Armor Carrotlure
An equippable armor item that periodically attracts and extends loyalty of rabbit followers within range of its owner, who must be a leader.
An equippable armor item that periodically attracts and extends loyalty of rabbit followers within range of its owner, who must be a leader.
Defines the Bee Guard creature prefab with combat, follower, and loyalty mechanics for both hostile and friendly states.
Provides shared AI behavior utilities for followers and non-player entities, including panic triggers, saltlick navigation, and leader-assisted actions.
A sentient pig-like creature that can follow players, wear hats, and enter a powerful "beard lord" nightmare state under certain conditions.
Implements the catcoon creature, a tameable animal that interacts with players through trading, retching gifts, and combat with flocking behavior.
Manages networked references to an entity's leader or item owner for follower behavior synchronization between client and server.
Manages herd behavior for a leader entity, toggling hostile state of all followers and consuming finite uses when triggered.
Manages fruit fly entities with distinct behaviors for hostile lord/mini variants, friendly companions, and seed-bearing fruit fly fruit that spawn companions.
Creates a non-networked, follower-based visual FX entity for the Gestalt and Gestalt Guard characters, playing different idle animations based on the provided anim bank.
Controls the AI behavior for Glommer, an entity that follows its leader while avoiding danger and wandering within proximity limits.
Controls the behavior, state management, and interaction logic for the Gnarwail entity, including horn combat, loyalty mechanics, and formation following behavior.
A consumable instrument that召集s beefalo followers and tends farm plants when used by the player.
Manages the behavior and state of kitcoons, including sleeping, following, hiding, and interacting with players and environments.
Manages the One Man Band inventory item, which attracts followers, enhances dapperness, and supports haunt mechanics in DST.
Causes nearby entities with specified repel tags to stop following their leader or drop combat targets when activated.
Manages Rocky's behavior as a controllable NPC character, including growth mechanics, follower loyalty, combat targeting, and interaction with players via trading.
Defines the state graph for the Ticoon entity, governing its AI behavior including idle, walking, searching for a quest target, waiting for its leader, and reacting to events such as abandonment or finding a kitcoon.
Manages the lifecycle, behavior, and growth progression of small birds (including their teenage and adult tallbird forms) as companions with combat, eating, sleeping, and follower mechanics.
Controls the AI behavior of small birds, prioritizing survival (starvation, food), following leaders, evading players when not companions, and engaging in combat when necessary.
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.
A companion entity that tracks and retrieves hidden Kitcoons for a player leader, with combat and quest management capabilities.
AI behavior tree controller that governs Carrat movement and interaction with the environment and leader in Don't Starve Together.