Beeguard
Defines the Bee Guard creature prefab with combat, follower, and loyalty mechanics for both hostile and friendly states.
Defines the Bee Guard creature prefab with combat, follower, and loyalty mechanics for both hostile and friendly states.
Defines and instantiates bird prefabs with shared logic, including loot dropping, mutation behavior, and canary-specific gas poisoning mechanics.
Spawnable trap entity that catches birds using bait, with finite uses and visual feedback for trapped bird type.
AI behaviour tree for buzzards, managing corpse eating, food consumption, threat response, and fire avoidance based on mutation state.
Manages the lifecycle, mutation, looting, and decay of creature corpses, including handling lunar rift mutations and gestalt possession.
Manages domestication progress, obedience levels, and tendency tracking for rideable creatures like beefalo.
Implements the frog and lunarfrog prefabs with combat, thieving, and sleep behavior for DST creatures.
Manages the behavior, stats, movement, and state persistence of the Grassgator entity in DST.
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.
Manages a collection of kitcoons associated with an entity, tracking their presence and responding to their removal.
Manages the lifecycle of a Lavae egg, including temperature responsiveness, hatching behavior, and loot generation upon failure or successful hatching.
A bioluminescent flying insect prefab that forms formations around players carrying lightbulbs and provides ambient light.
Defines the lunarthrall_plant_gestalt prefab entity with AI brain, movement, and gestalt capture mechanics.
A flying lunar-aligned insect that spawns moon saplings when deployed and provides wings as loot.
Controls the AI behavior of the Moon Butterfly, prioritizing escape from threats, homing to a remembered location, and wandering within a limited radius.
Spawns and manages a shoal of medium-sized oceanfish entities in water regions, automatically regenerating and respawning fish over time.
A structure that accepts berrybushes to become functional and later spawns Perd creatures during daytime.
Defines the Quagmire variant of the beefalo creature, including its visual appearance, physics, and tags.
Stategraph defining animation and behavior states for bunnyman entities.
Defines the complete SGbuzzard stategraph for the buzzard entity, including all state definitions, event handlers, local helper functions, and CommonStates integrations for locomotion, combat, death, and mutated flamethrower behaviors.
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.
Defines the state machine and emote behaviors for the dragonling critter, including flight animations, sleep states, combat readiness, and interaction sounds.
Defines the state graph for the Glomling creature, managing animations, sounds, and behavior states such as idle, eat, sleep, and combat emotes.
Defines the state graph for the kitten critter, orchestrating its idle behavior, emotes, locomotion, and combat interactions through state transitions and sound timelines.
Defines the state machine for the Eye Plant entity, governing its animations, actions, and transitions between states such as idle, alert, attack, and eat.
Manages the state machine for the Gingerbread Pig entity, handling movement, idle, scared, hit, and death states with associated animations and audio.
Defines the state machine and behavior logic for the Glommer creature, handling movement, animations, sounds, and responses to environmental events.
Manages the state machine for the Grass Gekko creature, handling locomotion transitions, tail drop mechanics, and integration with common combat and environmental states.
Manages the animation and state behavior for the Koalefant creature, including idle, movement, attack, and death states.
Defines the state machine for monkey entities, handling movement, combat, eating, idle, and interaction behaviors in Don't Starve Together.
Defines the state machine for the mushroom gnome creature, handling animation, combat, locomotion, and environmental interactions.
Defines the state graph for the Perd creature, managing its movement, combat, and life cycle behaviors.
Defines the state machine logic for the Rabbit King's Bunnyman minions, handling movement, combat, burrowing, and death animations.
Defines the state machine behavior for the Wobster creature on land, handling movement states (idle, run, hop), combat states (hit, stunned), and death transitions.
Controls behavior and properties of Shadow Thrall Hands minions, including combat logic, movement, loot drops, and visual effects synchronization.
Manages the behavior, physics state, and interactions of the Stagehand creature, including toggling between standing (active) and crouching (hiding) modes.
Creates a walrus character prefab with AI-driven combat behavior, inventory-equipped projectiles, and day/night sleep/return logic.
Defines prefabs for wobster creatures (sheller and moonglass variants) in both ocean and land forms, including their components, state graphs, brains, and lifecycle behaviors such as fishing, landing, death, cooking, and seasonal mutation.