Abandonedboat
Defines the static layout and object placement for the Abandoned Boat map room, including tile data, object zones, and scenario-linked entities.
Defines the static layout and object placement for the Abandoned Boat map room, including tile data, object zones, and scenario-linked entities.
Defines a static map layout for the Abandoned Dwarf encounter in Don't Starve Together using Tiled map format data.
A static map layout defining the tile-based geometry and object placements for the Abandoned Dwarf 2 map room.
A static map layout definition used to position entities (e.g., adventure portals, flora, lighting) in the Adventure mode portal room.
This module initializes and adjusts entities for the Ancient Archive worldgen pass, specifically populating lockbox dispensers with predefined products in a cyclic order.
Static map layout file defining the layout and static entities for the Balatro arena stage in Don't Starve Together.
A static layout definition for the Ruins map section that specifies background tiles, foreground objects (ruins walls, broken walls), and spawner placements for monsters and decoratives.
A static map layout defining the arrangement of tiles, walls, objects, and entities in the Beefalo Farm location.
Defines the static layout data for the blue mushroom entrance room in the caves, including background tiles, spawn points, and object placements.
A static map layout definition for the Brinepool biome, specifying tile placement and game object spawn regions such as saltstacks and cookiecutter spawners.
Static map layout for a brine pool area, defining background tile placement and foreground object zones for saltstacks and cookiecutter spawners.
Static layout definition file for a cave test area containing spawn points, objects, and background tile data.
Static layout definition for a pre-designed cave chamber containing environmental objects, loot containers, and structural tiles.
Static Tiled map layout defining the visual and structural setup for cave entrances in the DST caves.
A static layout configuration file for the cave test start area, defining tilemap data, object placements, and spawn points used for early-game testing and tutorial scenarios in Don't Starve Together.
A Tiled map layout defining static terrain tiles and object placement for the Charlie_2 boss arena.
A static layout file for a chess-themed map used in Don't Starve Together, defining tile layers and object placements for a chessboard-like arena environment.
A static map layout used in the game world, containing background tiles and object placements for a specific map area.
Static map layout definition for a chess-themed area containing embedded game objects and tile data.
Static map layout definition for a chess-themed environment containing background tiles and placed objects such as knight, skeleton, gears, and spear entities.
Static layout map definition for a chess-themed room used in the game's world generation system.
A static map layout definition for a custom game area, specifying background tiles and object placements using Tiled Map Editor format.
A static map layout file defining tile-based background structures and object placements for a chess-themed arena.
Defines a static map layout for the Crab King boss arena, specifying tile data and spawn regions for game entities.
Static map layout definition for the Pig King arena in Don't Starve Together, specifying background tiles and object placements including Pig King and sanity/insanity rocks.
Static map layout definition for the default plus start area containing initial resources and spawn points.
Defines the default starting layout for new worlds in Don't Starve Together, including tile placement and object spawn points.
Defines the Tiled map layout for the archive hallway two four room, specifying tile layers and object placements for indoor ruins environment.
A Tiled map static layout defining the architecture and object placement for a hallway room in the archive worldgen.
Defines static tilemap layout data for the Pit Room Armoury area in DST's world generation system.
Defines the static layout data for the Armory Two room's "four" variant, specifying tile configuration and object placements.
Defines the layout data for the 'four' room variant in the armoury map room, including tile positions and object placements using Tiled map format.
Static map layout for a residential-style room in the game's world generation system, defining tile background layers and object placements.
Manages a 2D grid-based layout of UI widgets with directional focus navigation.
Defines static layout data for the Grotto map room using Tiled JSON structure, specifying tile placement and object instance configurations for procedural world generation.
Defines the static layout data for the Grotto starting area, including tilemap configuration, light placements, and spawn points.
Static map layout definition for the Hermit Crab island, containing tile data, foreground objects (e.g., structures, flora, markers), and their spawn positions.
A static layout file defining the visual structure and object placement for the Insane Eyebone stage in DST's boss arenas.
Defines a static map layout for a world region containing pig-related structures and environmental assets.
Static map layout for the Insane World's wormhole room, defining tile configurations and static object placements (e.g., basalt, insanity rocks, and wormhole trigger).
Tiled map layout definition for the Junk Yard biome, containing static tile data and object placement metadata for procedural world generation.
Provides utility functions for force-directed layout of nodes in 2D space, including repulsion from walls and points.
Defines reusable static layouts for world generation, supporting pre-defined shapes, static layouts from files, and dynamic prefab placement via area functions.
A static map layout definition for the Leif Forest region, containing background tiles and object placements for trees and the boss Leif.
Static map layout definition for a long hallway room in the Atrium level, specifying tilemap data and object placements for visual and environmental context.
Defines the Atrium Hallway layout as a static map tile layer and object group configuration for dungeon generation.
Static map layout definition for the Hallway Armoury's long corridor in Don't Starve Together.
Defines a static hallway map layout for residential rooms using Tiled TMX format data.
Defines the Tiled map data for a long residential hallway room layout in DST's world generation system.
A static room layout definition for the Pit Room Armoury map section, containing background tile data and object placement metadata.
Defines the static layout data for the 'Long' room used in world generation.
Defines the static map layout data for a residential room variant using Tiled map format.
Provides layout data for a static map room named 'long', defining tile layers and object placements using TMX format.
A static map layout file defining background tile positions and foreground object placements for the Mactusk City level area in DST.
Renders the main menu's message-of-the-day panel, displaying announcements, update notes, and image-rich content with support for multiple panes, navigation bullets, and URL links.
Provides utility functions for world topology management, pathfinding validation, and static layout placement.
Tiled map data layout for the Maxwell level in Don't Starve Together, defining static tile layers and object placements for the arena environment.
Static layout data defining the placement and configuration of a moon altar rock idol in a static map layout.
Static layout definition for moon tree placements and terrain regions in a moon-themed world room.
Provides layout definition, conversion, and placement utilities for world generation, supporting static and procedural positioning of prefabs in maps.
Defines a static room layout for the archive_fourblock map section, containing background tile patterns and object placements for cave lighting and pillars.
Defines a static rectangular room layout for the Archive Hallway in Don't Starve Together, including tile data and object placements.
Defines the static layout data for an atrium hallway room in the game world using Tiled map format.
Represents a Tiled map file for the Hallway Armoury room's "one" layout configuration.
Represents a static map layout configuration for a hallway residential room in the game world, defining tile data and object structure using Tiled map format.
Defines the layout structure of a residential hallway room using Tiled map data for world generation.
Defines the static layout data for the Pit Hallway Armoury room's first variation using Tiled JSON format.
Defines the static layout for the Pit Room Armoury Two map room, including background tilemap data and object placement markers for in-game spawners.
Defines the static layout data for the 'room_armoury_two' room using Tiled Map Editor format, including background tile layers and object spawner positions.
Defines a static room layout for the armoury map room using Tiled map format, specifying background tiles and object spawn points.
Defines a 32x32 tiled map layout for open rooms in the DST world generation system.
Manages paginated display of static widgets using a provided update function and list of data items.
Defines a static map layout for a "pigguard berries easy" scenario containing decorative torches and berry bushes.
Defines static decorative layout data for a pigguard environment, including background tile patterns and foreground object placement.
Defines the static layout configuration for a pigguard-friendly map area, including background tiles and foreground objects such as torches and wooden walls.
Defines the static map layout data for a pond sinkhole room, including tile layers and object group metadata for placement in world generation.
Defines a static map layout for a rabbit-themed area containing placed objects (e.g., rabbit house, carrot plants, tools) using Tiled TMX format data.
Defines a static-layout map configuration for the resurrection stone stage with specific tile layer and object placement data.
Defines a compact static map layout for retrofit brinepool environments with designated salt stack placement zones and a cookiecutter spawner.
A Tiled map definition for the Ruins starting area, specifying tile layout and spawnpoint/object placements.
Defines the static map layout for the Ruins starting area in DST, including tile layers and object placement for spawn points and cave exits.
Defines a static map layout using Tiled map format for the Sacred Barracks area, containing tile layers for background tiles and an object group with spawners and ruins for gameplay content.
Defines a static map layout containing sculpture placement data for the game world.
A static map layout describing the skeleton batfight arena scene configuration, including placement markers for entities like skeletons, bats, and guano.
Defines a static map layout for a skeleton camper campsite with associated foreground objects.
A static map layout defining the layout and object placement for the Skeleton Entomologist room in the Caves.
A static map layout file used to define the placement of skeleton-themed decorative objects and items in the world.
Static map layout definition for a skeleton grave robbing scene, containing predefined object placements for narrative and environmental context.
A static layout map asset defining spawn positions for loot, structures, and environmental objects in the skeleton hunter swamp world area.
A static map layout containing loot and structural elements for the Lumberjack arena event.
A static map layout defining the placement of loot and environmental objects in the Skeleton Rain Coat area of the Caves.
A static layout configuration for a skeleton trapper scene, defining placement of entities like traps, birds, and food within a Tiled map structure.
Defines the static layout and object placement for the skeleton warrior encounter in the caves.
Static map layout data for a burnt forest area associated with the Skeleton Wizard boss encounter.
A static layout definition for a 40x40 world region containing evergreen trees and fully mature spider dens, used to block or partition map areas in procedural generation.
A static layout file defining map content for a spider-blocking area, specifying background tiles and object placements including spider dens at growth stage 1 or 2.
Converts static Tiled map files into runtime layout data structures for level generation, including ground tile arrays and object placements with prefab resolution and property parsing.
A test map layout file used to validate symmetry in map rendering and object placement.
Manages a collection of tab widgets, handling layout, selection, visibility, and transitions between tabs in UI contexts.
Defines the static Tiled map layout for the Advanced Teleportato base, specifying tile layers, background tiles, and object placements for game world generation.
Defines the static layout data for the Teleportato's chamber, including tile layer specifications and object placements used in world generation.
Provides reusable UI template functions for constructing frontend screens, including backgrounds, panels, navigation elements, and interactive widgets.
Defines a static map layout used to place tentacles and marshland flora in the Caves biome, serving as a template for world generation.
Defines the layout data for a static map room containing tentacle and reeds placement objects in the game world.
A static map layout definition for an atrium hallway corridor, containing tile data and placement information for foreground objects.
A static layout definition for the hallway_armoury room containing background tile data and foreground object placement.
Defines the static layout data for a hallway residential room variant in the game world.
A static map layout file defining the pit_room_armoury room configuration using Tiled map data.
Defines the layout data for the "Armoury" map room (three.lua), specifying background tile patterns and object spawn points using Tiled Map Editor format.
Renders a horizontally or vertically tiled background with optional end caps and separators, used for UI panels and containers.
Creates and manages horizontal separator images for rendering tile backgrounds in the Quagmire biome UI.
Defines the static layout data for the Toadstool Arena map room using Tiled JSON format, specifying background tiles and placed objects.
Defines a static map layout used to place Torch Pig King related entities in the world, including the Pig King and three Pig Torches.
A static layout file defining winter-oriented game elements for summer seasons in the caves layer.
Defines the static layout data for the winter season trap room in DST's world generation system using Tiled map format.
Defines a static map layout for the Atrium Hallway Three room variant, specifying background tiles and object placement using Tiled JSON format.
A Tiled map data structure for the Atrium Hallway (two) room layout, containing background tile information and foreground object placement definitions.
Defines the static layout data for the Vault Lobby map room, including tile configuration and object placements.
Defines the static map layout for the Vault structure, including background tiles and object markers for key locations.
Defines room generation logic for vault areas, including terrain terraforming and layout spawning.
Defines a static battle arena layout for special events, containing spawn positions for enemy units such as pigmen and mermen.
Static layout definition for the Warzone 3 map room, specifying background tiles and object placements for NPCs and structures.
Defines a static map layout for waterlogged environments, containing tile data and object group metadata for world generation.
Defines the layout and object placement for a water-themed map room in DST, including background tile patterns and object groups for tree areas and pillars.
Defines the static layout configuration for a water-themed zone using Tiled map data, including background tile layers and foreground object placements.
Provides a foundational UI widget class with layout, focus, animation, and event management for frontend screens.
Defines the static layout data for the winter_start_hard map scene, specifying tile configurations, background layers, and object placements for the hard-mode winter starting area.
Defines a pre-built winter starting map layout with static resources and spawnpoints for the Winter game scenario.
A Tiled map layout file defining the static terrain, objects, and spawn points for the winter_start_vhard level.
Defines a static map layout containing no procedural content—used purely as a visual placeholder for wormhole-related areas in the game world.
A static map layout for the wormhole one-shot event, defining tile placement and object regions.