Babybeefalo
A growth-stage-based animal prefab that matures through defined life phases, interacts with beefalo herds, and supports combat, foraging, and periodic waste production.
A growth-stage-based animal prefab that matures through defined life phases, interacts with beefalo herds, and supports combat, foraging, and periodic waste production.
Manages beefalo herd behavior, mating seasons, and baby beefalo spawning.
Manages the behavior tree for deer entities, coordinating solo and herd-based AI including fleeing, wandering, grazing, and alert responses.
Creates a non-networked herd entity for Lunar Plants that manages group spawning, member aggregation, and automatic removal when the herd becomes empty.
Creates a non-networked herd entity that manages a group of grassgekko entities using the herd system.
Manages a group of herd members (e.g., beefalo) around a central entity, handling membership, gathering, merging, position updates, and persistence.
Tracks herd membership for an entity and manages herd creation or rejoining when enabled.
Implements the lightning goat entity with charging behavior, passive electric retaliation, and herd-based AI.
A spawner entity that maintains a herd of lightning goats and periodically generates new members during mating season.
Implements the Mossling prefab, a seasonal creature that spawns during winter and summer in DST, with herd-based AI, combat behaviors, and seasonal lifespan logic.
A non-networked entity component that manages a herd of penguins, coordinating their spawning via mood cycles and the periodic spawner system.
Manages the herd system for spawning and maintaining groups of Rocky entities in the world, including seasonal spawning behavior and member population limits.
Controls AI behavior for squid entities, managing movement, combat, fishing interactions, and herd coordination.
Manages a migratory herd of squid entities, handling member aggregation, navigation between predefined waypoints, and cleanup when all members are inactive or off-ocean.