projectile

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.

Eyeofterror Minibrain

Controls the AI behavior of the Eye of Terror entity, managing its pathfinding, combat, and foraging actions via a behavior tree.

Eyeofterrorbrain

Controls the AI behavior of the Eye of Terror boss, coordinating special attacks, leashing, facing, and spawning mini-eyes via behavior trees.

Eyeplant

Manages the entity logic for the Eyeplant, a stationary hostile plant that targets and attacks enemies within range using combat, health, and locomotion components.

Eyeturret

A deployable companion turret that automatically engages enemies within range, emits a dynamic light, and shares aggro with nearby turrets.

Eyeturretbrain

Manages the AI behavior for an eye turret entity, determining target acquisition and prioritizing attack and orientation actions.

Faceentity

A behavior node that orients an entity toward a target entity, optionally triggering alert states and stopping locomotion during the facing operation.

Findclosest

AI behaviour node that finds and moves toward the nearest entity matching specified tag filters.

Findfarmplant

Selects a suitable farm plant for tending based on stress state and proximity, then initiates movement to it.

Findflower

Selects the nearest unoccupied flower within sight and plans a pollination action for the entity.

Findlight

A behavior tree node that moves an entity toward the nearest valid light source and maintains a safe distance within it.

FireDetector

Monitors entities within range for fire-related hazards, supporting normal fire detection and emergency mode responses based on burning, smoldering, or withering targets.

Follow

Controls an entity's movement to maintain a specified distance from a target, supporting approach, retreat, and idle behaviors based on distance thresholds.

Follower

Manages an entity's relationship to a leader, including loyalty mechanics, teleportation on separation, and handling player reconnection or respawning.

Followerherder

Manages herd behavior for a leader entity, toggling hostile state of all followers and consuming finite uses when triggered.

Followermemory

Remembers and tracks a follower's last known leader across sessions and entity state changes, enabling reunification when the leader returns.

Formationfollower

Manages an entity's participation in a formation, including leader detection, positioning updates, and sleep/wake lifecycle handling.

Formationleader

Manages a group of followers arranged in a dynamic formation around a target entity, handling formation membership, positioning, and disbanding.

Formationleader

Creates a non-persistent, non-interactive entity marker used to denote the leader of a formation group in DST.

Friendlyfruitflybrain

Controls the AI behavior of friendly fruit fly entities, managing tasks like following a leader, wandering, and interacting with farm plants.

Frog

Implements the frog and lunarfrog prefabs with combat, thieving, and sleep behavior for DST creatures.

Frogbrain

Controls the decision-making logic for frog entities, managing behaviors such as wandering, sleeping, chasing targets, and returning home during night or winter.

Fruitdragon

Manages the behavior, state (ripe/unripe), sleep cycle, combat interactions, and thermoregulatory home-finding logic for the Fruitdragon entity.

Fruitdragonbrain

Implements the behavior tree for the Fruit Dragon boss, handling combat, home tracking, wandering, and panic responses.

Fruitfly

Manages fruit fly entities with distinct behaviors for hostile lord/mini variants, friendly companions, and seed-bearing fruit fly fruit that spawn companions.

Fruitflybrain

Defines the AI behavior tree for fruit flies, governing their movement, targeting, planting, and spawning logic.

Fused Shadeling

Prefab for a hostile boss-like shadow entity that spawns from portals, maintains aggression range, and interacts with sanity, combat, and planar damage systems.

Fused Shadeling Bomb

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.

Fused Shadelingbrain

AI brain component for the fused shadeling enemy that manages combat behavior including leashing, chasing, and combat jumps.

Gargoyles

Creates petrifiable and reanimatable monster statues that crumble when mined and spawn moon variants upon reanimation.

Gelblob

Manages the gelblob enemy's lifecycle, including size progression, player suspension/eating mechanics, loot dropping, and chunk-based reabsorption.

Gestalt Guard

Manages a high-priority nightmare-based combat entity with dynamic targeting and transparency logic based on observer sanity and inventory.

Gestalt Guard Evolved

Manages the behavior, combat, and lifecycle of the evolved Gestalt Guardian boss enemy, including ranged attacks, teleportation, sanity-based transparency, and loot generation.

Gestalt Guard Evolvedbrain

Implements the decision-making logic for an evolved Gestalt guard enemy, handling combat targeting, movement, and ranged/telporting attacks via behavior trees.

Ghostbrain

Manages the behavior tree for ghost entities, handling targeting of living characters and switching between following and wandering states.

Ghostcommand Defs

Defines the structure and logic for Wendy’s ghost command spells, including unsummon, behaviour commands, and skill-enabled abilities.

Giantutils

Utilities for calculating valid wander points around a given location, primarily used for giant AI movement logic.

Gingerbreadpig

A mobile, crumb-dropping enemy prefab that chases players and eventually spawns crumb trails for the Gingerbread Hunter mini-game.

Gingerbreadpigbrain

Implements AI behavior for the Gingerbread Pig entity, handling panic, fleeing, leashing, and orientation logic.

Glommerbrain

Controls the AI behavior for Glommer, an entity that follows its leader while avoiding danger and wandering within proximity limits.

Gnarwail

Controls the behavior, state management, and interaction logic for the Gnarwail entity, including horn combat, loyalty mechanics, and formation following behavior.

Gnarwailbrain

AI brain controller for the Gnarwail creature that manages navigation, combat, trading, tossing, and feeding behaviors in a water-centric world.

Grassgator

Manages the behavior, stats, movement, and state persistence of the Grassgator entity in DST.

Grassgatorbrain

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.

Grassgekkobrain

Implements AI behavior for the grassgekko entity, coordinating panic responses, fleeing, and wandering.

Graveguard Ghostbrain

Controls the AI behavior of a ghost entity in DST, including following living targets, playful interaction with other ghosts, and periodic despawning.

Grogginess

Manages temporary impairment effects including grogginess, knockouts, and associated speed penalties on an entity.

Grottowarmanager

Manages Grotto War dynamic spawners and population logic, spawning nightmares and brightmares near players based on area and population limits.

Grouptargeter

Implements weighted target selection and dynamic weight redistribution for entities managing multiple potential targets.

Guardian

Manages the lifecycle of a summoned guardian entity, tracking summon progress, spawning and dismissing the guardian, and handling its death.

Hauntable

Manages haunting mechanics—including cooldowns, visual flicker effects, and haunted state—for entities that can be haunted or cause haunting.

Herdmember

Tracks herd membership for an entity and manages herd creation or rejoining when enabled.

Hermitcrab Teashop

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.

Hermitcrabbrain

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).

Hideout

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.

Homeseeker

Tracks and provides navigation logic to a designated home entity for an actor.

Hostedbrain

Manages AI behavior for shadow thrall parasite hosts, coordinating coordinated attacks, formation positioning, and leash tracking using a behavior tree.

Hound

Manages the behavior, combat, and lifecycle of hound entities including variants like fire, ice, lunar-aligned, and hedgehounds.

Hound Corpse

A corpse that automatically revives into a mutated hound after a delay unless extinguished or ignited.

Houndbrain

Implements the behavior tree for hound entities, governing movement, combat, and social behaviors based on hound type, leadership, and environmental state.

Hounded

Manages timed, escalating hound waves targeting players based on world age and group proximity.

Houndedtarget

Manages weighting for entity selection as a hound target and tracks sources that qualify it as a hound thief.

Houndwhistle

A consumable tool that emits a whistle sound to attract hounds and wargs, adding them as followers to the user.

Itemmimic Revealed

Manages the revealed form of an item mimic, handling state transitions, player interaction, and shadow VFX synchronization during combat.

Itemmimic Revealedbrain

Controls the AI behavior of a revealed item mimic entity, making it flee from players while scanning for nearby mimicable entities to imitate.

Joustuser

Manages joust-specific logic and callbacks for entities capable of performing jousting actions, including edge detection and custom validation.

Killerbeebrain

Manages the AI behavior of the killer bee entity using a behavior tree to handle attacking, retreating, homing, and wandering.

Kitcoon

Manages the behavior and state of kitcoons, including sleeping, following, hiding, and interacting with players and environments.

Kitcoonbrain

Manages the AI behavior of a kitcoon, handling owner following, combat avoidance, playful interactions with other kitcoons and toys, and minigame observation.

Klaus

Manages the gameplay logic and state transitions for the Klaus boss entity, including phase changes, ally summoning, aggro management, and environmental interactions.

Klausbrain

AI brain component that controls Klaus's behavior, including rage states, combat, wandering, and chomp attacks.

Knight

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.

Knightbrain

Controls the AI behavior of gilded knights, managing combat, formation movement, stage seating, and coordinated actions with other horsemen.

Koalefant

Creates the Koalefant entity (a seasonal large herbivore) with combat, movement, sleeping behavior, poop spawing, and seasonally variant loot.

Koalefantbrain

Implements the AI behavior tree for the koalefant, managing movement, targeting, fleeing, and salt-lick anchoring.

Krampus

A hostile boss entity with combat, inventory, and sleep cycle behaviors, featuring loot dropping and dynamic animation states based on its sack status.

Krampusbrain

Implements the decision-making logic for the Krampus character, handling stealing, chest-emptying, aggression, fleeing, and departure behaviors.

Lavaarena Boarrior

Aprefab definition for the Lava Arena boss enemy Boarrior, defining its visual, physical, and network properties.

Lavaarena Peghook

A Lava Arena enemy mob prefab that tracks mobility state via the LavaArenaMobTracker and spawns projectiles and effects during combat.

Lavae

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.

Lavae Pet

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.

Lavaebrain

Controls the behavior tree for the Lavae boss, including combat pursuit, wall breaking, and emergency return to a lava pool on reset.

Lavaepetbrain

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.

Leader

Manages a group of follower entities, coordinates shared combat targets, and handles follower lifecycle events.

Leash

Controls entity movement to enforce a "leash" distance from a home point, guiding the entity toward home if it strays too far.

Leashandavoid

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.

Leif

Boss monster prefab that manages scale-based scaling, hibernation states, sanity aura, and integration with combat, health, and sleep systems.

Leifbrain

AI brain for Leif that manages behavior via a behavior tree, prioritizing wall attacks, combat, and wandering.

Lightcrabbrain

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.

Lightflier

A flying insect prefabs that groups into formations around players, lights up dark areas, and drops lightbulbs when killed or picked up.

Lightflier Flower

A dynamic plant prefab that hosts and manages lightflier spawnlings, toggles light emission based on environmental illumination, and coordinates lifecycle events with its children.

Lightflierbrain

Controls the AI behavior of lightfliers, managing movement, threat response, home seeking, and formation following.

Lightninggoat

Implements the lightning goat entity with charging behavior, passive electric retaliation, and herd-based AI.

Lightninggoatbrain

Controls the AI behavior of the Lightning Goat, managing state transitions between wandering, fleeing, facing, and attacking.

Luckuser

Manages luck modifiers and adjusts hounded target behavior based on cumulative luck value.

Lunar Grazer

Manages the lunar-grazing entity’s cloud-based sleep induction, combat behavior, debris mechanics, and Gestalt integration in DST.

Lunar Grazer Brain

Implements the AI behavior tree for the Lunar Grazer entity, managing combat, movement, and despawn logic based on target status and entity state.

Lunarthrall Plant

Controls the behavior of the Lunarthrall Plant boss, including vine spawning, targeting, state management, and coordination with vine segments and the back visual entity.

Lunarthrall Plant Vine Brain

Controls the movement and行为 logic for a Lunar Thrall gestalt entity tasked with moving toward and infesting a lunar plant target.

Lureplant

Acts as a hostile, spellcasting entity that spawns minions and consumes bait to lure and attack players and creatures.

Lureplantbrain

Implements the behavior tree for a lureplant entity, primarily delegating minion control and movement through behavior nodes.

Malbatross

Manages the boss AI, combat behavior, and lifecycle events for the Malbatross boss entity in DST.

Malbatrossbrain

Controls the AI behavior of the Malbatross boss, managing combat aggression, drowning logic, dive attacks, and land departure.

Mandrake Active

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.

Mandrakebrain

Defines the behavior tree for a mandrake entity, managing its panic responses, following behavior, and movement patterns.

Maxwelltalker

Manages scripted dialogue and cutscenes for Maxwell, handling speech synchronization, input skipping, player control disable/enable, and camera control during narrative events.

Merm

Manages core gameplay behaviors for Merm characters, including combat AI, loyalty mechanics, transformation states (shadow/lunar), and royal upgrades.

Mermbrain

Defines the AI decision tree and behavior logic for merms, including combat, tool management, throne seeking, garden assistance, and social interactions.

Mermguardbrain

Implements the decision-making logic for a merm guard entity, handling combat, following, trading, armor acquisition, healing requests, and interaction with offering pots.

Mermking

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.

Mermkingmanager

Manages the lifecycle of Merm Kings, including throne selection, candidate transformation, and world-wide king state tracking in Don't Starve Together.

Mightiness

Manages Wolfgang's physical transformation system based on his current mightiness level, dynamically adjusting stats, animations, sounds, and gameplay modifiers.

Miniboatlanternbrain

Controls the movement behavior of a small lantern-carrying entity that navigates ocean terrain using a wander-based AI.

Minionspawner

Spawns and manages groups of minion entities around a central spawner entity, tracking their positions, lifecycle, and synchronization across network sessions.

Minotaur

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.

Minotaurbrain

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.

Minperiod

Enforces a minimum time interval between successful executions of a child behaviour node in the AI decision tree.

Mole

Controls the behavior and state transitions of the mole creature, including underground/aboveground physics, inventory management, and home-seeking logic.

Molebat

A cave-dwelling bat prefab that engages in combat, shares targets with nearby allies, naps periodically, and manages a home burrow using multiple components.

Molebatbrain

Controls the AI behavior of the Molebat, managing movement, nest building, sleeping, and combat logic through a behavior tree.

Molebrain

Controls AI behavior for mole entities, handling movement, home creation, bait stealing, and environmental avoidance.

Monkey

Manages the behavior, state, and lifecycle of the monkey entity, including transformations between normal and nightmare states based on world conditions and external triggers.

Monkeybarrel

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.

Monkeybrain

AI brain controller for monkey characters that manages combat, foraging, item gathering, leash behavior, and leader harassment via behavior tree logic.

Monkeyqueen

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.

Mood

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.

Moonbeastbrain

Controls the AI behavior of the Moon Beast boss, managing its transitions between chasing, attacking the Moon Base, and petrification states.

Moonbutterflybrain

Controls the AI behavior of the Moon Butterfly, prioritizing escape from threats, homing to a remembered location, and wandering within a limited radius.

Moonspider Spike

A temporary attackable ground spike that performs area-of-effect attacks and then destroys itself.

Moonstorm Spark

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.

Moonstormstaticbrain

Assigns a wandering behavior to an entity that restricts movement to land tiles within active moonstorm zones.

Moose

Manages the moose boss entity's behavior, stats, and lifecycle in DST, including combat logic, egg-laying mechanics, and seasonal responsiveness.

Moosebrain

Controls the AI behavior tree for the Moose entity, managing operations like returning home, leashing, chasing targets, laying eggs, facing players, and wandering.

Mosquito

Acts as a small, flying insect that feeds on characters, shares combat targets with nearby mosquitoes, and splats when overfed or haunted.

Mosquitobrain

Controls the AI decision-making behavior for the mosquito entity, coordinating movement, combat, and homing logic via behavior trees.

Mossling

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.

Mosslingbrain

AI decision engine for mossling entities, coordinating foraging, stealing, guardian summoning, and panic responses via behavior trees.

Mushgnome

A lunar-aligned tree monster that spores periodically, deals combat damage, and emits a dynamic sanity aura based on enemy proximity.

Mushgnomebrain

AI brain component that governs the behavior of the Mushgnome enemy, managing combat, panic responses, and wandering actions through a behavior tree.

Mutatedbuzzardcircler

Controls the circling behavior of a mutated buzzard around a target entity, managing movement, migration, and interactions like flare detonations and corpse landings.

Mutatedbuzzardmanager

Manages mutated buzzard gestalt populations, tracks circling shadows for players, and controls spawning/dropping behavior in response to rift states, megaflares, and deaths.

Nightmarecreature

Factory function for creating nightmare creature prefabs with dynamic behavior based on game world state, such as shadow rift presence and nightmare dawn.

Nightmarecreaturebrain

AI brain component for Nightmare Creatures that manages combat, harassment, and loiter behaviors, including conditional battle cries and shadow dominance submissions.

Nightmaremonkeybrain

Implements the AI decision tree for the Nightmare Monkey boss, prioritizing panic responses, weapon equipping, chasing and attacking, and wandering behavior.

Occupiable

Manages an entity's ability to be occupied by another entity, handling tag updates, nesting, and lifecycle callbacks.

Oceanfishbrain

Controls the AI behavior of ocean-dwelling fish entities, including feeding, fishing hook interactions, fleeing, and wandering.

Oceanshadowcreature

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.

Oceanshadowcreaturebrain

Controls the AI behavior of ocean-based shadow creatures, including target management, harassment actions, and conditional teleportation to land.

Otter

A hostile ocean-dwelling monster that steals items, shares combat targets with nearby allies, and drops loot upon death.

Otterbrain

AI behavior controller for the Otter character, managing foraging, looting, fishing, and home-stashing behaviors via a priority-based behavior tree.

Panic

Causes an entity to move in a random direction repeatedly with brief pauses, simulating a panic-flee behavior.

Panicandavoid

Triggers panicked movement in a random direction while avoiding nearby threats when a specified avoidance condition is met.

Penguinbrain

AI brain governing penguin behavior including egg laying, retrieval, foraging, fleeing from predators, and group migration.

Penguinherd

A non-networked entity component that manages a herd of penguins, coordinating their spawning via mood cycles and the periodic spawner system.

Penguinspawner

Manages penguin flock spawning, colony formation, and seasonal population control in winter.

Perd

Manages the character prefab for Perd, including behavior, components, and event-specific offering mechanics.

Perdbrain

Controls the behavior tree for the Perd character, managing movement, foraging, shrine interaction, and threat response.

Pig Coin

A consumable item that, when used, spawns a random Pig Elite Fighter as a follower and removes itself from play.

Pigbrain

Controls the AI behavior tree for pigs, handling movement, combat, foraging, trading, minigame spectating, and response to threats or environment.

Pigelite

Creates and configures elite pig warrior prefabs with combat, squad, and sleeper functionality for DST's boss encounters.

Pigelitebrain

AI brain controlling Pig Elite behavior during minigames, including gold diving, prop pickup, panic responses, and post-match posing.

Pigelitefighter

Creates a configurable elite pig fighter NPC with combat, following, and timed despawn behavior.

Pigelitefighterbrain

AI brain that governs Pig King's elite fighter behavior, handling combat, leader following, panic states, and despawn logic via a behavior tree.

Pigguardbrain

Controls the AI behavior of pig guard NPCs, managing combat, navigation, and environmental interactions via a behavior tree.

Pigman

Manages the behavior, state transitions, and interactions of pig-based characters (normal pig, pig guard, and moonpig), including loyalty mechanics, combat, transformation, and trading.

Piratespawner

Manages the spawning, behavior, and persistence of pirate raids and associated assets (boats, captains, crew, loot stash) in the game world.

Play Commonfn

Provides utility functions for orchestrating stage performances, including character positioning, visual effects, costume swaps, and crowd interactions.

Player Hosted

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.

Playerprox

Monitors proximity of players to an entity and triggers callbacks when players enter or leave defined zones.

Pollyrogerbrain

AI brain controlling Polly Rogers and Salt Dogs, handling leader following, ocean-based wandering, salt management, and panic responses.

Poop

A consumable and deployable item that acts as a fertilizer, fuel, and ignitable object, spawning flies when dropped and releasing a cloud upon fueling.

Powdermonkey

Implements the Powder Monkey character entity with combat, inventory, and crew member behaviors in Don't Starve Together.

Powdermonkeybrain

AI brain controlling powder monkey characters, managing movement, looting, combat, and boat operations such as rowing, tinking, and cannon firing.

Primemate

A monkey-like NPC that can command boats, fight with melee weapons, and coordinate with other monkeys in combat.

Primematebrain

Implements AI behavior for the Primemate character, managing actions like boat rowing, leak repair, fleeing, wandering, chasing, and abandoning a boat when it sinks.

Rabbit

Manages the lifecycle, transformations, loot, and interactions of rabbit entities, including seasonal morphing and nightmare-state conversion into beardlings.

Rabbitbrain

Controls the AI behavior of rabbit-like entities, managing panic responses to predators, home seeking, foraging for edible bait, and wandering.

Rabbitking

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.

Rabbitking Bunnymanbrain

Provides AI behavior for rabbit-related minions under the Rabbit King's command, implementing movement, aggression, fleeing, and burrowing logic via a behavior tree.

Rabbitkingbrain

Manages the AI behavior tree for the Rabbit King entity, handling distinct behavioral states such as passive trading, aggressive combat, and lucky fleeing.

Rampingspawner

Manages progressive spawning of entities in waves, ramping up spawn count over time based on wave progression.

Repellent

Causes nearby entities with specified repel tags to stop following their leader or drop combat targets when activated.

Revivablecorpse

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.

Rocky

Manages Rocky's behavior as a controllable NPC character, including growth mechanics, follower loyalty, combat targeting, and interaction with players via trading.

Rockybrain

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.

Rook

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.

Rookbrain

AI brain for the Rook enemy that orchestrates movement, combat, and navigation behaviors using a behavior tree.

Runaway

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.

Schoolherd

Manages a school of fish that moves between pre-defined navigation points and reacts to entity sleep states.

Schoolspawner

Spawns fish schools and triggers special ocean predators like gnarwails and sharks in oceanic regions based on player proximity and environmental conditions.

Sentientaxe

Manages sentient behavior and speech for the Lucy (Woodie's axe) entity, including owner interaction, transformation alerts, and conversational triggers.

Sgabigail

Manages Abigail's state machine, including her idle, movement, attack, transform, and special behaviors (e.g., dash attacks and gestalt mode transitions).

Sgabysspillar Minion

Defines the state machine behavior for the abyss pillar minion entity, controlling its activation, idle, movement, and deactivation logic.

Sgalterguardian Phase1

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.

Sgalterguardian Phase2

Manages the behavior state machine for the Alter Guardian Phase 2 boss encounter, including movement, attack selection, and transition logic.

Sgalterguardian Phase3

Manages the phase 3 state machine and behavior logic for the Alter Guardian boss in DST.

Sgantlion

Manages the state machine for the Antlion boss, handling transitions between idle, tribute, combat, and world-entry/exit behaviors.

Sgantlion Angry

Defines the state machine and behavior for an aggressive Antlion enemy, handling movement, combat, summons, and state transitions.

Sgbalatro Machine

Controls the idle and talking animations of the Jimbo character in a Balatro cabinet using timeout-based state transitions.

Sgbat

Defines the state machine for the bat creature, handling flight, idle, eating, taunting, and combat behaviors.

Sgbee

Manages the behavioral state machine for the Bee entity, handling flight, idle, movement, attacking, landing, pollinating, and resting phases.

Sgbeefalo

Manages the state machine and animation logic for beefalo entities, including movement, grazing, aggression, domestication, and life-cycle transitions.

Sgbeeguard

Manages the state transitions and behavior of the Bee Guard enemy, including spawning, idle, movement, combat, hit reaction, and death states.

Sgbeequeen

Manages the state machine for the Bee Queen boss, controlling her movement, attacks, screeching, guard spawning, target focus, sleep, and freeze states.

Sgbernie

Defines the state machine for the Bernie the bear character, handling animations, movement, sounds, and lifecycle transitions such as activation, taunting, hitting, and death.

Sgberniebig

State machine controller for Bernie Big boss entity, managing animations, sound cues, shadow transitions, and behavior states (idle, attack, death, etc.).

Sgbirchnutdrake

Defines the stategraph for the Birchnut Drake entity, governing its movement, combat, spawning, and subterranean behavior patterns.

Sgbird

Manages the full state machine for bird entities, handling movement, idle behavior, flight states, combat hits, death, and lunar mutation transitions.

Sgbird Mutant

Manages the behavior state machine for the mutant bird, handling movement, attack, projectile spit, emergence, and transformation states.

Sgbird Mutant Rift

Manages the state transitions and behavior of the mutant rift bird, including movement, idle taunts, attacks, projectile shooting, and death states.

Sgbishop

Manages the state machine and behavioral logic for the Bishop mob, including movement, combat, stunned states, and targeted projectile attacks.

Sgboatmagnet

Manages state transitions and animations for the boat magnet entity during beacon pairing and pulling operations.

Sgboatrace Spectator Dragonling

Defines the state machine for a spectator dragonling entity during boat races, handling emotes, flight animations, and timed self-removal.

Sgbrightmare Gestalt

Manages the state machine for the Brightmare Gestalt boss entity, controlling its behavior including emergence, movement, idle, attack, relocation, and capture states.

Sgbrightmare Invader

State graph for the Brightmare Invader entity that manages movement, idle behavior, attacks, and death animations.

Sgbunnyman

Manages the state machine for the Bunnyman entity, handling idle, movement, combat, death, and special interactions like cheering and eating.

Sgbuzzard

Defines the complete state graph for buzzard entities, handling flight, idle behavior, attacks, distress animations, and mutated flamethrower mechanics in DST.

Sgcanarypoisoned

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.

Sgcarnival Crowkid

Manages state machine behaviors for the Carnival Crowkid entity, including idle animations, snack eating, campfire sitting, minigame reactions, and reward giving during carnival events.

Sgcarnival Host

Defines the state graph for the carnival host entity, managing idle, flight, landing, talking, and announcement behaviors.

Sgcarnivalgame Feedchicks Nest

Manages state transitions for the Feedchicks Carnival Game nest station, handling idle, active, hungry, and fed animations and logic.

Sgcarnivalgame Herding Chick

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.

Sgcarrat

Defines the state machine and behavior logic for carrat entities, including movement, burrowing, racing animations, and interaction with race-related components.

Sgcatcoon

Manages state transitions and animation logic for the Catcoon entity, including walking, idling, hairball vomiting, pouncing attacks, and rain-triggered homing behavior.

Sgcaveventmite

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.

Sgcentipede

Defines the state machine behavior for the Archive Centipede entity, handling movement, idle, taunt, roll attacks, AOE attacks, and combat interactions.

Sgcharlie Heckler

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.

Sgchest Mimic

Manages the state machine behavior for a chest mimic entity, including idle, attack, taunt, death, and spawn sequences.

Sgchester

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.

Sgcookiecutter

Defines the state machine and behavioral logic for the Cookiecutter character, handling transitions between swimming, walking, drilling into boats, combat, death, and electrocution states.

Sgcozy Bunnyman

Manages the AI behavior and state transitions for the Cozy Bunnyman character, including combat, movement, emotions, spawning/despawning, and event responses.

Sgcrabking

Defines the state machine for the Crab King boss, handling transitions between idle, taunt, casting, healing, and combat states.

Sgcrabking Cannontower

Controls the state machine and behavior of the Crab King's cannon tower, managing spawning, loading, shooting, and breach-related animations and logic.

Sgcrabking Mob

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.

Sgcrabkingclaw

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.

Sgcritter Common

Provides reusable state and event definitions for critter entity stategraphs.

Sgcritter Dragonling

Defines the state machine and emote behaviors for the dragonling critter, including flight animations, sleep states, combat readiness, and interaction sounds.

Sgcritter Eyeofterror

Defines the state graph and behavior for the Eye of Terror critter, including animation states, sound triggers, and flying mechanics.

Sgcritter Glomling

Defines the state graph for the Glomling creature, managing animations, sounds, and behavior states such as idle, eat, sleep, and combat emotes.

Sgcritter Kitten

Defines the state graph for the kitten critter, orchestrating its idle behavior, emotes, locomotion, and combat interactions through state transitions and sound timelines.

Sgcritter Lamb

Defines the state graph and behavioral logic for the lamb critter, including movement, idle, eating, sleeping, emotes, and sound playback.

Sgcritter Lunarmothling

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.

Sgcritter Perdling

Defines the stategraph and behavior for the Perdling critter, handling movement, emotes, eating, and interaction animations.

Sgcritter Puppy

Defines the state graph and behavioral animations for the Puppy critter, including idle, walk, sleep, eat, and combat-related states.

Sgdaywalker

Manages the Daywalker's state machine and combat behaviors, including movement, attacks (pounce/slam), struggle/tired states, defeat, and electrocution handling.

Sgdaywalker Common

Provides shared animation and behavior utilities for daywalker-type entities, including camera shakes, chatter scheduling, and walk/run state definitions.

Sgdaywalker Imprisoned

Manages the behavior and animation state machine for a captured Daywalker entity that struggles against its chains while imprisoned.

Sgdaywalker2

Stategraph component managing Daywalker2 entity behavior, including attack chains (laser, cannon, tackle, pounce), rummaging, throwing junk, taunting, and defeat states.

Sgdaywalker2 Buried

Defines the state graph for Daywalker 2 when it is buried underground, handling idle waiting, struggle animations, emergence attempts, and electrocution interactions.

Sgdeer

State graph defining the behavior, animations, and event handling for the Deer creature, including idle, alert, grazing, combat, magic casting, unshackling, and transformation states.

Sgdeerclops

Manages state transitions, attack logic, FX, and behavior for the Deerclops entity via a custom stategraph.

Sgdragonfly

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.

Sgdustmoth

Defines the state machine for the dust moth entity, handling idle, interaction (e.g., dusting, repair), and environmental response states.

Sgeyeofterror

Manages the state machine for the Eye of Terror boss, handling movement, attacks, minion spawning, transformation, and lifecycle events.

Sgeyeofterror Mini

Manages the state machine for the Mini Eye of Terror enemy, controlling its idle, attack, taunt, eat, death, and other behavioral states.

Sgeyeplant

Defines the state machine for the Eye Plant entity, governing its animations, actions, and transitions between states such as idle, alert, attack, and eat.

Sgeyeturret

Defines the state machine for the Eye Turret entity, managing idle, attack, hit, and death animations and behaviors.

Sgfrog

Manages the state machine behavior for frog characters, including locomotion, idle animation, aggression, attacks, and death responses.

Sgfruitfly

Defines the state machine for fruitfly entities, handling movement, idle animation, combat attacks, flight, and reproductive behaviors.

Sgfused Shadeling

Manages the state machine and behavior transitions for the Fused Shadeling boss enemy, including idle movement, jumping, attacking, being hit, taunting, teleporting, and despawning.

Sgfused Shadeling Bomb

Defines the state graph for the fused shadeling bomb entity, controlling its movement (walking), idle, spawn, and bounce behaviors.

Sggestalt Guard Evolved

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.

Sgghost

Manages the state transitions and behavioral logic for the Ghost character entity, including idle, attack, knockback, death, and play states.

Sggingerbreadpig

Manages the state machine for the Gingerbread Pig entity, handling movement, idle, scared, hit, and death states with associated animations and audio.

Sggingerdeadpig

Defines the state machine for the Gingerbread Pig character, controlling movement, idle, and death animations and behaviors.

Sgglommer

Defines the state machine and behavior logic for the Glommer creature, handling movement, animations, sounds, and responses to environmental events.

Sggnarwail

State machine for the Gnarwail creature, handling movement, attacks, feeding, and status effects like freezing and sleep.

Sggrassgator

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.

Sggrassgekko

Manages the state machine for the Grass Gekko creature, handling locomotion transitions, tail drop mechanics, and integration with common combat and environmental states.

Sghermitcrab

Manages state transitions, animations, and AI behavior for the hermit crab entity in Don't Starve Together.

Sghound

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).

Sgitemmimic Revealed

Manages the revealed-item-mimic entity's behavior states including idle, walking, jumping, and mimic-copying mechanics.

Sgkitcoon

Defines the state machine for the Kitcoon pet, handling idle behaviors, play animations, nuzzling, evictions, and interaction states with other entities.

Sgklaus

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.

Sgknight

Defines the stategraph for the Yoth Knight boss entity, managing its movement, attacks (including joust mechanics), stuns, and environmental interactions.

Sgkoalefant

Manages the animation and state behavior for the Koalefant creature, including idle, movement, attack, and death states.

Sgkrampus

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.

Sglavae

Stategraph for the Lavae creature, managing its behaviors, animations, movement, combat, death, and environmental interactions such as freezing.

Sgleif

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.

Sglightcrab

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.

Sglightflier

Manages state transitions and animations for the lightflier creature, handling idle movement, actions, startled reactions, and sleep-related flying behavior.

Sglightninggoat

Defines the state machine behavior for the Lightning Goat, handling movement, taunting, combat, and electrocution mechanics via discrete animation-triggered states.

Sglunar Grazer

Defines the state machine logic for the Lunar Grazer boss entity, managing transitions between idle, movement, attack, hit, despawn, and capture states.

Sglunarplanttentacle

Defines the state machine behavior for the lunar plant tentacle enemy, handling idle, taunt, attack, and death states with combat integration.

Sglunarthrall Plant

Manages the state machine and behavior of the Lunarthrall Plant boss, including idle, attack, hit, death, fatigue, and freeze states.

Sglunarthrall Plant Gestalt

Manages state transitions for the Lunarthrall Plant Gestalt entity during idle, spawning, and infestation behaviors.

Sglunarthrall Plant Vine

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.

Sglureplant

Manages state transitions and animations for the Lure Plant entity, handling phases such as emergence, hiding, bait display, hit responses, and death.

Sgmalbatross

State graph for the Malbatross boss, managing its flight, combat, swimming, and death behaviors via state transitions and event-driven logic.

Sgmerm

Manages the state machine for Merm characters, including idle behaviors, transformations, combat, and special animations for lunar or shadow variants.

Sgmermking

Defines the state machine and animation-driven behavior for the Merm King character, including idle, eating, trade, guard summoning, and item-swap states.

Sgminotaur

Manages the behavior and state transitions for the Minotaur boss entity using a stategraph-based AI system.

Sgmole

Defines the state machine and behavior logic for the mole creature, handling movement, burrowing, stealing items, and reacting to threats.

Sgmolebat

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.

Sgmonkey

Defines the state machine for monkey entities, handling movement, combat, eating, idle, and interaction behaviors in Don't Starve Together.

Sgmonkeyqueen

Manages the state machine and behavioral transitions for the Monkey Queen NPC, including item acceptance, curse removal, and mood responses.

Sgmoonpig

Controls the behavior state machine for the Werepig character, handling movement, combat, idle, death, and special states like working on Moon Base structures.

Sgmoonspore

Controls the animation and state transitions for a moonspore entity, including idle flight, takeoff, pre-pop delay, and final pop/explosion behaviors.

Sgmoose

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.

Sgmosquito

Implements the state machine for the mosquito entity, controlling its flight, idle, movement, attack, and splat behaviors.

Sgmossling

Manages state transitions and behavioral logic for the Mossling character, including idle, eating, flying, spinning attacks, and death animations.

Sgmushgnome

Defines the state machine for the mushroom gnome creature, handling animation, combat, locomotion, and environmental interactions.

Sgoceanfish

Defines the state machine for ocean-dwelling fish entities, handling behaviors such as breaching, biting fishing hooks, and exiting water.

Sgoceanshadowcreature

State machine controller for the Ocean Shadow Creature entity, managing movement, teleportation, combat states, and despawning behavior.

Sgpenguin

Manages the state machine behavior for penguin entities, handling locomotion, eating, attacking, death, and seasonal movement animations.

Sgperd

Defines the state graph for the Perd creature, managing its movement, combat, and life cycle behaviors.

Sgpig

Defines the state machine for pig entities, handling animations, actions (movement, combat, eating, sleeping), and state transitions during various game events.

Sgpigelite

Defines the full state machine and behavior logic for Pig Elites, including movement, combat, minigame interactions, and match-end sequences.

Sgpigelitefighter

Defines the state machine for the Pig Elite Fighter entity, handling movement, combat, idle, spawn-in, and despawn behaviors.

Sgpigking

Manages the Pig King's state machine, including idle, happy, sleeping, and minigame intro sequences.

Sgpolly Rogers

Stategraph defining the animation, movement, and behavioral logic for the Polly Rogers NPC entity, including ground idle states, flight transitions, death, and electrocute responses.

Sgpowdermonkey

State graph controlling the behavior and animations of the Powder Monkey character, including combat, rowing, taunting, diving, and corpse handling.

Sgpowdermonkey Test

Defines the state graph and AI behavior for a test version of the Powder Monkey character, handling movement, combat, idle animations, and interaction states.

Sgprimemate

State graph defining AI behavior and animation states for the Prime Mate character, handling movement, combat, crafting, and special interactions like rowing and diving.

Sgrabbitking

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.

Sgrabbitking Bunnyman

Defines the state machine logic for the Rabbit King's Bunnyman minions, handling movement, combat, burrowing, and death animations.

Sgrocky

Defines the state machine for the Rocky character, handling movement, combat, idle, shield, and death states.

Sgrook

Manages the state machine for the Rook boss entity, handling movement (walk/run), attacks (ram/charge), stuns, sleep, death, and environmental interactions.

Sgruinsnightmare

Manages the state transitions, animations, and behavior logic for the Ruins Nightmare creature, including movement, attack phases, invisibility cycles, and despawn mechanics.

Sgsalty Dog

Manages the state machine and behavior of the Salty Dog character, including movement, summoning, desummoning, interactions, and salt-shaking animations.

Sgshadow Bishop

Manages the state machine and combat behavior for the Shadow Bishop boss entity during its attack cycle in Don't Starve Together.

Sgshadow Chesspieces

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.

Sgshadow Knight

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.

Sgshadow Leech

Defines the state machine for the shadow leech entity, handling behaviors such as spawning, jumping, attaching to targets, and death.

Sgshadow Rook

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.

Sgshadowcreature

Manages the state machine and behavior of shadow-based entities, including movement, combat transitions, teleportation, and despawning logic.

Sgshadowheart Infused

Defines the state machine for the infused Shadowheart entity, handling movement (hopping), stun/trap states, and interaction with locomotion and inventory systems.

Sgshadowtentacle

Defines the state machine and animation logic for the Shadow Tentacle entity, handling idle, taunt, attack, and death states with combat-triggered transitions.

Sgshadowthrall Centipede

Manages the animation, movement, and behavior states for centipede segments of the Shadowthrall mob in DST.

Sgshadowthrall Hands

Manages the state machine and attack behavior of the Shadow Thrall Hands entity, coordinating locomotion, AOE attacks, team coordination, and animation-driven scaling.

Sgshadowthrall Horns

Manages the state machine and combatbehaviour for the Shadow Thrall (Horns) boss, handling states like jumping, slapping, faceplanting, and devouring targets.

Sgshadowthrall Mouth

Implements the full state machine for the Shadowthrall Mouth boss enemy, handling movement, stealth, leaping, and bite attacks.

Sgshadowthrall Parasite

Defines the state graph for the ShadowThrall parasite entity, managing its idle and hit animation states and integrating with locomotion control.

Sgshadowthrall Wings

Manages the animation, state transitions, attack logic, and projectile spawning for the Shadow Thrall wings entity in Don't Starve Together.

Sgshadowwaxwell

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.

Sgshark

Manages the state machine for shark entities, handling transitions between idle, swimming, attacking, jumping, eating, and death states.

Sgslurper

Manages the state machine for the Slurper creature, handling behaviors like idle, rumble, taunt, burp, jumping attacks, headslurping equipment, and death with loot dropping.

Sgslurtle

Manages state transitions and behavior logic for the Slurtle creature, including movement, combat, eating, shielding, and salt-induced dissolution death.

Sgsmallbird

Manages the state machine for the Small Bird entity, controlling animations, sounds, and behavior transitions such as idle, attack, death, and growth phases.

Sgsmallghost

Defines the state graph for the SmallGhost entity, governing its behavior, animations, and interactions such as idle states, quest progression, and toy-related actions.

Sgspat

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.

Sgspider

Manages the state machine behavior for spider-type entities, handling movement, combat, mutations, and special attack types.

Sgspider Water

Manages the state machine for the Water Spider, handling swimming, walking, attacking, eating, and mutation transitions in both water and land environments.

Sgspiderqueen

Manages the state machine for the Spider Queen entity, controlling its behaviors such as idle, attack, hit, birth, and nest production.

Sgspore

Defines the state machine behavior for spore-based entities (e.g., Tall Spore) in DST, managing flight, idle, takeoff, landing, and death states.

Sgsquid

Defines the state machine and state transitions for the Squid aquatic creature, handling movement, combat, fishing interactions, breathing, and amphibious transitions.

Sgstagehand

Manages the state machine for the Stagehand entity, controlling its behavior including hiding, idle, working, extinguishing fires, and giving up when overwhelmed.

Sgstageusher

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.

Sgstalker

Manages the stalker entity's state machine, including movement, combat, summoned actions, mind control, and death, with integrated audiovisual feedback and networkable behavior.

Sgstalker Minion

Manages the state machine for a stalker minion entity, handling emergence, locomotion, and death behaviors.

Sgstorage Robot

Defines the state machine for the Storage Robot character, controlling movement, idle behavior, pickup, store, and breakdown animations and logic.

Sgtallbird

Manages the state machine and behavior logic for the Tallbird entity, including movement, idle animations, combat, nesting, and life cycle transitions.

Sgtentacle

Manages the state machine for a tentacle enemy, handling idle cycles, taunting, attacking, death, and hit reactions using animation events and combat component integration.

Sgtentacle Arm

Manages state transitions and animations for a small tentacle arm entity in combat, emergence, retraction, and death behaviors.

Sgticoon

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.

Sgtoadstool

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.

Sgtornado

Manages the state machine for a tornado entity, controlling movement, animation, and damage/destruction logic for nearby targets.

Sgwagboss Robot

Manages the high-level behavior and state transitions of the Wagboss Robot boss entity, including attack selection, projectile targeting, AOEs, and camera effects.

Sgwagdrone Flying

Manages the flight, hovering, movement, and animation state transitions for the Wagnificent Drone entity during active combat.

Sgwagstaff Npc

Manages the state machine for Wagstaff NPC behavior, including idle animations, talking, experiments, arena interactions, and deprecation/erode-out logic.

Sgwalrus

Manages the state machine for the Walrus character, handling movement, combat, animation, and behavioral transitions.

Sgwanderingtrader

Controls the state machine behavior for the Wandering Trader, managing movement, trading, revelation, concealment, and teleportation states.

Sgwarg

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.

Sgwaterplant

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.

Sgwerepig

Manages the state machine for the Werepig character, handling animations, movement, combat, and transformation between pig and werepig forms.

Sgwilson Gymstates

Defines the state machine for Wolfgang’s gym workout sequences, including lift success, failure, and loop states, while interacting with mightiness and gym components.

Sgwinona Storage Robot

Manages the state machine behavior of Winona’s storage robot, handling movement, power management, pickup/store actions, and sound transitions.

Sgwobster

Manages state transitions and animations for the Wobster creature during ocean fishing interactions, including hook escape, launch, and movement states.

Sgwobsterland

Defines the state machine behavior for the Wobster creature on land, handling movement states (idle, run, hop), combat states (hit, stunned), and death transitions.

Sgwobybig

Manages the state graph for the Big Woby creature, controlling its animations, locomotion, and interactions during gameplay.

Sgwobysmall

State graph controlling Woby (small form) behavior, including movement, transformations, interactions like picking up items, storing in containers, and various emotes.

Sgworm

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.

Sgworm Boss Head

Controls the state machine for the head entity of the Worm Boss, managing emergence, eating, spitting, swallowing, movement, and death behaviors.

Sgworm Boss Tail

Manages state transitions and animation control for the tail segment of the Worm Boss entity in Don't Starve Together.

Sgwormwood Carrat

Controls the state machine for the Carrat character in DST, handling idle, movement, pickup/give actions, and death behaviors.

Sgwormwood Fruitdragon

Defines the state machine for the Wormwood Fruit Dragon entity, handling idle, attack, movement, and status-affected behaviors.

Sgwormwood Lightflier

Defines the state machine logic for the Lightflier creature, handling movement, combat, sleep, and status effects.

Sgwx78 Scanner

Manages the state machine and animations for the WX-78 scanner prefab during deployment, scanning, and removal operations.

Shadow Bishopbrain

Controls the AI behavior of the Shadow Bishop boss entity, handling movement, facing, taunting, and timed despawn logic.

Shadow Knightbrain

Controls the AI behavior of the Shadow Knight entity, coordinating combat actions, movement, and despawning logic via a behavior tree.

Shadow Leech

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.

Shadow Leechbrain

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.

Shadow Rookbrain

Controls the AI behavior of the Shadow Rook chess piece, managing chasing, facing, taunting, and despawning logic.

Shadow Trap

A trap prefab that detects nearby panic-capable targets, triggers a shockwave effect, and applies a movement speed penalty and panic state.

Shadowchanneler

A non-tangible boss-phase entity that spawns shadow minions and manages their behavior through a commander system, with dynamic sanity aura and transparency.

Shadowchesspieces

Defines prefabs and shared logic for Shadow Chesspiece monsters (rook, knight, bishop), including level-up progression, combat tuning, music triggers, and loot generation.

Shadowcreature

Spawns shadow creatures that attack sane players and drain sanity when targets are nearby.

Shadowcreaturebrain

Implements the AI behavior for shadow creatures, including target tracking, harassment mechanics, and conditional chasing or loitering based on combat state and locomotion speed.

Shadowhand

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.

Shadowheart Infusedbrain

Provides AI behavior for shadowheart-infused entities by prioritizing fleeing from players over standing still.

Shadowthrall Centipede

Manages the spawn, structure, and shared behavior of shadow thrall centipede entities (controller, head, body) within the Entity Component System.

Shadowthrall Centipede Brain

Manages AI behavior for Shadowthrall Centipede segments, coordinating control negotiation, miasma consumption, and wandering.

Shadowthrall Hands

Controls behavior and properties of Shadow Thrall Hands minions, including combat logic, movement, loot drops, and visual effects synchronization.

Shadowthrall Hands Brain

Controls the AI behavior for shadow thrall hands, managing attack timing, movement, and coordination with allies (horns and wings) during boss encounters.

Shadowthrall Horns

A boss enemy prefab with shadow-aligned alignment, using custom combat logic, brain, and team-based state synchronization.

Shadowthrall Horns Brain

Controls the AI decision-making logic for Shadowthrall Horns, orchestrating attack timing, movement, and coordination with teammate entities.

Shadowthrall Mouth

A hostile NPC component that manages stealth behavior, combat functionality, and planar damage effects for the Shadowthrall Mouth entity.

Shadowthrall Mouth Brain

Controls the AI behavior for the Shadowthrall Mouth entity, managing transitions between combat, idle, and stealth states using a behavior tree.

Shadowthrall Parasite

Spawns a flying hostile monster entity that grants parasite-related abilities upon death, including mask-equipped revival and health restoration for the host.

Shadowthrall Parasite Brain

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.

Shadowthrall Wings Brain

Controls the AI behavior of the Shadowthrall wings entity, implementing coordinated attack timing with teammates and movement using formation positioning.

Shadowthrallmanager

Manages the lifecycle of shadow fissures and their associated thralls during nightmare events, including spawning, tracking, and releasing fissures and their thralls.

Shadowwaxwell

Provides prefabricated spawn logic and component setup for Maxwell's shadow minions and related FX in DST.

Shadowwaxwellbrain

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.

Shark

Implements the behavior and properties of the shark entity, including combat, amphibious movement, state management, and formation following.

Sharkboi

Manages the behavior, appearance, and state transitions of the Sharkboi boss entity in DST, including combat targeting, trading mechanics, and dynamic visual customization.

Sharkboi Water

Defines the 'sharkboi_water' prefab — a large, ocean-dwelling monster entity with swimming capabilities, named identity, and water-specific locomotion.

Sharkboi Waterbrain

Defines the behavior tree for the Sharkboi entity when submerged in water, primarily using a simple wander task.

Sharkboibrain

Controls the AI behavior of the Sharkboi character, handling combat, trading, wandering, and chatter states in Don't Starve Together.

Sharkbrain

Manages the AI decision-making logic for sharks, controlling movement, aggression, feeding, and boat-following behavior in Don't Starve Together.

Singinginspiration

Manages a player's inspiration resource and active battle songs, handling inspiration gain/loss, song activation, and buff application to nearby allies.

Sleepbomb

A throwable item that explodes upon impact to release a sleep-inducing cloud and visual burst effect.

Sleepcloud

A world FX entity that spawns floating spore clouds which induce sleepiness or knockback resistance in nearby entities over time.

Sleeper

Manages sleep/wake cycles for entities based on environmental conditions, sleepiness accumulation, and custom test functions.

Sleepingspider Spiderambush

Triggers a spider queen ambush when the scenario entity is attacked, spawning spider warriors around it and ending the scenario.

Slurperbrain

Provides AI behavior logic for the Slurper entity, managing panic responses, enemy chasing, and homing wandering using known locations.

Slurtle

A prefabricated entity that defines the Slurtle and Snurtle creatures, including their combat, locomotion, eating, explosive, and spawner behaviors.

Slurtlebrain

Controls AI behavior for slurtle entities, coordinating actions like fleeing, attacking, eating, stealing food, and returning home using a behavior tree.

SlurtleSnailbrain

Implements AI behavior for the Slurtle Snail entity, including threat avoidance, food seeking, stealing, shield usage, and returning home when hungry.

Smallbird

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.

Smallbirdbrain

Controls the AI behavior of small birds, prioritizing survival (starvation, food), following leaders, evading players when not companions, and engaging in combat when necessary.

Smallghost

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.

Smallghostbrain

AI brain controlling small ghost behavior, including following leader, locating lost toys, hinting with jump-in actions, and avoiding combat.

Spat

A large creature component that manages AI behavior, combat, projectile attacks with sticky phlegm, periodic poop spawning, and temporary hiding mechanics via prop simulation.

Spatbrain

Controls the behavioral logic for the Spat creature, managing combat prioritization, movement, weapon switching, and threat response via a behavior tree.

Spawner

Manages a single persistent entity (e.g., a named NPC) by spawning, housing, and releasing it according to configured timing and occupancy rules.

Spell

Manages the lifecycle, update loop, and behavior of a spell effect on an entity, including start/finish callbacks, periodic ticking, and save/load support.

Spellcaster

Manages spell casting behavior and restrictions for an entity, including target validity, casting conditions, and tag management.

Spider

Factory function defining multiple spider variant prefabs with shared combat, AI, state, and lifecycle logic.

Spider Buffs

Creates temporary debuff prefabs applied to spiders to enforce behaviors like whistle immunity, bedazzlement, and summoning.

Spider Waterbrain

AI brain for water spiders that prioritizes survival behaviors including fleeing, aggression, following leaders, trading, and consuming food or oceanfish while managing environmental risks.

Spiderbrain

Manages the AI behavior tree for spiders, handling combat, following, hiding, foraging, and navigation based on spider type and state.

Spiderden

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.

Spiderqueen

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.

Spiderqueenbrain

Controls the AI behavior of the Spider Queen entity, including nest placement, spawning followers, panic responses, and combat logic.

Sporebrain

Manages AI behavior for spore-based entities by prioritizing follow or wander actions using a behavior tree.

Squadmember

Manages an entity's membership in a named squad, tracking other members and broadcasting squad join/leave events.

Squid

A mobile aquatic predator that attacks enemies with ink projectiles, shares combat targets with nearby squids, and switches between land and water movement modes.

Squidbrain

Controls AI behavior for squid entities, managing movement, combat, fishing interactions, and herd coordination.

Squidherd

Manages a migratory herd of squid entities, handling member aggregation, navigation between predefined waypoints, and cleanup when all members are inactive or off-ocean.

Stageactingprop

Manages theatrical performance logic for stage props, including script selection, cast collection, and line delivery coordination.

Stagehand

Manages the behavior, physics state, and interactions of the Stagehand creature, including toggling between standing (active) and crouching (hiding) modes.

Stagehandbrain

Implements AI behavior for the Stagehand entity, prioritizing panic responses at night while seeking nearby light sources.

Stageusher

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.

Stageusherbrain

Manages the behavior tree logic for the Stage Usher boss entity, coordinating movement, combat engagement, and return-to-spawn behavior.

Stalker

Manages the lifecycle, combat behavior, and unique abilities of the Stalker boss entity across three distinct environments (cave, forest, and atrium).

Stalker Minionbrain

Manages the AI behavior of stalker minions, which remain stationary while their stalker is present but die shortly after the stalker is destroyed.

Stalker Minions

A factory that generates stalker minion prefabs with lifecycle management, stalker tracking, and environment interaction logic.

Stalkerbrain

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.

Stalkerchaseandattack

A deprecated AI behavior component that implements chasing, attacking, and avoidance logic by delegating to ChaseAndAttackAndAvoid with fixed avoidance distance.

Standandattack

Controls an entity to remain stationary while pursuing and attacking a target until a timeout or target death occurs, commonly used for combat AI.

Standstill

A behavior node that forces an entity to stop moving and remain stationary, conditionally invoking start/keep functions to determine ongoing validity.

Stategraph

Manages state machines for entities, including state transitions, event handling, timelines, and networking support for client prediction in DST.

Storage Robot

Manages the behavior and state of the Storage Robot, a companion entity that collects and stores items from the world using fuel-based operation.

Storage Robotbrain

Manages the decision-making logic for storage robots to pick up, store, and return items based on inventory state and fuel levels.

Stuckdetection

Monitors an entity's positional movement to determine if it has become stuck for a specified duration.

Stunnable

Tracks incoming damage over time and triggers a stun effect when damage exceeds a threshold within a specified window.

Talkable

Manages the conversation state for an entity, including tracking the current conversation and dialogue index.

Talker

Manages speech and chatter functionality for entities, including text display, network replication, and interaction with AI states like death and sleep.

Tallbird

Manages the behavior, combat, and nesting logic for the Tallbird character entity in Don't Starve Together.

Tallbirdbrain

Controls the AI behavior of the Tallbird, implementing tasks such as nest defense, egg laying, homing, and threat response using a behavior tree.

Targettracker

Tracks a single target entity and manages tracking duration, pausing, and automatic invalidation.

Teamattacker

Manages an entity’s participation in a team-based combat formation, including movement to formation positions and attack orders derived from a team leader.

Teamleader

Manages team coordination and formation for monster-type entities, including threat tracking, team membership, and dynamic ordering of team members.

Teamleader

Creates a non-networked entity that serves as a designated team leader in the game world.

Tentacle

A large hostile enemy that auto-attacks nearby targets and switches aggression when attacked by other entities.

Tentacle Arm

A boss-related combat entity that emerges to attack players and allies, managing lifecycle through player proximity, retraction states, and health-based retreat.

Ticoonbrain

AI brain that controls a leader-following quest-related mob (Ticoon) during tracking sequences, coordinating wander, follow, and quest completion behaviors.

Toadstool

Manages the Toadstool boss entity, including its phase progression, ability usage (Spore Bomb, Mushroom Bomb, Mushroom Sprouts, and Ground Pound), movement, and loot behavior.

Toadstoolbrain

Implements the behavior tree for the Toadstool entity, managing its channeling, homing, combat engagement, and fleeing states using custom logic and behavior nodes.

Tornadobrain

Implements decision-making logic for a tornado entity, directing it to move toward or wander near a target location.

Trap

Manages trap logic including setting, baiting, springing, harvesting, and loot generation for traps in the game.

Useshield

Controls shield mechanics by determining when an entity should enter or exit a shielded state based on recent damage, fire, projectiles, or fear events.

Wagboss Missile

A non-networked projectile component that handles missile flight physics, targeting, visual effects, and area-of-effect detonation logic for the Wagboss boss encounter.

Wagboss Robot

Manages the state, combat, drone coordination, and environmental behavior of the Wagboss Robot boss entity.

Wagboss Robotbrain

Controls the AI behavior of the Wagboss robot, with distinct hostile and friendly logic paths determined by the inst.hostile property.

Wagdrone Common

Provides shared utilities and lifecycle configuration for WAG drones, including support for friendly, loot, and hackable states.

Wagdrone Flying

Implements the flying mechanical enemy entity with targeting visualization, lighting, and stategraph-driven behavior in DST.

Wagdrone Rolling

Manages the state, movement, visuals, and connectivity logic for the Wagdrone Rolling boss enemy during its rolling phase.

Wagdrone Rollingbrain

Controls the targeting and movement logic for the Wagdrone in rolling mode, managing locomotion, recoil correction, and work target selection within a deploy radius.

Wagstaff Npcbrain

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.

Walrus

Creates a walrus character prefab with AI-driven combat behavior, inventory-equipped projectiles, and day/night sleep/return logic.

Walrus Camp

Manages the walrus camp structure that spawns walruses, little walruses, and icehounds during winter when occupied, and handles their regeneration timers.

Walrusbrain

AI controller for walrus entities, managing movement, combat, homing, and social behaviors like following leaders.

Walter

Character-specific component for Walter, managing Woby integration, mounted command wheel, sanity mechanics, storytelling, and sprint trail effects.

Wander

Controls an entity to move randomly within a defined area relative to a home position, using pathfinding and obstacle avoidance to navigate.

Wanderingroutefollower

Manages path routes and interpolation for entities that follow wandering paths, used for AI navigation in maps.

Wanderingtrader

Manages the wandering trader's shop inventory, movement routing, and hide/show states in Don't Starve Together.

Wanderingtraderbrain

Controls the AI behavior of the Wandering Trader, managing movement, face-targeting, stock exhaustion chattering, and route following.

Warg

Factory function for creating multiple warg-type prefabs with varying properties, behaviors, and components depending on variant (normal, clay, gingerbread, or mutated).

Wargbrain

Controls AI behavior for warg hounds, including carcass consumption, hound summoning, and statue mechanics.

Warglet

A hostile hound-like boss entity that spawns additional hounds, coordinates a pack, and transitions between land and water locomotion.

Waterplant

A sentient, flower-based ocean plant entity that regenerates barnacles, spawns fish, and attacks nearby threats using ranged combat or pollen-based abilities.

Waterplantbrain

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.

Waveyjones

Manages the behavior and lifecycle of Wavey Jones and its associated parts (arms, hands, hand art, and marker) in the Dangerous Sea event.

Waveyjoneshandbrain

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.

Waxwelljournal

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.

Weed Defs

Defines configuration and behavior templates for weed plants, including growth stages, spread mechanics, and custom actions for forgetmelots, tillweed, firenettle, and ivy.

Werepigbrain

Manages AI behavior for Werepigs, including panic responses, food-seeking when safe, combat aggression, and wandering with home-based navigation.

Wilsonbrain

AI brain component that defines Wilson's default behavior tree for combat and movement, prioritizing player-held primary input while enabling fallback automated attacks.

Winona Catapult

Manages the combat, power, and state behavior of Winona's catapult structure, including targeting logic, skill tree upgrades, active/inactive states, and circuit connectivity.

Winona Storage Robot

Manages the state, movement, power consumption, and circuit connectivity of Winona's autonomous storage robot.

WinonaCatapultbrain

AI brain that controls Winona's catapult entity to stand and attack the nearest valid target.

Wisecracker

Manages contextual voice lines and announcements for entities based on game events, states, and interactions.

Wobsterbrain

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.

Wobsterlandbrain

Controls the movement and ocean-escape behavior of the Wobster entity, prioritizing hopping into the ocean when near water while wandering otherwise.

Woby Commands Classified

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.

Wobybigbrain

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.

Wobycommon

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.

Wobycommon

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.

Wobysmallbrain

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.

Worldroutefollower

Coordinates movement along a predefined path in the world, handling walking, teleportation on failure, and sleep/wake synchronization.

Worm

Manages the gameplay logic and behavior of the Worm boss, including home selection, lure mechanics, combat targeting, light control, and loot generation.

Worm Boss Util

Provides core utility functions and constants for the Worm Boss boss fight, handling chunk generation, movement, digestion, and state transitions.

Wormbrain

Manages AI decision-making for the Worm boss, coordinating behavior such as hunting, returning to a home location, eating, and executing lure-based attacks.

Wormwood Carratbrain

AI behavior tree controller that governs Carrat movement and interaction with the environment and leader in Don't Starve Together.

Wormwood Fruitdragonbrain

AI brain component for the Wormwood Fruit Dragon entity that manages its movement and combat behavior using a behavior tree.

Wormwood Lightflierbrain

Controls the behavior tree logic for the Wormwood Lightflier entity, primarily managing panic responses and walk speed adjustments via the locomotor component.

Wortox

Manages Wortox's soul-based gameplay systems, including soul collection, storage, overloading, portal hopping, and skill-triggered buffs and effects.

Wx78 Scanner

Manages scanning behavior, proximity detection, and state transitions for the Wx78 character's scanner device.

Wx78 Scannerbrain

AI behavior controller for the Wx78 Scanner that manages scanning target tracking, following, and return-to-player logic.

Yotb Sewing

Provides recipe selection and validation logic for a sewing-based crafting system using costume sets.

Yotb Stager

Manages the flow of the YOTB contest event, including registration, evaluation, suspense-building, winner declaration, and prize distribution for beefalo contests.

Yotc Racecompetitor

Manages race participation logic for entities competing in YOTC-style races, including checkpoint navigation, stamina management, and race completion or abort handling.

Yoth Hecklermanager

Manages the availability and flight behavior of the Yoth heckler entity across Knight shrines in the Year of the Horse event.

Yoth Knightmanager

Manages knight spawning logic for the Yoth event by tracking shrines, princesses, and cooldown states.