Skip to main content

225 docs tagged with "locomotion"

View all tags

Alterguardian Phase3Brain

Controls the AI behavior of the Alter Guardian in phase 3, managing combat prioritization, home-finding, and dodging via behavior trees.

Alterguardian Phase4 Lunarriftbrain

Controls the combat and movement behavior of the Alterguardian during its Phase 4 Lunar Rift transition, prioritizing ranged attacks while chasing andwandering within the arena.

AmphibiousCreature

Manages automatic swimming state and animation bank switching for entities that transition between land and water tiles.

Anchor

Manages the raising and lowering state of an anchor attached to a boat, handling drag physics, animation timing, and multiplayer coordination via sailor tasks.

Approach

A behavior node that moves an entity toward a target until it reaches a specified distance.

Avoidelectricfence

A behavior node that forces an entity to flee away from an active electric fence when it detects proximity or shock events.

Avoidlight

Controls an entity's movement to avoid being in direct light by changing direction periodically or when transitioning between light and shadow.

Babybeefalobrain

Controls the AI decision-making behavior of baby beefalos using a behavior tree to prioritize panic, fleeing, following, and wandering actions.

Balloonspeed

Manages the lifecycle, flight physics, and fuel-based speed progression of a floating balloon used as a consumable speed boost item.

Batbrain

AI brain responsible for controlling bat behavior, including foraging, stealing nitre, escaping caves, and following team/formation rules.

Beargerbrain

Controls the behavior tree and AI logic for the Bearger boss, managing combat, foraging, and seasonal movement patterns.

Beefalobrain

Controls the AI behavior and decision-making logic for beefalo entities, including greeting feeders, loitering, wandering, and following leaders or herd members.

Beeguardbrain

Implements the AI behavior tree for the Bee Guard entity, which patrols near the Bee Queen and engages threats while maintaining formation.

Blowinwind

Simulates wind-driven movement and speed variation for an entity by accumulating velocity in the wind direction and applying it to the locomotor component.

Boat

Manages the creation, behavior, and physics of ocean-going vessels, including variant-specific functionality (wood, grass, ice, pirate, ancient, otterden).

Boatai

Controls a boat's AI behavior by scanning for nearby sail-raised vessels and adjusting its own sail to follow them.

Boatdrag

Calculates and applies drag and velocity modifiers to watercraft entities during movement.

Boatmagnet

Manages the magnetic attraction behavior of a boat toward a paired beacon, calculating forces and velocity to pull the boat toward the beacon's location while avoiding collisions and adapting to motion.

Boatphysics

Manages boat movement, physics, steering, sail/magnet forces, drag, and collision response for watercraft entities.

Boatrace Primemate

Controls the AI and behavior of the Boatrace Prime Mate character, including checkpoint targeting, leak repair during sleep, and buoy generation for players.

Boatrotator

Manages the rotation direction synchronization between a character entity and its current boat platform.

Boattrail

Generates visual water wake effects behind a boat entity as it moves.

Boattrailmover

Manages movement and trajectory tracking for a boat entity in the game world.

Book Web Ground

Applies a ground speed penalty to non-follower entities within a radius while spawning a visual FX effect on the floor.

Brightmare Gestaltbrain

Controls combat and movement behavior for the Brightmare Gestalt boss based on its current behavior level and surrounding threats.

Butterfly

A small flying insect prefab that can be caught, traded, and deployed to grow a planted flower; it interacts with spawner tracking, loot dropping, and Halloween moon mutation mechanics.

Carefulwalker

Monitors nearby terrain anomalies and adjusts walking speed to slow the entity when moving over uneven ground.

Carnival Crowkidbrain

Controls the AI behavior of the carnival crow kid, managing movement, minigame spectating, decor interaction, campfire watching, and vocalizations based on game state and environment.

Carnivalgame Herding Chick Brain

Controls the AI behavior of a herding minigame chick, managing movement via wandering and runaway responses relative to a home location and station markers.

Carratbrain

Manages the AI behavior tree for the Carrat character, including racing logic, panic responses, and food foraging.

Catcoonbrain

Implements the decision-making AI for the Catcoon entity, coordinating movement, play, loyalty, and home-returning behaviors.

Cattoy Mouse

A throwable toy item that attracts and interacts with catcoon-type creatures using locomotion and animation states.

Centipedebody

Manages the physical structure and movement coordination of a multi-segment centipede-like entity, including segment spawning, constraint linking, rotation synchronization, and brain control handover.

Channelcaster

Manages channeling state and item usage for entities performing channel-based actions, such as casting spells or using artifacts.

Chaseandattackandavoid

Manages AI behavior to chase, attack a target, and avoid obstacles when they are closer than a specified distance.

Chaseandram

A behavior node that executes a charged ram attack toward a target, managing pursuit, alignment, and termination conditions such as distance, time, or attack count limits.

Chester

Manages the transformation, behavior, and state transitions of the Chester chest monster, including morphing between normal, snow, and shadow variants.

Circler

Positions and animates an entity in a circular orbit around a target entity, modulating speed and scale using sine-based interpolation.

Controlminions

Controls minion behavior to harvest, pick, or pick up nearby target entities within a defined radius.

Cookiecutterbrain

Manages the AI behavior tree for the Cookiecutter entity, handling fleeing, wandering, boat boarding, and home return logic.

Cozy Bunnymanbrain

Manages the AI behavior of the Cozy Bunnyman during minigames and normal gameplay, including pillow fights, carrot-spinning contests, and home management.

Crabkingclawbrain

Controls the AI behavior of a Crab King claw unit, coordinating attack, circling, leashing, and wandering actions using a behavior tree.

Crewmember

Manages the rowing behavior and boat association for entities acting as crew members on boats.

Daywalker2Brain

AI brain controlling the Daywalker 2 boss, coordinating combat behavior including rummaging, stalk chasing, tackling, and avoidance of junk entities.

Daywalkerbrain

Controls the AI behavior of the Daywalker boss, coordinating combat targeting, dodging, stalk-in, and home-leash mechanics via a behavior tree.

Deerbrain

Manages the behavior tree for deer entities, coordinating solo and herd-based AI including fleeing, wandering, grazing, and alert responses.

Deerclopsbrain

Controls the decision-making behavior of the Deerclops boss, coordinating combat, movement, base destruction, and ice regeneration.

Deerherding

Manages collective behavior and movement logic for deer herds, including grazing, roaming, spook responses, and herd cohesion.

Distancetracker

Tracks the distance an entity travels between update frames by recording its position and computing Euclidean displacement.

Dragonflybrain

Manages AI behavior for the Dragonfly boss, including fight reset logic, Lavae spawning, chase/combat, and home patrolling.

Dustmothbrain

Controls the AI decision-making behavior of the DustMoth entity, handling panic responses, home seeking, food consumption, dustable object interaction, and navigation.

Embarker

Manages the movement and positioning of an entity during embarkation or disembarkation onto/from a platform or designated position.

Eyeofterrorbrain

Controls the AI behavior of the Eye of Terror boss, coordinating special attacks, leashing, facing, and spawning mini-eyes via behavior trees.

Faceentity

A behavior node that orients an entity toward a target entity, optionally triggering alert states and stopping locomotion during the facing operation.

Findclosest

AI behaviour node that finds and moves toward the nearest entity matching specified tag filters.

Findflower

Selects the nearest unoccupied flower within sight and plans a pollination action for the entity.

Flotationcushion

A prefab item that provides buoyancy support when equipped by a player, enabling underwater movement.

Follow

Controls an entity's movement to maintain a specified distance from a target, supporting approach, retreat, and idle behaviors based on distance thresholds.

Formationfollower

Manages an entity's participation in a formation, including leader detection, positioning updates, and sleep/wake lifecycle handling.

Friendlyfruitflybrain

Controls the AI behavior of friendly fruit fly entities, managing tasks like following a leader, wandering, and interacting with farm plants.

Frogbrain

Controls the decision-making logic for frog entities, managing behaviors such as wandering, sleeping, chasing targets, and returning home during night or winter.

Fruitflybrain

Defines the AI behavior tree for fruit flies, governing their movement, targeting, planting, and spawning logic.

Fused Shadelingbrain

AI brain component for the fused shadeling enemy that manages combat behavior including leashing, chasing, and combat jumps.

Gelblob Attach Fx

Manages the visual attachment effect and debuff application when a gel blob connects to a player or creature.

Ghostbrain

Manages the behavior tree for ghost entities, handling targeting of living characters and switching between following and wandering states.

Gingerbreadpigbrain

Implements AI behavior for the Gingerbread Pig entity, handling panic, fleeing, leashing, and orientation logic.

Grassgatorbrain

AI brain that governs the movement and combat behavior of the grass gator creature, handling panic, chasing, fleeing, orientation toward players, and land-based wandering.

Grassgekkobrain

Implements AI behavior for the grassgekko entity, coordinating panic responses, fleeing, and wandering.

Graveguard Ghostbrain

Controls the AI behavior of a ghost entity in DST, including following living targets, playful interaction with other ghosts, and periodic despawning.

Herdmember

Tracks herd membership for an entity and manages herd creation or rejoining when enabled.

Hermitcrab Relocation Manager

Manages teleportation and rotation-aware positioning of Hermitcrab-related entities (pearls and structures) relative to Monkey Island during world loading and relocation.

Hitchable

Manages the hitched state of an entity, allowing it to be attached to or detached from another entity via a hitching mechanic.

Honey Trail

Applies temporary ground speed penalty to nearby entities stepping on honey trails via the LocoMotor component.

Houndbrain

Implements the behavior tree for hound entities, governing movement, combat, and social behaviors based on hound type, leadership, and environmental state.

Joustuser

Manages joust-specific logic and callbacks for entities capable of performing jousting actions, including edge detection and custom validation.

Kitcoon

Manages the behavior and state of kitcoons, including sleeping, following, hiding, and interacting with players and environments.

Lavaebrain

Controls the behavior tree for the Lavae boss, including combat pursuit, wall breaking, and emergency return to a lava pool on reset.

Leash

Controls entity movement to enforce a "leash" distance from a home point, guiding the entity toward home if it strays too far.

Leashandavoid

Manages AI movement to return an entity toward a home location while optionally avoiding specified obstacles, used primarily for leash-based behavior in world navigation.

Lightflier

A flying insect prefabs that groups into formations around players, lights up dark areas, and drops lightbulbs when killed or picked up.

Lightflierbrain

Controls the AI behavior of lightfliers, managing movement, threat response, home seeking, and formation following.

Lightninggoatbrain

Controls the AI behavior of the Lightning Goat, managing state transitions between wandering, fleeing, facing, and attacking.

Locomotor

Manages entity movement, pathfinding, and speed calculations, including walking, running, platform hopping, and speed modifier interactions.

Lunarthrall Plant Vine Brain

Controls the movement and行为 logic for a Lunar Thrall gestalt entity tasked with moving toward and infesting a lunar plant target.

Malbatrossbrain

Controls the AI behavior of the Malbatross boss, managing combat aggression, drowning logic, dive attacks, and land departure.

Miniboatlantern

A portable magical lantern that provides light, boosts wearer movement speed, and consumes magic fuel over time while active.

Miniboatlanternbrain

Controls the movement behavior of a small lantern-carrying entity that navigates ocean terrain using a wander-based AI.

Moonbutterfly

A flying lunar-aligned insect that spawns moon saplings when deployed and provides wings as loot.

Moonstormwatcher

Manages moonstorm-related speed penalties for entities based on storm intensity and vision state.

Moosebrain

Controls the AI behavior tree for the Moose entity, managing operations like returning home, leashing, chasing targets, laying eggs, facing players, and wandering.

Mosquitobrain

Controls the AI decision-making behavior for the mosquito entity, coordinating movement, combat, and homing logic via behavior trees.

Nonslipgritsource

Acts as an inventory-based source of non-slip grit that can be applied to entities with slippery feet, enabling temporary traction.

Oar

Handles rowing mechanics for boats, applying directional force and managing rowing success/fail behavior.

Oceanshadowcreature

A highly specialized entity component for the Ocean Horror (Shadow Creature) that manages boat attachment, sanity-based targeting, teleportation logic, and network-aware transparency and ripple effects.

Panic

Causes an entity to move in a random direction repeatedly with brief pauses, simulating a panic-flee behavior.

Panicandavoid

Triggers panicked movement in a random direction while avoiding nearby threats when a specified avoidance condition is met.

Physicsmodifiedexternally

Manages externally applied velocity contributions to an entity's physics, aggregating multiple sources and updating physics and locomotor state.

Platformhopdelay

Manages a delay period measured in frame ticks before allowing a platform-hopping action (e.g., moving between floating platforms) to occur.

Playercontroller

Manages player input, locomotion prediction, targeting, placement, and combat actions for the player entity in Don't Starve Together.

Playerspeedmult

Manages non-stacking speed multipliers for players by overriding the locomotor's runspeed, supporting both server-authoritative and client-predicted multipliers with optional hard caps.

Primematebrain

Implements AI behavior for the Primemate character, managing actions like boat rowing, leak repair, fleeing, wandering, chasing, and abandoning a boat when it sinks.

Pushable

Enables an entity to be pushed by another entity and maintains relative positioning during the push.

Rabbit

Manages the lifecycle, transformations, loot, and interactions of rabbit entities, including seasonal morphing and nightmare-state conversion into beardlings.

Rabbitkingbrain

Manages the AI behavior tree for the Rabbit King entity, handling distinct behavioral states such as passive trading, aggressive combat, and lucky fleeing.

Rideable

Manages the ability for an entity to be ridden, including saddle attachment, rider assignment, and ride-tick events.

Rider

Manages a player entity mounting and dismounting rideable creatures (such as beefalo), handling animations, physics, damage redirection, and serialization.

Runaway

Causes an entity to flee from a detected hunter or threat by calculating a safe escape direction and moving away, optionally returning home if near a safe location.

Sgbat

Defines the state machine for the bat creature, handling flight, idle, eating, taunting, and combat behaviors.

Sgbearger

Manages the complete behavioral stategraph for the Bearger entity, including movement, combat, attacks, staggering, yawn-based crowd control, and state transitions during special actions.

Sgbee

Manages the behavioral state machine for the Bee entity, handling flight, idle, movement, attacking, landing, pollinating, and resting phases.

Sgbeefalo

Manages the state machine and animation logic for beefalo entities, including movement, grazing, aggression, domestication, and life-cycle transitions.

Sgbeequeen

Manages the state machine for the Bee Queen boss, controlling her movement, attacks, screeching, guard spawning, target focus, sleep, and freeze states.

Sgbernie

Defines the state machine for the Bernie the bear character, handling animations, movement, sounds, and lifecycle transitions such as activation, taunting, hitting, and death.

Sgbird Mutant

Manages the behavior state machine for the mutant bird, handling movement, attack, projectile spit, emergence, and transformation states.

Sgboatmagnet

Manages state transitions and animations for the boat magnet entity during beacon pairing and pulling operations.

Sgboatrace Spectator Dragonling

Defines the state machine for a spectator dragonling entity during boat races, handling emotes, flight animations, and timed self-removal.

Sgbutterfly

Manages the flight, idle, movement, and lifecycle state transitions for butterfly entities in DST.

Sgbuzzard

Defines the complete state graph for buzzard entities, handling flight, idle behavior, attacks, distress animations, and mutated flamethrower mechanics in DST.

Sgcarnivalgame Herding Chick

Manages the state machine for a herding game chick entity, controlling its idle, launched, arrival, and shutdown animations and behaviors during the summer event herding minigame.

Sgcarrat

Defines the state machine and behavior logic for carrat entities, including movement, burrowing, racing animations, and interaction with race-related components.

Sgcatcoon

Manages state transitions and animation logic for the Catcoon entity, including walking, idling, hairball vomiting, pouncing attacks, and rain-triggered homing behavior.

Sgcattoy Mouse

Defines the state graph for the cat toy mouse entity, handling idle movement and running animation/audio states.

Sgcentipede

Defines the state machine behavior for the Archive Centipede entity, handling movement, idle, taunt, roll attacks, AOE attacks, and combat interactions.

Sgchester

Manages the state machine and animation logic for Chester, a mob that can open and close like a container, move via bouncing, and be transformed or devoured.

Sgcookiecutter

Defines the state machine and behavioral logic for the Cookiecutter character, handling transitions between swimming, walking, drilling into boats, combat, death, and electrocution states.

Sgcritter Lunarmothling

Defines the state graph for the lunarmothling critter, managing its animations, sounds, and behavioral states (idle, walk, sleep, eat, etc.) in Don't Starve Together.

Sgdaywalker

Manages the Daywalker's state machine and combat behaviors, including movement, attacks (pounce/slam), struggle/tired states, defeat, and electrocution handling.

Sgdaywalker Common

Provides shared animation and behavior utilities for daywalker-type entities, including camera shakes, chatter scheduling, and walk/run state definitions.

Sgdustmoth

Defines the state machine for the dust moth entity, handling idle, interaction (e.g., dusting, repair), and environmental response states.

Sgfrog

Manages the state machine behavior for frog characters, including locomotion, idle animation, aggression, attacks, and death responses.

Sggingerdeadpig

Defines the state machine for the Gingerbread Pig character, controlling movement, idle, and death animations and behaviors.

Sggnarwail

State machine for the Gnarwail creature, handling movement, attacks, feeding, and status effects like freezing and sleep.

Sggrassgekko

Manages the state machine for the Grass Gekko creature, handling locomotion transitions, tail drop mechanics, and integration with common combat and environmental states.

Sghermitcrab

Manages state transitions, animations, and AI behavior for the hermit crab entity in Don't Starve Together.

Sgklaus

Manages the full state machine for Klaus, the seasonal winter boss, handling combat, summoning, transitions (enrage/call for help), laughter cycles, and death/resurrection logic.

Sgkoalefant

Manages the animation and state behavior for the Koalefant creature, including idle, movement, attack, and death states.

Sglightcrab

Defines the state machine and animation/sound logic for the light crab entity, handling states like idle, eat, hit, stunned, trapped, and death with sound loop management.

Sglightflier

Manages state transitions and animations for the lightflier creature, handling idle movement, actions, startled reactions, and sleep-related flying behavior.

Sglightninggoat

Defines the state machine behavior for the Lightning Goat, handling movement, taunting, combat, and electrocution mechanics via discrete animation-triggered states.

Sglunar Grazer

Defines the state machine logic for the Lunar Grazer boss entity, managing transitions between idle, movement, attack, hit, despawn, and capture states.

Sgmalbatross

State graph for the Malbatross boss, managing its flight, combat, swimming, and death behaviors via state transitions and event-driven logic.

Sgminiboatlantern

Defines the state graph for the mini boat lantern entity, handling its idle state and transition to idle on locomotion or lighting state changes.

Sgmole

Defines the state machine and behavior logic for the mole creature, handling movement, burrowing, stealing items, and reacting to threats.

Sgmolebat

Defines the state machine for the mole bat entity, governing its behaviors such as idle, movement, eating, summoning allies, and combat via state transitions and event handling.

Sgmonkey

Defines the state machine for monkey entities, handling movement, combat, eating, idle, and interaction behaviors in Don't Starve Together.

Sgmoonpig

Controls the behavior state machine for the Werepig character, handling movement, combat, idle, death, and special states like working on Moon Base structures.

Sgmoonstormstatic

A stategraph for moonstorm static capturables that manages idle and moving states based on locomotor input and capture events.

Sgmossling

Manages state transitions and behavioral logic for the Mossling character, including idle, eating, flying, spinning attacks, and death animations.

Sgotter

Defines the state machine for the Otter character, handling movement, eating, combat, actions, and amphibious transitions in Don't Starve Together.

Sgpenguin

Manages the state machine behavior for penguin entities, handling locomotion, eating, attacking, death, and seasonal movement animations.

Sgpigelite

Defines the full state machine and behavior logic for Pig Elites, including movement, combat, minigame interactions, and match-end sequences.

Sgplayer Hosted

Manages player state transitions for hosted multiplayer sessions, including movement, combat, teleportation, death, and mount-specific behaviors.

Sgpolly Rogers

Stategraph defining the animation, movement, and behavioral logic for the Polly Rogers NPC entity, including ground idle states, flight transitions, death, and electrocute responses.

Sgpowdermonkey

State graph controlling the behavior and animations of the Powder Monkey character, including combat, rowing, taunting, diving, and corpse handling.

Sgrabbit

Manages the state machine for the rabbit prefab, handling movement (idle, hop, run), actions (eating, performing buffered actions), damage states (hit, stunned, trapped), and death transitions.

Sgrabbitking

Defines the state machine for the Rabbit King character, handling movement, idle behaviors, abilities (summon and dropkick), burrowing, and status effects like stun and stun-locked states.

Sgrook

Manages the state machine for the Rook boss entity, handling movement (walk/run), attacks (ram/charge), stuns, sleep, death, and environmental interactions.

Sgsalty Dog

Manages the state machine and behavior of the Salty Dog character, including movement, summoning, desummoning, interactions, and salt-shaking animations.

Sgshadowheart Infused

Defines the state machine for the infused Shadowheart entity, handling movement (hopping), stun/trap states, and interaction with locomotion and inventory systems.

Sgshadowthrall Centipede

Manages the animation, movement, and behavior states for centipede segments of the Shadowthrall mob in DST.

Sgshadowwaxwell

Manages the state machine and behavior of Shadow Waxwell (a boss entity) in Don't Starve Together, including combat, movement, tool use, and dynamic scaling based on leader proximity and shadow gear.

Sgshark

Manages the state machine for shark entities, handling transitions between idle, swimming, attacking, jumping, eating, and death states.

Sgsharkboi

Manages the state machine and behavior of the sharkboi entity, including movement, combat, digging, AOE attacks, and defeat sequences.

Sgsharkboi Water

Manages water-based locomotion states for a shark-like entity, handling swimming, walking, and running animations with sound and wake effects.

Sgslurper

Manages the state machine for the Slurper creature, handling behaviors like idle, rumble, taunt, burp, jumping attacks, headslurping equipment, and death with loot dropping.

Sgslurtle

Manages state transitions and behavior logic for the Slurtle creature, including movement, combat, eating, shielding, and salt-induced dissolution death.

Sgspider Water

Manages the state machine for the Water Spider, handling swimming, walking, attacking, eating, and mutation transitions in both water and land environments.

Sgspiderqueen

Manages the state machine for the Spider Queen entity, controlling its behaviors such as idle, attack, hit, birth, and nest production.

Sgspore

Defines the state machine behavior for spore-based entities (e.g., Tall Spore) in DST, managing flight, idle, takeoff, landing, and death states.

Sgstageusher

Defines the state machine for the Stageusher character, managing transitions between idle, sitting/standing, walking, attacking, and extinguishing states based on animation events and component interactions.

Sgstalker Minion

Manages the state machine for a stalker minion entity, handling emergence, locomotion, and death behaviors.

Sgstorage Robot

Defines the state machine for the Storage Robot character, controlling movement, idle behavior, pickup, store, and breakdown animations and logic.

Sgticoon

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.

Sgtornado

Manages the state machine for a tornado entity, controlling movement, animation, and damage/destruction logic for nearby targets.

Sgwagdrone Flying

Manages the flight, hovering, movement, and animation state transitions for the Wagnificent Drone entity during active combat.

Sgwagdrone Rolling

Manages the rolling state behavior of the wagdrone entity, including spinning attacks, recoil, work interactions, and state transitions.

Sgwalkingplank

Manages the animation and state transitions for a ship's walking plank entity in DST.

Sgwalrus

Manages the state machine for the Walrus character, handling movement, combat, animation, and behavioral transitions.

Sgwanderingtrader

Controls the state machine behavior for the Wandering Trader, managing movement, trading, revelation, concealment, and teleportation states.

Sgwaveyjoneshand

Manages state transitions and animation control for Wavey Jones' mechanical hand entity, coordinating locomotion, actions, and trap responses.

Sgwilson

Manages the player character's state graph, coordinating animations, physics, component interactions, and input handling for movement, combat, actions, and transformations.

Sgwilson Client

Manages client-side state graph behavior for Wilson's player, including movement prediction, animation selection, sound playback, and channel-cast prediction logic.

Sgwilsonghost Client

Manages client-side state transitions and movement prediction for Wilson's ghost form, synchronizing animation, locomotion, and action previewing with server confirmation.

Sgwinch

Defines the state machine logic for winch entities, handling transitions between raised, lowered, raising, and lowering states based on animation events and component interactions.

Sgwinona Storage Robot

Manages the state machine behavior of Winona’s storage robot, handling movement, power management, pickup/store actions, and sound transitions.

Sgwobster

Manages state transitions and animations for the Wobster creature during ocean fishing interactions, including hook escape, launch, and movement states.

Sgwobsterland

Defines the state machine behavior for the Wobster creature on land, handling movement states (idle, run, hop), combat states (hit, stunned), and death transitions.

Sgwobybig

Manages the state graph for the Big Woby creature, controlling its animations, locomotion, and interactions during gameplay.

Sgworm

Stategraph for the Worm character that manages its transformation between a dormant underground mound and an active above-ground worm state, handling movement, combat, eating, luring, and state transitions.

Shadow Rookbrain

Controls the AI behavior of the Shadow Rook chess piece, managing chasing, facing, taunting, and despawning logic.

Shadowthrall Hands Brain

Controls the AI behavior for shadow thrall hands, managing attack timing, movement, and coordination with allies (horns and wings) during boss encounters.

Sharkboi Water

Defines the 'sharkboi_water' prefab — a large, ocean-dwelling monster entity with swimming capabilities, named identity, and water-specific locomotion.

Slipperyfeet

Manages the accumulation and decay of slippiness on an entity, enabling ice-related movement mechanics and slip events based on speed and environmental factors.

Slurperbrain

Provides AI behavior logic for the Slurper entity, managing panic responses, enemy chasing, and homing wandering using known locations.

Spat

A large creature component that manages AI behavior, combat, projectile attacks with sticky phlegm, periodic poop spawning, and temporary hiding mechanics via prop simulation.

Spider

Factory function defining multiple spider variant prefabs with shared combat, AI, state, and lifecycle logic.

Standstill

A behavior node that forces an entity to stop moving and remain stationary, conditionally invoking start/keep functions to determine ongoing validity.

Steeringwheel

Manages the logic and state for a steering wheel entity that allows sailors to control boat movement.

Steeringwheeluser

Manages a character's interaction with a steering wheel to control boat movement, including state transitions and rudder direction updates.

Storage Robot

Manages the behavior and state of the Storage Robot, a companion entity that collects and stores items from the world using fuel-based operation.

Stormwatcher

Tracks active storms on a player entity and synchronizes storm-related properties and speed modifiers.

Strafer

Manages strafing input and facing direction for player entities during movement, integrating with locomotion and player controller systems.

Stuckdetection

Monitors an entity's positional movement to determine if it has become stuck for a specified duration.

Submersible

Manages the submersion logic and underwater placement for salvageable entities, ensuring proper positioning in ocean tiles.

Wagdrone Rollingbrain

Controls the targeting and movement logic for the Wagdrone in rolling mode, managing locomotion, recoil correction, and work target selection within a deploy radius.

Walkableplatform

Manages a physical platform (e.g., a boat or raft) that players and objects can stand on, handling entity attachment, detachment, and interaction with surrounding systems like drowning, physics halting, and network registration.

Walkableplatformplayer

Manages player behavior and camera integration when the player is on a walkable platform (such as a boat), including movement prediction, boat-based camera effects, and zoom handling.

Walking Stick

Manages equippable item behavior for the Walking Stick, including fuel consumption based on owner movement and animation overrides.

Walkingplank

Manages the state and lifecycle of a walking plank, including mounting, dismounting, extending, and retracting behaviors.

Walkingplankuser

Manages a player's or entity's current mounting state on a walking plank.

Walrusbrain

AI controller for walrus entities, managing movement, combat, homing, and social behaviors like following leaders.

Wander

Controls an entity to move randomly within a defined area relative to a home position, using pathfinding and obstacle avoidance to navigate.

Wanderingroutefollower

Manages path routes and interpolation for entities that follow wandering paths, used for AI navigation in maps.

Wanderingtrader

Manages the wandering trader's shop inventory, movement routing, and hide/show states in Don't Starve Together.

Webber

Provides the implementation for the Webber character, a spider-taming player character with unique beard mechanics, spider affinity, and creep-based movement bonuses.

Winona Storage Robot

Manages the state, movement, power consumption, and circuit connectivity of Winona's autonomous storage robot.

Wobsterlandbrain

Controls the movement and ocean-escape behavior of the Wobster entity, prioritizing hopping into the ocean when near water while wandering otherwise.

Woby Commands Classified

Manages command dispatch, state synchronization, and behavior control for Woby (Walter's pet) in both server and client contexts, including courier delivery logic, bag locking, and skill-based action toggling.

Woodie

Manages Woodie's transformation between human and three were-forms (beaver, moose, goose) and their associated gameplay mechanics.

Worldroutefollower

Coordinates movement along a predefined path in the world, handling walking, teleportation on failure, and sleep/wake synchronization.

Worldtiledefs

Defines ground and wall tile properties and footstep sound logic for entities moving across the world.

Worm Boss Util

Provides core utility functions and constants for the Worm Boss boss fight, handling chunk generation, movement, digestion, and state transitions.