Babybeefalo
A growth-stage-based animal prefab that matures through defined life phases, interacts with beefalo herds, and supports combat, foraging, and periodic waste production.
A growth-stage-based animal prefab that matures through defined life phases, interacts with beefalo herds, and supports combat, foraging, and periodic waste production.
Implements the catcoon creature, a tameable animal that interacts with players through trading, retching gifts, and combat with flocking behavior.
Manages the behavior tree for deer entities, coordinating solo and herd-based AI including fleeing, wandering, grazing, and alert responses.
Defines the Grassgekko entity, a small animal prefab that patrols, sleeps in short naps, and joins herds.
A small, glowing amphibious creature that emits light and drops loot upon death.
Implements the lightning goat entity with charging behavior, passive electric retaliation, and herd-based AI.
AI behavior controller for the Otter character, managing foraging, looting, fishing, and home-stashing behaviors via a priority-based behavior tree.
An animal entity with combat, herding, and team-based behavior that spawns from the Penguin Spawner and interacts with hunger, inventory, and moon mutation systems.
AI brain governing penguin behavior including egg laying, retrieval, foraging, fleeing from predators, and group migration.
Provides the definition and shared logic for two companion creatures: a flying bird (Polly Rogers) and a salt-shedding amphibious dog (Salty Dog), each with distinct behaviors, appearances, and interactions.
A small, non-hostile crab prefab found in the Quagmire region that serves as a collectible animal with basic creature physics and animation states.
Manages the behavior, combat, and nesting logic for the Tallbird character entity in Don't Starve Together.
A companion entity that tracks and retrieves hidden Kitcoons for a player leader, with combat and quest management capabilities.