Bigshadowtentacle
A boss-like shadow entity that engages in combat by attacking nearby targets, tracking them within range, and periodically reevaluating its target.
A boss-like shadow entity that engages in combat by attacking nearby targets, tracking them within range, and periodically reevaluating its target.
A mobile, crumb-dropping enemy prefab that chases players and eventually spawns crumb trails for the Gingerbread Hunter mini-game.
Manages the transformation of an item mimic from an inert object into a hostile entity upon player interaction or time-based triggers.
A trap-like prefab that spawns, targets a nearby enemy, and deals periodic damage before deactivating after death.
AI brain component that governs the behavior of the Mushgnome enemy, managing combat, panic responses, and wandering actions through a behavior tree.
AI brain for the Rook enemy that orchestrates movement, combat, and navigation behaviors using a behavior tree.
Manages the animation and combat-driven state transitions for the Big Shadow Tentacle entity during its appearance, idle surveillance, and attack cycles.
A spawner entity that periodically generates spider minions and releases them when mined; it transforms into a mineable rock when fully depleted.
Manages the spawning and tracking of enemy waves triggered by a statue during the Maxwell Threat event, and restores player sanity upon wave completion.
Implements the flying mechanical enemy entity with targeting visualization, lighting, and stategraph-driven behavior in DST.
Factory function for creating multiple warg-type prefabs with varying properties, behaviors, and components depending on variant (normal, clay, gingerbread, or mutated).
A hive-like structure that periodically spawns killer bees and reacts to nearby players and attacks by releasing aggressive wasps.