Abandonedwarf
Defines a static map layout for the Abandoned Dwarf encounter in Don't Starve Together using Tiled map format data.
Defines a static map layout for the Abandoned Dwarf encounter in Don't Starve Together using Tiled map format data.
Defines a static map layout used in DST for placing environmental objects like bullkelp plants and miniflares within a cave environment.
Static map layout definition for the Altar environment in DST, containing tile data, object placements, and static structures.
Registers forest biome-specific room templates that act as visual and gameplay blockers, containing fixed or randomly distributed prefabs to shape the world layout.
Defines named collections of entity prefabs used as environmental blockers across different biomes and difficulty tiers in map generation.
Defines cave-level blue mushroom biome room types and their content distributions for world generation.
Static layout definition for a puzzle map area containing stone walls, wooden walls, and rocks arranged in a structured pattern.
Controls AI behavior for the Perd character, handling movement, food consumption, berry picking, shrine seeking, and home returning.
Controls the AI behavior tree for pigs, handling movement, combat, foraging, trading, minigame spectating, and response to threats or environment.
Defines several cave room templates containing variable distributions of rocks, pillars, slurtle holes, bats, and other environmental props for world generation.
Implements AI behavior for the Slurtle Snail entity, including threat avoidance, food seeking, stealing, shield usage, and returning home when hungry.
Generates cave map content with vent-themed terrain, lootable rocks, and associated flora using procedural room definitions.
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.
Defines room templates for procedural world generation that represent wormhole entrance variations, each configured with specific tile types and biome content.