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.
Controls the behavior tree logic for Abigail, determining her movement, combat, and social actions based on leader proximity, mode (defensive/aggressive), and environmental context.
Manages the lifecycle, state transitions, collision behavior, and pathfinding integration for abyss pillars in the game world.
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.
Manages the puzzle mechanics for the Abysspillar Trial, including pillar grid generation, player interaction, minion spawning, and puzzle state transitions.
Manages a group of abyss pillars, tracking their lifecycle, spawn points, and synchronization during save/load operations.
Manages spawning and tracking of acid bat waves in response to players accumulating nitre during acid rain.
A temporary damage-dealing projectile used by the Alterguardian boss that creates visual FX, scorches the ground, and triggers knockback, freezing thawing, and sanity effects on hit targets.
Manages lunar fissure prefabs for the Alterguardian boss phase, handling area-of-effect damage, animation state, fading, tracking of the boss entity, and grid-based placement during load.
Constructs the first phase of the Alterguardian boss entity, including its combat behavior, health system, teleportation logic, and support for multiple cosmetic variants (basic, lunar rift, and gestalt).
Controls the AI behavior of the Alterguardian in its first combat phase, coordinating shield usage, targeted attacks, and wandering behavior.
Implements the Phase 2 stage of the Alter Guardian boss, handling movement, combat, spawning spikes, music triggering, health regeneration on waking, and loot drops.
Manages the AI behavior tree for the Alterguardian boss during Phase 2, coordinating movement, targeting, and state-aware actions.
Spawns and manages ground spikes used by the Alterguardian boss in Phase 2, including trail spikes and static moonglass spikes that can be destroyed by players.
Serves as the final phase boss entity for the Alterguardian, handling combat logic, health regeneration, trap spawning, music events, and loot drops during its terminal phase in the game.
Controls the AI behavior of the Alter Guardian in phase 3, managing combat prioritization, home-finding, and dodging via behavior trees.
Spawns periodic laser trail FX along a circular ring around its position for use during Alterguardian Phase 3.
Manages the post-defeat state of the Alter Guardian boss, handling both the initial death orb and the mined remains, including loot distribution, light decay, and Wagstaff event spawning.
Manages the lifecycle, behavior, and effects of the Alterguardian's Phase 3 meteor trap, including landing damage, grogginess pulses, and trap destruction/loot handling.
Manages the behavior, state transitions, combat mechanics, and environment interactions of the Phase 4 Lunar Rift boss in DST's Wagstaff finale.
Controls the combat and movement behavior of the Alterguardian during its Phase 4 Lunar Rift transition, prioritizing ranged attacks while chasing andwandering within the arena.
Creates a visual and lighting effect sequence for the Alterguardian summoning animation, including pre-loop-post phases and a synchronized back effect.
Manages the behavior and state transitions of the Antlion boss, including desert camouflage, tribute acceptance, rage cycles, and combat activation.
Controls the decision-making logic for the antlion boss using a behavior tree to manage combat, rock-eating recovery, and post-combat calm periods.
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.
Manages the state, validation, and completion logic for the Archive Orchestrina puzzle, coordinating lockboxes and resonator sockets.
Defines prefabs and logic for Archive-related structures and entities, including mechanical switches, security systems, rune statues, and portal mechanics.
Controls AI behavior for archive security pulse entities, managing patrol movement toward power points and sequential waypoints.
Manages the state, gameplay progression, and visual effects of the Atrium Gate, including stalker tracking, destabilization sequences, cooldown handling, and Charlie-related cutscenes.
A boss-related interactive statue that dynamically changes appearance based on nightmare phase and drops Thulecite materials when destroyed.
Manages the avenging ghost state for Wendy, increasing damage over time while in ghost form if a nearby player has the 'wendy_avenging_ghost' skill activated.
A flying hostile monster that can form teams and adapt its behavior and abilities when infused with acid.
A boss-stage facility that spawns bats over time and reacts to player proximity and day/night cycles.
Defines the Bearger and Mutated Bearger boss prefabs, configuring their components, AI, and combat behaviors.
Defines visual effect prefabs for Bearger attack animations with self-cleanup logic.
Controls the behavior tree and AI logic for the Bearger boss, managing combat, foraging, and seasonal movement patterns.
Controls off-screen roaming behavior for Bearger by moving it along a predefined wandering path and destroying objects in its path.
Manages spawning and timers for Bearger events in DST, tracking players, seasonal logic, and countdown warnings.
Implements the AI behavior tree for the Bee Guard entity, which patrols near the Bee Queen and engages threats while maintaining formation.
Defines the Beequeen boss prefab with combat, phase transitions, honey trail mechanics, and bee guard command systems.
Controls the combat behavior, special abilities, and movement logic of the Bee Queen boss entity.
Defines the Bee Queen hive prefabs with growth timers, workable interactions, and boss spawn mechanics.
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.
A boss-like shadow entity that engages in combat by attacking nearby targets, tracking them within range, and periodically reevaluating its target.
Prefab definition for the Birchnutdrake mob, a combat-capable monster withAI, looting, and fire-related mechanics.
Implements the behavior tree for the Birch Nut Drake, governing its movement, panic responses, combat engagement, and leash behavior.
Controls AI behavior for mutant bird entities, including swarming, combat, skeleton breaking, and (for spitters) projectile spitting.
Creates and configures mutant bird prefabs (runner and spitter variants) with combat, projectile, and behavioral components for DST's lunar moonstorm event.
Handles the behavior, combat, and visual effects for the Bishop chesspiece enemy in DST, including both normal and nightmare variants.
Implements the projectile and area-of-effect explosion logic for the Bishop chesspiece's attack, handling both outdated and current attack variants in DST's clockwork arenas.
Manages the behavior tree for the Clockwork Bishop entity, orchestrating combat, navigation, and social behaviors like following and facing.
Creates and configures the Lava Arena-specific spell books (fossil and elemental) with AOE targeting, reticule visuals, and associated prefabs.
Tracks and manages boss entities for gameplay systems that need to know when a boss is present in the world.
Controls combat and movement behavior for the Brightmare Gestalt boss based on its current behavior level and surrounding threats.
Implements the AI behavior tree for the Brightmare Gestaltguard, handling aggression, player proximity response, and target tracking using a hierarchical state machine.
AI brain for the Brightmare Gestalt invader entity, managing aggression, pursuit, projectile spitting, and structural interaction during invasion behavior.
Tracks players in Lunacy Mode and periodically spawns Brightmare Gestalt entities based on player sanity levels and population rules.
Manages the lifecycle, inventory, and catcoon spawning behavior of the Catcoon Den structure in Don't Starve Together.
Manages the lifecycle and behavior of cave entrance structures, including spawning bats, handling mining to open the entrance, and state transitions based on world migration status and day/night cycles.
A hostile cavern-dwelling creature that alternates between solid and vent phases, deals damage, and gains planar properties near shadow rifts.
Manages cave-in events triggered by sinkholes, including debris spawning, camera shake, and player warnings in the caves.
Static map layout definition for Charlie's first phase encounter using Tiled map format, specifying background tiles and a stage post object.
A Tiled map layout defining static terrain tiles and object placement for the Charlie_2 boss arena.
A non-player entity that serves as an interactive construction site for triggering Charlie's cutscene, spawning a shadow arm, and managing rift activation state.
Represents the non-player character Charlie during the nightmare phase, handling spawning, casting animation, and despawning behavior.
Manages the Charlie cutscene event for the Atrium gate, including camera control, NPC spawning, gate repair logic, and world state synchronization.
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.
Generates chesspiece prefabs with dynamic behavior based on moon phases, material variants, and interaction with other entities during moon events.
A transformable chest entity that hides as a loot chest and attacks players upon opening, functioning as both a container and a hostile monster.
Initializes loot content for the Minotaur Chest by populating it with condition-managed armor, finite-uses weapons, and random resource stacks based on weighted probabilities.
Manages the state and behavior of the Chester Eyebone item, including morphing, respawning Chester, and synchronizing with its master.
Controls the AI behavior of Chester, the treasure-hunting monster, managing navigation, panic responses, and interaction with its leader entity.
Manages the spawning, tracking, and regeneration of child entities for parent entities such as bosses or nest structures.
A hostile ocean-dwelling predator that targets and drills into boats to consume wood, sharing target information with nearby kin.
A flying lunar-aligned entity that spawns near players to track and interact with a target entity, utilizing rifts when available for teleportation.
Controls movement and behavior of a corpse-infesting entity in relation to its tracked corpse target and nearby players.
Defines a static map layout for the Crab King boss arena, specifying tile data and spawn regions for game entities.
Manages the Crab King boss entity, including spellcasting, gem socketing, arena generation, and combat behavior.
A stationary defensive turret belonging to the Crab King that fires mortar projectiles at boats or nearby enemies and reacts to collisions.
Handles the crab king's claw entity as a combat-capable, ocean-bound minion with autonomous behavior and shadow linkage.
Creates and configures a Crabs vs. King-exclusive ice spike obstacle entity that acts as a hostile, non-healable wall with dynamic visual variation and health-based state transitions.
Creates the Crab King's mob units with distinct variants (regular and knight), handling combat, movement, AI brain, and loot drop configuration.
Controls the behavior tree logic for Crab King mobs, handling platform abandonment, panic responses, combat pursuit, and homing to their known home location.
Spawns the Crab King boss upon timer expiration and manages regeneration when the current Crab King is killed.
Controls the AI behavior of the Crab King boss, managing phase transitions and targeting actions via behavior trees.
Controls the AI behavior of a Crab King claw unit, coordinating attack, circling, leashing, and wandering actions using a behavior tree.
Manages the spawning and respawn timing of the Crab King boss during world generation restoration.
Manages the boss entity Daywalker, including phase transitions, leech attachment, chain mechanics, and combat state changes during boss fights.
Manages the behavior, visual chains, structural degradation, and prisoner interaction logic for a Daywalker Pillar entity in the game world.
Manages the Daywalker2 boss entity, handling phase transitions, combat behavior, equipment management, and state persistence.
Creates a visual particle effect for the Daywalker2 boss's swipe attack animation.
Creates FX prefabs that simulate breaking and releasing loot for the Daywalker2 boss fight, including physics motion and conditional armor modification.
AI brain controlling the Daywalker 2 boss, coordinating combat behavior including rummaging, stalk chasing, tackling, and avoidance of junk entities.
Controls the AI behavior of the Daywalker boss, coordinating combat targeting, dodging, stalk-in, and home-leash mechanics via a behavior tree.
Manages spawning and tracking of Daywalker boss arenas based on world time and configured spawning points.
Creates a non-entity, non-interactive world marker used to register a Daywalker spawning location.
A temporary projectiled plant-based AoE weapon used by the deciduous monster in the DST campaign, with area damage, directional movement, and animation-based combat logic.
Manages the behavior, combat, and lifecycle of deer entities, including antler growth, migration, and gemmed variants that cast spells.
A large, seasonal boss entity that attacks player structures and becomes aggressive when its structures-destroyed threshold is not met.
Manages a reusable visual effect entity for Deerclops' ice spike projectiles.
Acts as a temporary combat projectile entity that deals damage,摧毁s workables, and interacts with freeze and temperature states upon impact.
Creates and manages client-side visual and audio effects for Deerclops' mutated ice abilities (ping, impact, aura, and spikefire).
Controls the decision-making behavior of the Deerclops boss, coordinating combat, movement, base destruction, and ice regeneration.
Manages the spawning, timing, and targeting logic for Deerclops boss attacks in DST.
AI brain controlling deer gemmed behavior, managing responses to keeper status, combat, panic, and positioning relative to the keeper.
Static map layout definition for the Pig King arena in Don't Starve Together, specifying background tiles and object placements including Pig King and sanity/insanity rocks.
Manages the dragonfly boss entity's state transitions, combat behavior, lavae spawning, and environmental interactions in Don't Starve Together.
A static map layout file defining the environment for the Dragonfly Arena boss encounter, including terrain, lava ponds, scorched ground, and spawn points.
Manages spawning and lifecycle of dragonflies in lava ponds, tracking active dragonflies and synchronizing engagement state across connected ponds.
Manages AI behavior for the Dragonfly boss, including fight reset logic, Lavae spawning, chase/combat, and home patrolling.
A spider den that slowly regenerates and spawns spider droppers, and can web nearby webbable entities over time.
Creates a non-player entity with fixed health, regenerative properties, and visual feedback for damage, primarily used for testing or as a target in specific game modes.
Acts as a structure that spawns dustmoths after being repaired; manages its own durability, regenerative child-spawning, and loot drops upon destruction.
A short-lived projectile prefab used by eyeball turrets to deal damage, which spawns a hit FX entity upon collision.
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.
A temporary visual and lighting effect prefab that appears when the Eye of Terror arrives, animating a portal-like FX with dynamic lighting and sound.
Defines the mini variant of the Eye of Terror enemy, implementing combat, movement, and AI behavior for a flying hostile creature.
Acts as a flying mini-eye projectile that lands and transforms into a grounded egg-like entity, which later hatches into an active mini-eye mob. It functions as a boss-spawned projectile with soldier-command integration.
Controls the AI behavior of the Eye of Terror entity, managing its pathfinding, combat, and foraging actions via a behavior tree.
Creates a collapsible sinkhole prefab that triggers ground collapse, damages nearby objects, and ejects items when activated.
Controls the AI behavior of the Eye of Terror boss, coordinating special attacks, leashing, facing, and spawning mini-eyes via behavior trees.
Creates a visual ring-shaped particle effect for the dragonfly boss, played locally on non-dedicated clients.
Manages the spawning and state tracking of the Day Walker boss in the Forest world, coordinating with the junk pile and shard-level spawner.
A seasonal ground spike prefab that erupts from the ground, damages or destroys nearby targets, and then deactivates after a delay.
Implements the behavior tree for the Fruit Dragon boss, handling combat, home tracking, wandering, and panic responses.
Defines the AI behavior tree for fruit flies, governing their movement, targeting, planting, and spawning logic.
Prefab for a hostile boss-like shadow entity that spawns from portals, maintains aggression range, and interacts with sanity, combat, and planar damage systems.
AI brain component for the fused shadeling enemy that manages combat behavior including leashing, chasing, and combat jumps.
Creates petrifiable and reanimatable monster statues that crumble when mined and spawn moon variants upon reanimation.
Manages the gelblob enemy's lifecycle, including size progression, player suspension/eating mechanics, loot dropping, and chunk-based reabsorption.
Manages the spawning and lifecycle of gel blobs in response to active rifts, player proximity, and spawner cooldowns in DST.
Spawns the Brightmare Gestalt boss entity with tailored combat, tracking, and sanity-based transparency behaviors.
Creates a fast-flying, combat-capable projectile entity used by Gestalt-related bosses to chase and attack nearby targets.
Manages the gestalt cage item, including its equippable state, weapon damage, and three upgradeable filled states (1–3) that can deploy wagdrones when placed.
Manages a high-priority nightmare-based combat entity with dynamic targeting and transparency logic based on observer sanity and inventory.
Manages the behavior, combat, and lifecycle of the evolved Gestalt Guardian boss enemy, including ranged attacks, teleportation, sanity-based transparency, and loot generation.
Implements the decision-making logic for an evolved Gestalt guard enemy, handling combat targeting, movement, and ranged/telporting attacks via behavior trees.
A flying lunar-aligned companion entity that follows the player, enters sleep cycles, periodically spawns fuel items, and adjusts sanity.
Controls the behavior, state management, and interaction logic for the Gnarwail entity, including horn combat, loyalty mechanics, and formation following behavior.
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.
Manages Grotto War dynamic spawners and population logic, spawning nightmares and brightmares near players based on area and population limits.
Simulates a radial ground pound attack that triggers delayed damage, destruction, platform pushing, and inventory item launch effects across concentric rings.
Creates a non-networked visual effect entity that plays an animation at the position of a proxy entity, typically used for ground pound冲击 effects in Don't Starve Together.
Manages the lifecycle of a summoned guardian entity, tracking summon progress, spawning and dismissing the guardian, and handling its death.
Represents the Hermit Pearl item, an irreplaceable inventory object used in game logic to track the happy state of the Hermit Crab boss encounter.
Manages AI behavior for shadow thrall parasite hosts, coordinating coordinated attacks, formation positioning, and leash tracking using a behavior tree.
Manages timed, escalating hound waves targeting players based on world age and group proximity.
A static layout file defining the visual structure and object placement for the Insane Eyebone stage in DST's boss arenas.
A static layout map definition used for the Insane Rabbit King arena, containing background tile data and foreground object placements for the boss encounter.
Manages the state and behavior of the Inspectacles minigame system for an entity, including puzzle generation, game setup, reward granting, and client-server synchronization.
Manages the revealed form of an item mimic, handling state transitions, player interaction, and shadow VFX synchronization during combat.
Manages a large, interactive junk pile that can be rummaged by players or mobs to yield loot, trigger daywalker encounters, and spawn a fence blueprint after repeated interaction.
Manages a den structure that hosts hide-and-seek minigames with kitcoons, granting rewards upon successful play.
Manages the gameplay logic and state transitions for the Klaus boss entity, including phase changes, ally summoning, aggro management, and environmental interactions.
A interactible container prefab that triggers Klaus's summoning when unlocked with the correct key, and drops loot bundles upon opening.
AI brain component that controls Klaus's behavior, including rage states, combat, wandering, and chomp attacks.
Generates and manages loot tables for Klaus boss encounters, including seasonal (Winters' Feast) and standard loot pools.
A chess-themed hostile entity with multiple variants (normal, nightmare, and Yoth horseman) that engages in combat, follows leaders, and supports dynamic behavior changes based on game context.
Controls the AI behavior of gilded knights, managing combat, formation movement, stage seating, and coordinated actions with other horsemen.
Manages the Krampus spawning system by tracking player naughtiness and spawning Krampus entities when thresholds are exceeded.
A hostile boss entity with combat, inventory, and sleep cycle behaviors, featuring loot dropping and dynamic animation states based on its sack status.
Implements the decision-making logic for the Krampus character, handling stealing, chest-emptying, aggression, fleeing, and departure behaviors.
A large environmental hazard that emits heat, ignites nearby flammable objects on contact, propagates fire, and triggers music events when engaged by the Dragonfly boss.
A prefabricated entity instance for a ghostly variant of Abigail used exclusively in the Lava Arena event.
Defines win condition and performance-based achievement requirements for the Lava Arena mini-game.
Creates and manages visual and gameplay effects for Lava Arena battle standards, including applying debuffs to nearby mobs via a world-wide tracker.
Manages client-side visual effects and camera focus for the Lava Arena Beetletaur boss entity, including buff-indicator pulses, break FX, and flower-spawning logic.
Creates a non-player companion entity for the Lava Arena event that serves as a revivable stand-in for the player, accessible only to entities with the "bernie_reviver" tag.
Defines the Lava Arena Boarlord prefab — a boss entity with custom speech UI and talker component behavior for dialogue display.
A hostile minion entity used in the Lava Arena event, registered with the LavaArenaMobTracker for lifecycle monitoring.
Aprefab definition for the Lava Arena boss enemy Boarrior, defining its visual, physical, and network properties.
A hidden, non-visual entity that acts as a server-side registration point for the Lava Arena event, used to coordinate arena setup and state.
Factory function for creating ground lift effect prefabs used in the Lava Arena boss encounter.
A weapon prefab that implements area-of-effect targeting with an arc-shaped reticule for precision targeting in lava arena combat.
Provides the weapon entity for Lucy's spinning axe attack in the Lava Arena, handling reticule targeting and visual feedback.
Provides the master network entity for the Lava Arena event, managing event state, music, and world-level lifecycle during arena gameplay.
A Lava Arena enemy mob prefab that tracks mobility state via the LavaArenaMobTracker and spawns projectiles and effects during combat.
Prefab factory for the Lava Arena rhinodrill mob, managing visual state, buff levels, and camera focus tracking via networked properties and world components.
A hostile enemy prefab used in the Lava Arena event that supports being fossilized and integrates with the Lava Arena mob tracker system.
Creates visual trail entities for lava arena mobs, with support for variation models and automatic mob tracking.
A monster prefab for the Lava Arena event that tracks itself with the world’s mob tracker upon spawn.
Manages the state and progression of the Lava Arena event, including round tracking, victory condition reporting, and player quest data for network synchronization.
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.
Serves as the spawn point and container for a Lavae pet; when despawned, it transforms into ash and drops at the location with visual and audio feedback.
Controls the behavior tree for the Lavae boss, including combat pursuit, wall breaking, and emergency return to a lava pool on reset.
Boss monster prefab that manages scale-based scaling, hibernation states, sanity aura, and integration with combat, health, and sleep systems.
A static map layout definition for the Leif Forest region, containing background tiles and object placements for trees and the boss Leif.
A dynamic plant prefab that hosts and manages lightflier spawnlings, toggles light emission based on environmental illumination, and coordinates lifecycle events with its children.
A spawner entity that maintains a herd of lightning goats and periodically generates new members during mating season.
Manages a vault torch puzzle and synchronized abyss pillar behavior for a trial encounter, including puzzle state logic, shadow hand spawning, and pillar spawn/collapse coordination.
Manages the lunar-grazing entity’s cloud-based sleep induction, combat behavior, debris mechanics, and Gestalt integration in DST.
Manages the spawning and lifecycle of lunar rift guardian entities at designated locations in the world.
Renders and manages the visual and audio effects for the lunar burn debuff on the owner entity, including layered intensity levels and supernova events.
Applies periodic lunar burn damage to an entity and its mount while the entity stands over a fissure, managing visual FX and health state updates.
Spawns lunar tentacles as secondary attacks when equipped and used in combat, conditional on skill tree activation.
Creates a short-lived lunar-aligned tentacle entity for combat in DST, handling health, combat stats, planar damage, and auto-despawn.
Handles the creation and behavior of lunarrift crystals, including spawn-in logic, mining interactions, recoil mechanics, and loot distribution.
Manages a stage-progressing rift portal that transforms terrain, spawns lunar enemies and crystals, and triggers ground-pound events during growth phases.
Manages thequest progression and defeated mutation tracking for lunar rift boss encounters, including Wagstaff NPC appearances and reward logic.
Manages visual and gameplay effects for the Lunar Supernova ability by tracking blocking sources and updating related FX and colour properties.
Applies and manages damage and visual effects for the Alter Guardian's lunar supernova ability during Phase 4.
Controls the behavior of the Lunarthrall Plant boss, including vine spawning, targeting, state management, and coordination with vine segments and the back visual entity.
Prefab definition for the Lunarthrall Plant Gestalt entity, a mobile lunar-aligned creature that spawns in the Ruins and affects sanity.
Controls the AI behavior of a Lunar Thrall Gestalt entity that moves toward and infests specific lunar thrall plants.
Controls the movement and行为 logic for a Lunar Thrall gestalt entity tasked with moving toward and infesting a lunar plant target.
Manages the spawning and wave-based infestation of Lunarthrall plants by spawning Gestalt entities and infesting target plants during lunar rift events.
Acts as a hostile, spellcasting entity that spawns minions and consumes bait to lure and attack players and creatures.
Manages the boss AI, combat behavior, and lifecycle events for the Malbatross boss entity in DST.
Controls the AI behavior of the Malbatross boss, managing combat aggression, drowning logic, dive attacks, and land departure.
Manages the spawning and tracking of Malbatross entities near fish shoals in the game world.
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.
Static layout definition for the Maxwell arena map in Don't Starve Together, containing tile layer data and object placements.
A static map layout defining the visual tile layer and object placement for the Maxwell 3 challenge arena.
The Merm King is a sentient, trading NPC that coordinates merm guards, manages hunger and combat, and exchanges items based on player and skill-based conditions.
Manages the lifecycle of Merm Kings, including throne selection, candidate transformation, and world-wide king state tracking in Don't Starve Together.
Represents the Merm King’s throne structure in DST, supporting construction phases, occupation by the Merm King, burning, and destruction with appropriate game events and loot behavior.
A structure that spawns and manages Merm guards when a Merm King is present, supporting dynamic spawning behavior and interaction with world settings and offering pots.
The Minotaur is a large boss entity that patrols a predefined area, enters combat when threatened, and periodically phases into a weakened state to spawn environmental hazards and shadow tentacles.
Controls the behavior tree logic for the Minotaur boss, coordinating combat, movement, and special attacks (jump and ram) in response to environment and state conditions.
A cave-dwelling bat prefab that engages in combat, shares targets with nearby allies, naps periodically, and manages a home burrow using multiple components.
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.
Generates and spawns client-side warning sound effects for major monsters (e.g., Deerclops, Bearger, Krampus) at varying distances based on their attack proximity.
Serves as the central hub for constructing and launching the Moon Altar boss sequence, handling stage transitions, construction logic, and meteor impacts.
Manages the Moon Base structure's state, including staff charging, morphing, repair, and moon-based spawner activation.
Controls the AI behavior of the Moon Beast boss, managing its transitions between chasing, attacking the Moon Base, and petrification states.
Manages periodic spawning of moonbeasts (moonhounds and moonpigs) near the Moon Base entity and handles petrification of nearby ghouls when active.
A temporary attackable ground spike that performs area-of-effect attacks and then destroys itself.
A regenerative boss lair that spawns moon spiders and responds to player actions, world state, and environmental events like quakes.
A destructible, timed explosive structure that detonates after a fixed interval or when fully worked; inflicts area-of-effect damage to nearby entities and drops infused moon glass loot.
Manages moonstorm events, wagstaff hunts, and storm-related gameplay progression in DST's Moon Altar and Wagboss systems.
Tracks whether an entity is being targeted by moonstormstaticcatcher components and manages callbacks and events for targeting and catching interactions.
Manages the moose boss entity's behavior, stats, and lifecycle in DST, including combat logic, egg-laying mechanics, and seasonal responsiveness.
Manages the spawning and scheduling of moose entities in relation to moose nesting grounds during spring season.
A lunar-aligned tree monster that spores periodically, deals combat damage, and emits a dynamic sanity aura based on enemy proximity.
Manages mutated buzzard gestalt populations, tracks circling shadows for players, and controls spawning/dropping behavior in response to rift states, megaflares, and deaths.
Factory function for creating nightmare creature prefabs with dynamic behavior based on game world state, such as shadow rift presence and nightmare dawn.
AI brain component for Nightmare Creatures that manages combat, harassment, and loiter behaviors, including conditional battle cries and shadow dominance submissions.
A dynamic world entity that changes visual state, spawns shadow thralls, and responds to nightmare phase transitions.
Spawns and manages nightmare-type enemies in the Caves during nightmare phases, adjusting light intensity and sanity effects dynamically.
Implements the AI decision tree for the Nightmare Monkey boss, prioritizing panic responses, weapon equipping, chasing and attacking, and wandering behavior.
A highly specialized entity component for the Ocean Horror (Shadow Creature) that manages boat attachment, sanity-based targeting, teleportation logic, and network-aware transparency and ripple effects.
Controls the AI behavior of ocean-based shadow creatures, including target management, harassment actions, and conditional teleportation to land.
A large, water-based environmental structure that provides canopy shade, drops loot when chopped or hit, and interacts with boat collisions and lightning strikes.
A flying spider cocoon that slowly spawns water spiders to hunt for ocean fish; it can be ignited or frozen, and drops silk, twigs, or ash upon destruction.
Creates and configures elite pig warrior prefabs with combat, squad, and sleeper functionality for DST's boss encounters.
Creates a configurable elite pig fighter NPC with combat, following, and timed despawn behavior.
AI brain that governs Pig King's elite fighter behavior, handling combat, leader following, panic states, and despawn logic via a behavior tree.
Manages the spawning, behavior, and persistence of pirate raids and associated assets (boats, captains, crew, loot stash) in the game world.
Manages the hangriness meter and progression system for Quagmire-era entities, including hunger depletion simulation, acceleration-based speed modeling, and rumble sound triggering.
Implements the Rabbit King and its minions, including passive (shopkeeper), aggressive (combat-focused), bunnyman minion, and lucky (trap-catchable) variants with associated combat, leadership, and transformation logic.
Provides AI behavior for rabbit-related minions under the Rabbit King's command, implementing movement, aggression, fleeing, and burrowing logic via a behavior tree.
Manages the AI behavior tree for the Rabbit King entity, handling distinct behavioral states such as passive trading, aggressive combat, and lucky fleeing.
A consumable musical instrument that summons a rabbit king chest when used; tracks usage and validates spawn locations.
A portable chest that stores items in the Rabbit King's horn pocket dimension and despawns after a fixed duration unless opened.
Manages the Rabbit King’s lifecycle, including spawning, leashing to players, state transitions (passive/aggressive/lucky), and interaction tracking via carrot-feeding or naughtiness.
Manages progressive spawning of entities in waves, ramping up spawn count over time based on wave progression.
Controls the AI behavior of Rocky, a boss character that manages combat, shield usage, loyalty retention under stress, and goal-driven actions like eating and wandering.
A large chess-piece-themed monster prefab that uses the ECS to manage combat, movement, AI behavior, and environmental interactions including platform hopping and ground destruction upon collision.
AI brain for the Rook enemy that orchestrates movement, combat, and navigation behaviors using a behavior tree.
Handles the behavior and physics of a fast-moving, AoE-damaging projectile created by the Ruins Nightmare boss attack, including collision detection, speed interpolation, and damage application.
Manages spawning and lifecycle of a shadeling entity tied to an unsittable chair in a Nightmare-zone node, with cooldown enforcement.
Manages the offering and unlocking logic for the Sacred Chest, handling both networked multi-player offering attempts and local single-player reward mechanisms.
Manages Abigail's state machine, including her idle, movement, attack, transform, and special behaviors (e.g., dash attacks and gestalt mode transitions).
Defines the state machine behavior for the abyss pillar minion entity, controlling its activation, idle, movement, and deactivation logic.
Controls the state machine and AI behavior of the Alter Guardian boss during its first phase, handling movement, attacks (rolling, tantrum AOE), shield mechanics, and lunar-based regeneration upon min_health.
Manages the behavior state machine for the Alter Guardian Phase 2 boss encounter, including movement, attack selection, and transition logic.
Manages the phase 3 state machine and behavior logic for the Alter Guardian boss in DST.
Manages thePhase 4 lunar rift boss behavior including attack sequencing, AOE effects, camera shake, and multiple defeat/cinematic states.
Manages the state machine for the Antlion boss, handling transitions between idle, tribute, combat, and world-entry/exit behaviors.
Defines the state machine and behavior for an aggressive Antlion enemy, handling movement, combat, summons, and state transitions.
Manages the state transitions and behavior of the Bee Guard enemy, including spawning, idle, movement, combat, hit reaction, and death states.
Manages the state machine for the Bee Queen boss, controlling her movement, attacks, screeching, guard spawning, target focus, sleep, and freeze states.
Defines the state machine for the Bernie the bear character, handling animations, movement, sounds, and lifecycle transitions such as activation, taunting, hitting, and death.
State machine controller for Bernie Big boss entity, managing animations, sound cues, shadow transitions, and behavior states (idle, attack, death, etc.).
Manages the animation and combat-driven state transitions for the Big Shadow Tentacle entity during its appearance, idle surveillance, and attack cycles.
Manages the state transitions and behavior of the mutant rift bird, including movement, idle taunts, attacks, projectile shooting, and death states.
Manages the state machine and behavioral logic for the Bishop mob, including movement, combat, stunned states, and targeted projectile attacks.
Manages the state machine for the Brightmare Gestalt boss entity, controlling its behavior including emergence, movement, idle, attack, relocation, and capture states.
Defines the state machine behavior for the Archive Centipede entity, handling movement, idle, taunt, roll attacks, AOE attacks, and combat interactions.
Manages the state machine behavior for a chest mimic entity, including idle, attack, taunt, death, and spawn sequences.
Manages the state machine and animation logic for Chester, a mob that can open and close like a container, move via bouncing, and be transformed or devoured.
Defines the state machine for the Crab King boss, handling transitions between idle, taunt, casting, healing, and combat states.
Controls the state machine and behavior of the Crab King's cannon tower, managing spawning, loading, shooting, and breach-related animations and logic.
Manages the state machine and behavior logic for the Crab King mob, handling movement, combat (including melee and spin attacks), drowning, diving, and state transitions.
Manages the state machine for the Crab King's claw entity, handling transitions between idle, emerge, submerge, attack, hit, and death states, including AI-driven actions and animation synchronization with a shadow entity.
Manages the behavior and animation state machine for a captured Daywalker entity that struggles against its chains while imprisoned.
Defines the state graph for Daywalker 2 when it is buried underground, handling idle waiting, struggle animations, emergence attempts, and electrocution interactions.
State graph defining the behavior, animations, and event handling for the Deer creature, including idle, alert, grazing, combat, magic casting, unshackling, and transformation states.
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.
Manages the state machine for the Eye of Terror boss, handling movement, attacks, minion spawning, transformation, and lifecycle events.
Manages the state machine for the Mini Eye of Terror enemy, controlling its idle, attack, taunt, eat, death, and other behavioral states.
State graph for the Fruit Dragon entity that manages its idle, ripening, sleeping, and combat-related states including fire-based attacks and challenge duels.
Manages the state machine and behavior transitions for the Fused Shadeling boss enemy, including idle movement, jumping, attacking, being hit, taunting, teleporting, and despawning.
Manages state transitions and behavior for the Gelatinous Blob entity, including spawning, shrinking/growing, and death animations.
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.
State machine for the Gnarwail creature, handling movement, attacks, feeding, and status effects like freezing and sleep.
Manages the revealed-item-mimic entity's behavior states including idle, walking, jumping, and mimic-copying mechanics.
Manages the full state machine for Klaus, the seasonal winter boss, handling combat, summoning, transitions (enrage/call for help), laughter cycles, and death/resurrection logic.
Defines the stategraph for the Yoth Knight boss entity, managing its movement, attacks (including joust mechanics), stuns, and environmental interactions.
Manages the state machine for the Krampus character, handling idle, attack, hit, taunt, steal, hammer, death, and exit behaviors using animation, sound, and combat systems.
Stategraph for the Lavae creature, managing its behaviors, animations, movement, combat, death, and environmental interactions such as freezing.
State graph that defines all behavioral states for the Leif entity (Winter Tree), including idle, attack, death, spawn transitions, and state handling via events and timelines.
Defines the state machine logic for the Lunar Grazer boss entity, managing transitions between idle, movement, attack, hit, despawn, and capture states.
Defines the state machine behavior for the lunar plant tentacle enemy, handling idle, taunt, attack, and death states with combat integration.
Manages the state machine and behavior of the Lunarthrall Plant boss, including idle, attack, hit, death, fatigue, and freeze states.
Manages state transitions for the Lunarthrall Plant Gestalt entity during idle, spawning, and infestation behaviors.
Manages the state machine and behavior of a vine segment belonging to a Lunarthrall plant structure, including movement, combat, freezing, and chain reactions with parent and child segments.
State graph for the Malbatross boss, managing its flight, combat, swimming, and death behaviors via state transitions and event-driven logic.
Defines the state machine and animation-driven behavior for the Merm King character, including idle, eating, trade, guard summoning, and item-swap states.
Manages the behavior and state transitions for the Minotaur boss entity using a stategraph-based AI system.
Defines the state machine for the mole bat entity, governing its behaviors such as idle, movement, eating, summoning allies, and combat via state transitions and event handling.
Manages the state machine and behavioral transitions for the Monkey Queen NPC, including item acceptance, curse removal, and mood responses.
Controls the behavior state machine for the Werepig character, handling movement, combat, idle, death, and special states like working on Moon Base structures.
Controls the animation and state transitions for a moonspore entity, including idle flight, takeoff, pre-pop delay, and final pop/explosion behaviors.
Stategraph for the Moose/Moosegoose entity that manages movement, Idle, combat (including disarm), egg-laying, flying, and death animations via state transitions and event handling.
Defines the state machine for the Pig Elite Fighter entity, handling movement, combat, idle, spawn-in, and despawn behaviors.
Manages the Pig King's state machine, including idle, happy, sleeping, and minigame intro sequences.
Defines the state machine for the Rabbit King character, handling movement, idle behaviors, abilities (summon and dropkick), burrowing, and status effects like stun and stun-locked states.
Defines the state machine logic for the Rabbit King's Bunnyman minions, handling movement, combat, burrowing, and death animations.
Defines the state machine for the Rocky character, handling movement, combat, idle, shield, and death states.
Manages the state machine for the Rook boss entity, handling movement (walk/run), attacks (ram/charge), stuns, sleep, death, and environmental interactions.
Manages the state transitions, animations, and behavior logic for the Ruins Nightmare creature, including movement, attack phases, invisibility cycles, and despawn mechanics.
Manages the state machine and combat behavior for the Shadow Bishop boss entity during its attack cycle in Don't Starve Together.
Defines reusable state machine logic and event handlers for shadow chess piece entities in Don't Starve Together, including movement, combat states (idle, attack, hit, death), and allied entity coordination.
Manages the state transitions and combat behavior of the Shadow Knight boss entity, including attack phases, taunting mechanics, and transition to/away from the idle state.
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.
Defines the state machine for the infused Shadowheart entity, handling movement (hopping), stun/trap states, and interaction with locomotion and inventory systems.
Defines the state machine and animation logic for the Shadow Tentacle entity, handling idle, taunt, attack, and death states with combat-triggered transitions.
Manages the animation, movement, and behavior states for centipede segments of the Shadowthrall mob in DST.
Manages the state machine and attack behavior of the Shadow Thrall Hands entity, coordinating locomotion, AOE attacks, team coordination, and animation-driven scaling.
Manages the state machine and combatbehaviour for the Shadow Thrall (Horns) boss, handling states like jumping, slapping, faceplanting, and devouring targets.
Implements the full state machine for the Shadowthrall Mouth boss enemy, handling movement, stealth, leaping, and bite attacks.
Manages the animation, state transitions, attack logic, and projectile spawning for the Shadow Thrall wings entity in Don't Starve Together.
Manages the state machine and behavior of Shadow Waxwell (a boss entity) in Don't Starve Together, including combat, movement, tool use, and dynamic scaling based on leader proximity and shadow gear.
Manages the state machine for the Slurper creature, handling behaviors like idle, rumble, taunt, burp, jumping attacks, headslurping equipment, and death with loot dropping.
Manages the state machine for the Spider Queen entity, controlling its behaviors such as idle, attack, hit, birth, and nest production.
Defines the state machine and state transitions for the Squid aquatic creature, handling movement, combat, fishing interactions, breathing, and amphibious transitions.
Manages the state machine and behavior logic for the Tallbird entity, including movement, idle animations, combat, nesting, and life cycle transitions.
Manages state transitions and animations for a small tentacle arm entity in combat, emergence, retraction, and death behaviors.
Implements the full state machine for the Toadstool boss, handling movement, combat attacks (pound, spore bomb, mushroom bomb), channeling with mushroom sprouts, camera shake, and entity interactions during its lifecycle.
Manages the high-level behavior and state transitions of the Wagboss Robot boss entity, including attack selection, projectile targeting, AOEs, and camera effects.
Manages state transitions and animations for the Wobster creature during ocean fishing interactions, including hook escape, launch, and movement states.
Controls the state machine for the head entity of the Worm Boss, managing emergence, eating, spitting, swallowing, movement, and death behaviors.
Manages state transitions and animation control for the tail segment of the Worm Boss entity in Don't Starve Together.
Defines the state machine for the Wormwood Fruit Dragon entity, handling idle, attack, movement, and status-affected behaviors.
Controls the AI behavior of the Shadow Bishop boss entity, handling movement, facing, taunting, and timed despawn logic.
Controls the AI behavior of the Shadow Knight entity, coordinating combat actions, movement, and despawning logic via a behavior tree.
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.
Manages the lifecycle, visual FX, and timer-based behavior of shadow pillar entities that immobilize and deal damage to targets over time.
Controls the AI behavior of the Shadow Rook chess piece, managing chasing, facing, taunting, and despawning logic.
A non-tangible boss-phase entity that spawns shadow minions and manages their behavior through a commander system, with dynamic sanity aura and transparency.
Defines prefabs and shared logic for Shadow Chesspiece monsters (rook, knight, bishop), including level-up progression, combat tuning, music triggers, and loot generation.
Spawns shadow creatures that attack sane players and drain sanity when targets are nearby.
Implements the AI behavior for shadow creatures, including target tracking, harassment mechanics, and conditional chasing or loitering based on combat state and locomotion speed.
Spawns shadow hands for players during nighttime when they meet specific conditions, including sanity thresholds, proximity to fire or repairable boats, and vault room restrictions.
Manages shadow parasite waves and host spawning for the Shadow Thrall mechanic during rift events.
Manages the lifecycle, stage progression, and environmental effects of the Shadow Rift portal entity, including miasma generation, spawner configuration, and visual/sound transitions between stages.
A transient shadow-aligned tentacle projectile that deals damage, applies sanity drain, and auto-destructs after 9 seconds.
Manages the spawn, structure, and shared behavior of shadow thrall centipede entities (controller, head, body) within the Entity Component System.
Manages AI behavior for Shadowthrall Centipede segments, coordinating control negotiation, miasma consumption, and wandering.
Manages control succession between centipede head segments based on control priority and randomized switching logic.
Controls behavior and properties of Shadow Thrall Hands minions, including combat logic, movement, loot drops, and visual effects synchronization.
Controls the AI behavior for shadow thrall hands, managing attack timing, movement, and coordination with allies (horns and wings) during boss encounters.
A boss enemy prefab with shadow-aligned alignment, using custom combat logic, brain, and team-based state synchronization.
Controls the AI decision-making logic for Shadowthrall Horns, orchestrating attack timing, movement, and coordination with teammate entities.
Manages spontaneous spawning of item mimics for the Shadowthrall boss during Cavenights when shadow rifts are active.
A hostile NPC component that manages stealth behavior, combat functionality, and planar damage effects for the Shadowthrall Mouth entity.
Controls the AI behavior for the Shadowthrall Mouth entity, managing transitions between combat, idle, and stealth states using a behavior tree.
Spawns a flying hostile monster entity that grants parasite-related abilities upon death, including mask-equipped revival and health restoration for the host.
A flying monster entity that serves the Shadow God, equipped with combat, flying locomotion, planar damage, and dynamic visual FX synced via colour change handlers.
Controls the AI behavior of the Shadowthrall wings entity, implementing coordinated attack timing with teammates and movement using formation positioning.
Manages the lifecycle of shadow fissures and their associated thralls during nightmare events, including spawning, tracking, and releasing fissures and their thralls.
Provides prefabricated spawn logic and component setup for Maxwell's shadow minions and related FX in DST.
Controls AI behavior for Shadow Waxwell minions (e.g., shadowworker, shadowprotector, shadowduelist) by managing priority-based behavior trees focused on following, dancing, avoiding danger, performing work, and combat.
Manages networked location state for the Daywalker boss between cave and surface spawns.
Tracks and synchronizes the presence of merm king artifacts (king, trident, crown, pauldron) across shards in multiplayer.
Tracks whether the Wagboss boss has been defeated on the master shard, for use across shards in DST's networked world.
Manages the behavior, appearance, and state transitions of the Sharkboi boss entity in DST, including combat targeting, trading mechanics, and dynamic visual customization.
Manages the Sharkboi arena lifecycle including creation, shrinking, boss spawning, and fishing interactions during ocean winter events.
Manages the spawning and timing of antlion sinkhole attacks targeting specific players during the Antlion event.
Defines the static layout and object placement for the skeleton warrior encounter in the caves.
Defines a static map layout for the Skeleton Winter boss arena, specifying tile configuration and placement of interactive objects.
Static map layout data for a burnt forest area associated with the Skeleton Wizard boss encounter.
Manages sleep/wake cycles for entities based on environmental conditions, sleepiness accumulation, and custom test functions.
Triggers a spider queen ambush when the scenario entity is attacked, spawning spider warriors around it and ending the scenario.
A large creature component that manages AI behavior, combat, projectile attacks with sticky phlegm, periodic poop spawning, and temporary hiding mechanics via prop simulation.
AI brain for water spiders that prioritizes survival behaviors including fleeing, aggression, following leaders, trading, and consuming food or oceanfish while managing environmental risks.
Manages the lifecycle, spawning, and combat behavior of spider dens, including growth stages, spider release, queen transformation, and interaction with environment mechanics like burning, freezing, and bedazzlement.
A boss-level spider entity that commands a hive of followers, generates eggs and spiders, and uses shared aggro mechanics to coordinate attacks with nearby spiders.
Controls the AI behavior of the Spider Queen entity, including nest placement, spawning followers, panic responses, and combat logic.
A mobile aquatic predator that attacks enemies with ink projectiles, shares combat targets with nearby squids, and switches between land and water movement modes.
Manages the stageusher entity, a large shadowy boss that alternates between standing (attacking) and sitting (repairing) states, using shadow hands and arms to pursue and damage players.
Manages the behavior tree logic for the Stage Usher boss entity, coordinating movement, combat engagement, and return-to-spawn behavior.
Manages the lifecycle, combat behavior, and unique abilities of the Stalker boss entity across three distinct environments (cave, forest, and atrium).
Manages the AI behavior of stalker minions, which remain stationary while their stalker is present but die shortly after the stalker is destroyed.
A factory that generates stalker minion prefabs with lifecycle management, stalker tracking, and environment interaction logic.
Creates a visual effect entity that repels nearby creatures and deals damage to them upon activation.
Manages the decision-making and behavior tree logic for Stalker entities, including ability usage, movement, combat, and phase transitions based on health and environmental state.
A decorative and functional statue that spawns Glommer-related entities during full moons and responds to player interactions such as mining and flower picking.
Spawns decorative hedgehounds from a harp-shaped statue and manages timed_respawn of hounds after destruction.
Handles the behavior and state transitions of ancient statues in the Caves, including light fading, nightmare phase responses, gem植入 logic, and loot generation upon destruction.
Manages health and pet health status displays for the Lava Arena minigame, including dynamic UI updates, visibility toggling, and health pulse animations.
Renders and animates the Quagmire hangriness status UI including bars, mouth animations, and screen shake/sound feedback.
Controls the AI behavior of the Tallbird, implementing tasks such as nest defense, egg laying, homing, and threat response using a behavior tree.
Creates a non-networked entity that serves as a designated team leader in the game world.
A temporary message display item used in rifts events to convey boss kill timers and beta-gamestate information.
A large hostile enemy that auto-attacks nearby targets and switches aggression when attacked by other entities.
A boss-related combat entity that emerges to attack players and allies, managing lifecycle through player proximity, retraction states, and health-based retreat.
Manages the lifecycle, combat behavior, arm deployment, and teleporter link synchronization of the Marsh Tentacle Boss in DST.
Serves as a static teleporter anchor that spawns a tentacle pillar when players or items interact with it, and handles associated sound effects, state synchronization, and residue behavior.
Manages the terrarium crafting station and boss-summoning mechanics, including normal and crimson variants, cooldowns, and state transitions.
AI brain that controls a leader-following quest-related mob (Ticoon) during tracking sequences, coordinating wander, follow, and quest completion behaviors.
Manages the Toadstool boss entity, including its phase progression, ability usage (Spore Bomb, Mushroom Bomb, Mushroom Sprouts, and Ground Pound), movement, and loot behavior.
Implements the behavior tree for the Toadstool entity, managing its channeling, homing, combat engagement, and fleeing states using custom logic and behavior nodes.
Defines a static map layout used to place Torch Pig King related entities in the world, including the Pig King and three Pig Torches.
Manages teleportation behavior and state for the Vault Teleporter structure, including channeling, hauntable interactions, and visual/animation states based on power and construction status.
Manages dynamic vine bridge tiles in the game world, including creation, damage, destruction, and animation.
Handles the visual and gameplay effects of the Wagboss beam attack, including targeting, AoE damage, and ring animation synchronization.
A non-networked projectile component that handles missile flight physics, targeting, visual effects, and area-of-effect detonation logic for the Wagboss boss encounter.
Manages the state, combat, drone coordination, and environmental behavior of the Wagboss Robot boss entity.
Manages the construction progression and finalization of the Wagboss robot structure, including animation state transitions and completion logic.
Manages the landing and blocking behavior of a boss-related physics-based obstacle that reacts to environmental changes and boss presence.
Controls the AI behavior of the Wagboss robot, with distinct hostile and friendly logic paths determined by the inst.hostile property.
Tracks whether the Wagboss boss entity has been defeated and notifies the world of changes.
Utility module for managing lunar arena mechanics including fissures, lunar burn damage, and supernova line-of-sight blocking.
Provides shared utilities and lifecycle configuration for WAG drones, including support for friendly, loot, and hackable states.
Implements the flying mechanical enemy entity with targeting visualization, lighting, and stategraph-driven behavior in DST.
Manages the state, movement, visuals, and connectivity logic for the Wagdrone Rolling boss enemy during its rolling phase.
Controls the targeting and movement logic for the Wagdrone in rolling mode, managing locomotion, recoil correction, and work target selection within a deploy radius.
Creates non-solid physics collision boundaries for the Wagpunk arena with client-side particle effects and entity ejection logic for intruders.
Manages the progression, entity spawning, and state transitions for the Wagpunk Arena minigame sequence.
Manages the active arena and barrier state for Wagpunk boss encounters, including spatial containment logic and networked synchronization.
Manages the lifecycle of Wagstaff machinery spawns, hints, and fence generation in the Wagpunk minigame area.
Manages Wagstaff, a recurring NPC that guides players through Moonstorm events by interacting with players, spawning rifts, distributing blueprints, and participating in combat phases.
Manages the walrus camp structure that spawns walruses, little walruses, and icehounds during winter when occupied, and handles their regeneration timers.
Factory function for creating multiple warg-type prefabs with varying properties, behaviors, and components depending on variant (normal, clay, gingerbread, or mutated).
A projectile component that applies slime-like sticky damage to targets, pinning them or dealing direct damage on impact.
Controls AI behavior for warg hounds, including carcass consumption, hound summoning, and statue mechanics.
A hostile hound-like boss entity that spawns additional hounds, coordinates a pack, and transitions between land and water locomotion.
A sentient, flower-based ocean plant entity that regenerates barnacles, spawns fish, and attacks nearby threats using ranged combat or pollen-based abilities.
Controls the decision-making logic for water plants, determining behavior states such as emergency pollen spraying, stage-specific combat, and cloud spraying based on internal state and environmental conditions.
Acts as a large ocean-dwelling structure that periodically spawns grassgators, drops items when rammed by boats, blocks lightning, and manages canopy effects for nearby players.
Defines Wathgrithr as a playable character with inspiration-based battle singing mechanics, including spirit spawning on kills and song-based buffs.
Manages the behavior and lifecycle of Wavey Jones and its associated parts (arms, hands, hand art, and marker) in the Dangerous Sea event.
Controls the behavior of Wavey Jones' hand entity by selecting and performing repair-related actions on boat components based on current conditions and player sanity.
A visual and networked entity that represents Waxwell's shadow during the lava arena boss fight, used for shadow strike attacks.
Manages enemy wave spawning logic for the Maxwell boss encounter, triggered when the player approaches after statues are destroyed.
Manages the combat, power, and state behavior of Winona's catapult structure, including targeting logic, skill tree upgrades, active/inactive states, and circuit connectivity.
AI brain that controls Winona's catapult entity to stand and attack the nearest valid target.
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.
Manages the gameplay logic and behavior of the Worm boss, including home selection, lure mechanics, combat targeting, light control, and loot generation.
Manages the lifecycle, state transitions, and chunked composition of the Worm Boss enemy including spawn, combat, death, chunk persistence, and loot generation.
Provides core utility functions and constants for the Worm Boss boss fight, handling chunk generation, movement, digestion, and state transitions.
Manages AI decision-making for the Worm boss, coordinating behavior such as hunting, returning to a home location, eating, and executing lure-based attacks.
A pet-like creature introduced in the "Turn of Tides" update that serves as a temporary combat companion and transforms into dragon fruit upon death or interference.
A flying pet entity summoned by Wormwood that orbits the player in a rotating formation, emits light, and transforms into a lightbulb upon death or timer expiration.
Controls the behavior tree logic for the Wormwood Lightflier entity, primarily managing panic responses and walk speed adjustments via the locomotor component.
Manages the lifecycle and state of contest stages in a structured world progression system, including stage registration, contest activation, and save/load synchronization.
Manages the availability and flight behavior of the Yoth heckler entity across Knight shrines in the Year of the Horse event.
Manages knight spawning logic for the Yoth event by tracking shrines, princesses, and cooldown states.
Manages the lifecycle, offering acceptance, and heckler behavior of the Yoth Knightshrine structure in Don't Starve Together.
A minigame arena component that facilitates a competitive pillowfight minigame with timed rounds, ring-out mechanics, and prize distribution.
A boss-adjacent structure that accepts monster meat offerings, unlocks crafting capabilities when offered, and can be hammered down for rewards.