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.
Defines a static map layout used in DST for placing environmental objects like bullkelp plants and miniflares within a cave environment.
Manages a group of abyss pillars, tracking their lifecycle, spawn points, and synchronization during save/load operations.
A static map layout definition used to position entities (e.g., adventure portals, flora, lighting) in the Adventure mode portal room.
Static map layout definition for the Altar environment in DST, containing tile data, object placements, and static structures.
Defines the static Tiled map layout for the archive end room, including tile layers and object placements for environmental props and interactive elements.
Defines the static layout data for the archive hallway end room, including background tile configuration and object placement for walls, chandeliers, and lockbox dispensers.
Defines the tilemap layout and static objects for the Archive Start room in DST's world generation system.
This module initializes and adjusts entities for the Ancient Archive worldgen pass, specifically populating lockbox dispensers with predefined products in a cyclic order.
A static layout configuration for the archived door area in DST caves, defining tilemap data, object placement, and map metadata for world generation.
Tracks an entity's current map area node and tile type, pushing events when location changes occur.
Defines the static layout data for the Atrium End map room, including tile layer and object placements.
A unique, non-potable item that reveals the location of the Atrium on the map when held by the player.
Static map layout file defining the layout and static entities for the Balatro arena stage in Don't Starve Together.
Defines the initial world layout for the Bargain mode, specifying tile layers and object placements used to seed the forest world with starter resources.
Tiled map layout data defining the static structure of the Barracks level, including background tiles, foreground object placements, and spawner entities for ruins and nightmare chess pieces.
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.
Defines a static map layout for a hotspring that has been enhanced with a bathbomb, including placed objects and tile data.
Defines forest room templates for bee-related biomes, including standard bee clearings and queen bee nests, specifying tile type, colour, and prefab spawn rules.
A static map layout defining the arrangement of tiles, walls, objects, and entities in the Beefalo Farm location.
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 the static layout data for the blue mushroom entrance room in the caves, including background tiles, spawn points, and object placements.
Manages rotation behavior and bumper collision detection for a boat entity in the game world.
Defines static layout templates for level-specific resource and item spawns (boons) used in world generation, grouped by rarity and difficulty tier.
A static map layout definition for the Brinepool biome, specifying tile placement and game object spawn regions such as saltstacks and cookiecutter spawners.
Defines a static map layout for the Brine Pool biome with ground tile configuration and object placement data for 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 map layout definition for the Broken Altar location in the Ruins, containing background tiles and object spawners.
Defines a Tiled map layout for a medium-sized bull kelp farm static map, containing tile layer data and object group definitions for kelp placement and a driftwood log.
Static map layout file defining the Tiled map structure for a small bullkelp farm instance, containing object-group metadata for kelp spawn zones.
Defines static spawning rules for grouped environmental props (bunches) such as seastacks, saltstacks, and rubbles across specific tile types.
Static layout definition file for a cave test area containing spawn points, objects, and background tile data.
Defines the static layout of the initial cave base room using Tiled map format, including background tile layers and object placement for starting game infrastructure.
Static layout definition for a pre-designed cave chamber containing environmental objects, loot containers, and structural tiles.
Static layout definition for a specific cave base map configuration used in the world generation system.
Static Tiled map layout defining the visual and structural setup for cave entrances in the DST caves.
This component defines a static map layout for the cave exit region, specifying tile data, object placement (such as cave lights, spawn points, and flora), and structural metadata for world generation.
Static layout definition for the starting cave map used in Don't Starve Together, specifying tile layers and object placements for initial player spawn area.
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.
Provides utility functions to retroactively inject specific biome layouts and maze structures into generated cave maps during world loading for the Return of Them and From Beyond updates.
Static map layout definition for Charlie's first phase encounter using Tiled map format, specifying background tiles and a stage post object.
Defines a static map layout used for the chess minigame world generation, specifying tile backgrounds and object placements.
Defines the layout and object configuration for a chess-themed static map zone, including background tiles and placed objects such as marble pillars, marble trees, and chess-piece prefabs.
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.
Static layout file defining the structure and object placement for the Chess Spot map room in DST.
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 tile-based map layout for a dungeon room, defining background tile patterns and object placements (e.g., statues, gears, bishops) using Tiled map format metadata.
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.
Static map layout definition for a 16x16 grid used in DST world generation, containing background tiles and foreground object placements for a decorative/chess-themed scene.
A static map layout file defining tile-based background structures and object placements for a chess-themed arena.
A consumable item that reveals map terrain and depletes over time when equipped, while also functioning as a basic melee weapon.
Defines a static map layout for the Crab King boss arena, specifying tile data and spawn regions for game entities.
This file is deprecated and serves only as a legacy alias that redirects to the actual customize.lua script.
Defines the static layout configuration for a deciduous forest pond area using Tiled map data, specifying floor tiles and placement of decorative and gameplay-relevant objects such as trees, statues, flowers, fireflies, and a chance-based panflute spawn.
Manages the spawning, tracking, and despawning of grave guard ghosts for Wendy's skill-related grave mechanics.
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.
Manages timed regrowth of trees and plants in desolation zones based on world topology and time multipliers.
Registers forest biome-specific room templates with unique entity distribution and static layouts for procedural world generation.
Registers the 'Oasis' custom task for the DST map system, defining its progression requirements and room placement rules.
Manages the creation, destruction, health tracking, and structural integrity of monkey docks on Monkey Island maps.
A static map layout file defining the environment for the Dragonfly Arena boss encounter, including terrain, lava ponds, scorched ground, and spawn points.
Provides static layout data for the Evergreen Sinkhole map region, defining background tile placement and foreground object regions.
Provides utility functions to compute bounding boxes and minimum bounding radii for collections of nodes and polygon points.
A static map layout file defining the visual and structural configuration for the Eyebone Grave location, including placement of gravestone objects and optional entity prefabs via object properties.
Manages soil moisture, nutrients, and farming-related systems across the world map, including plant growth, weed spawning, and Lord Fruit Fly behavior.
A static map layout file defining the placement of three moon fissure entities in a 3x3 tile grid for world generation.
Provides map layout data for the archive_fourblock room, defining background tile patterns and foreground object placements for the four-block area.
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 layout data for the Atrium Hallway Three room in the DST world generation system.
Static layout data for an Atrium hallway segment in DST's map system.
Defines the layout data for a specific Atrium hallway map room variant in DST's world generation system.
Defines the tile layout and object placement for the 'hallway_armoury' room variant 'four' in DST map generation.
A static layout room definition for residential-style hallways in the Caves, using tile layer data to define background patterns.
Defines a static map layout for the residential hallway room variant "four" using Tiled map format.
Defines a static hallway room layout for the game's world generation system using Tiled map format metadata.
A static layout map configuration for a pit hallway armoury room variant in DST's world generation system.
Represents a static map layout file for a specific room (pit_room_armoury_two) using Tiled map format, containing tile layers and object groups for level geometry and entity spawners.
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.
A static map layout definition for a room in the Don't Starve Together world generation system, containing tile data for the background layer.
Defines the tilemap layout and static objects for the 'residential_two' room variant in DST's world generation system.
Static map layout for a residential-style room in the game's world generation system, defining tile background layers and object placements.
Defines a static map layout using Tiled JSON data for a 32x32 tileroom with decorative background tiles and foreground objects.
Calculates and provides local temperature values near fumaroles based on seasonal cycles, noise, and multipliers, for use by the temperature override system.
Defines procedural room templates for fungal cave environments, specifying spawn rules for mushtrees, mushrooms, flowers, and slurpers with distribution probabilities.
Defines static cave room templates including impassable pit rooms and cave exit rooms with distributed flora and light assets.
Registers the MooseGooseBreedingGrounds room configuration for forest world generation, defining its visual style, tags, and biome content rules.
Manages networked map icons used to track entities on the global minimap, supporting fog-of-war visibility states and optional name labels.
Represents a bidirectional connection between two graph nodes in the world map, managing rendering, locking, and data persistence for map navigation structures.
Static layout definition containing background tile patterns used to render grassy terrain in DST maps.
Map layout definition for a grass-themed sinkhole environment, specifying tile layers and object group configurations used in world generation.
Defines the Graveyard map room template with forest-level tile properties, mist visuals, and procedural prefab generation for graves and natural elements.
Defines static layout data for the Grotto map room using Tiled JSON structure, specifying tile placement and object instance configurations for procedural world generation.
A Tiled map layout file defining the static tile and object configuration for a large grotto pool environment in DST.
A static map layout definition representing a small grotto pool region, used to define placement and structure for in-game environmental features in the Grotto biome.
Defines the static layout data for the Grotto starting area, including tilemap configuration, light placements, and spawn points.
Manages dynamic spatial audio for grotto waterfalls by tracking nearby pools and assigning sound emitters to the closest valid ones.
Static map layout definition for the Hermit Crab island, containing tile data, foreground objects (e.g., structures, flora, markers), and their spawn positions.
Manages teleportation and rotation-aware positioning of Hermitcrab-related entities (pearls and structures) relative to Monkey Island during world loading and relocation.
Static layout configuration for the Hound Rock map region containing rocks and hound mounds as placed objects and background tiles.
A static layout file defining the visual structure and object placement for the Insane Eyebone stage in DST's boss arenas.
Static layout file defining the arrangement of flint, sanity rocks, and basalt objects for a map room in the caves.
A static layout map definition used for the Insane Rabbit King arena, containing background tile data and foreground object placements for the boss encounter.
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).
Defines a static map layout for an Insanity-themed wormhole arena using Tiled JSON-style data, including tile layers for background visuals and an object group for placing scenery and wormhole entry points.
Tiled map layout definition for the Junk Yard biome, containing static tile data and object placement metadata for procedural world generation.
Defines the layout and static object placement for the Archive Keyroom in DST, used during the Ruins gameplay sequence.
Manages a collection of named coordinate positions associated with an entity for persistent tracking and recall.
Defines the Lava Arena map task configuration used during world generation to specify layout rules and constraints.
Registers a custom task set named 'Lava Arena' for use in world generation.
Provides utility functions for force-directed layout of nodes in 2D space, including repulsion from walls and points.
A static map layout definition for the Leif Forest region, containing background tiles and object placements for trees and the boss Leif.
Manages level configuration including task selection, set piece assignment, and world generation overrides for map generation in Don't Starve Together.
Central registry and manager for level configurations, settings presets, and world generation definitions in Don't Starve Together.
Provides the static layout data for the Livingtree map room, specifying tile placement and object positions for Tiled-based world generation.
Defines the Tiled map layout data for a long hallway room in the Archive biome.
Static layout data for a hallway room in the Archive world generation system, defining background tiles and foreground objects for map room placement.
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.
Defines a static layout for the Atrium Hallway room in the caves, containing tile data and embedded objects such as lights and droppers.
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.
Defines the static layout data for a long hallway room using Tiled map format, including background tile layer and foreground object placement.
Defines a static map layout for the Pit Hallway Armoury room in DST’s caves worldgen.
A static room layout definition for the Pit Room Armoury map section, containing background tile data and object placement metadata.
Defines the tilemap layout for the "Long" static room in the Pit Room Armoury, specifying tile data and object placement for level generation.
Maps the layout data for the "Armoury Two" room in the Caves, including static tile backgrounds and object placement for gameplay elements like spawners and lights.
Defines the static layout data for the Armory room's long variant using Tiled map format for DST world generation.
Defines the static map layout data for a residential room variant using Tiled map format.
Defines a static residential room layout for cave map generation, including tile placement and object spawners.
Provides layout data for a static map room named 'long', defining tile layers and object placements using TMX format.
Manages the seasonal spawning of Lureplants during spring by tracking player movement trails and probabilistically placing them around active players.
Static map layout definition for the Lures and Worms level, specifying tile grid dimensions, layer structure, and object placement metadata.
A static map layout file defining background tile positions and foreground object placements for the Mactusk City level area in DST.
A static layout definition file representing the Mactusk Village map section, containing tile data and object placements for world generation.
Stores and manages recorded map data for teaching exploration progress between players.
Manages dynamic map revealed areas by spawning and tracking mini-map icons based on nearby map revealers and custom sources.
Reveals map areas to players in a轮播 manner across multiple ticks, typically used by map-related entities like the Map Room or Map Table.
Manages the player's map interface, including minimap rendering, zoom controls, map decorations, and interaction handling via map actions.
Represents a map scroll item that records and displays map data, supporting both overworld and cave locations with dynamic description and visual updates.
Adds functionality to an entity to reveal map areas at specified locations, supporting pre-reveal hooks and conditional map opening.
Provides a central registry of map-specific tags and spawner configurations used during level generation in DST's worldgen system.
Static layout definition for a puzzle map area containing stone walls, wooden walls, and rocks arranged in a structured pattern.
Static map layout data for a puzzle-related zone, defining background tiles and foreground object placements using Tiled map format.
A static map layout definition for a puzzle chamber used in the MAX encounter sequence, containing background tiles and foreground object placements.
Registers four pre-defined map tasks for the Maxwell campaign (MaxPuzzle1–3 and MaxHome) with specific room constraints and visual settings.
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 definition for the Maxwell arena map in Don't Starve Together, containing tile layer data and object placements.
A static map layout file defining the physical structure of the Maxwell 4 level, including background tile layers and object placement for statues and marble trees.
A Tiled map data file representing the static layout for the Maxwell 6 level, defining background tile layers and foreground object placements for the Don't Starve Together world generation system.
Map layout definition for the Maxwell 7 world generation template, specifying background tiles and placed objects.
Defines the Tiled map layout for the Maxwell Merm Shrine level, specifying tile layers and object placements for tentacles, merm houses, statues, and evil flowers.
Defines static map layout data for the Maxwell home scenario, containing pre-configured entities with fixed positions and properties.
Defines the MermTown room template for forest worlds, specifying tile type, visual color, and spawn rules for merm-related structures and entities.
Manages message bottle prefabs and their behavior, including throwing mechanics, map revealing, treasure generation, and conversion into gel blob bottles or empty bottles upon interaction.
Manages miasma cloud generation, spread, strength, and decay in the world map, primarily in relation to rifts and vents.
Defines a static map layout for a military-themed entrance area, including background tile data and placement of world objects such as ruins, statues, and cave holes.
Creates the minimap entity used for rendering the local area map on the HUD.
Static map layout data for Monkey Island, defining terrain tiles and placement of islands-specific structures and objects.
A static layout definition for Monkey Island in DST, containing tilemap data and object group metadata for static structures, portals, docks, and prefabs.
A Tiled map layout file defining the static tile and object configuration for the Monkey Island island environment.
A Tiled map layout defining static environmental assets for a monkey island zone, including ground tiles, dock infrastructure, pirate boats, cannons, monkey structures, and portal debris.
Tiled map layout file defining static environmental assets for the Monkey Island static layout, including ground tiles, docks, pirates, monkey structures, and portal debris.
Static map layout configuration for a monkey island area in DST, defining background tiles, objects, and structural elements via Tiled JSON.
Generates dock systems and associated assets for monkey islands during world generation.
Manages bidirectional linking between an entity and a set of moon altar targets, updating positions and triggering callbacks on connection or disconnection.
Defines a static map layout asset for a decorative rock glass object associated with the moon altar, used in level design.
Defines the static layout data for the Moon Altar Rock seed in the game world, specifying its placement and metadata for map generation.
A static map layout definition for the Moon Base one-room environment, containing tile data and object placement metadata for world generation.
A collectible map icon prefab that spawns a global map marker when placed on the ground and hides it when held in inventory.
Placeholder module containing no functional code — all its tasks were migrated to dst_tasks_forestworld.
Defines a static map layout containing moon trees and a hidden moonglass axe for world generation in DST.
Map layout definition for the Moon Tree region using Tiled map data format; specifies tile layer backgrounds and object groups for moon tree placement and petal worldgen zones.
Defines the static layout and object placement for the moose nesting area in the Forest world.
A static map layout definition used to place cave flowers and background tiles in specific positions during world generation.
Manages world map graph structure including nodes, edges, and child subgraphs for procedural level generation and rendering in Don't Starve Together.
Defines a static map layout for the Nightmare scenario, specifying terrain tiles, objects, and entity spawn points.
Defines the initial static layout for the nightmare event map, specifying tile data and object placements.
Static layout configuration for the Nightmare Start area with predefined objects, spawning points, and decorative tiles.
Defines the static layout for an oasis environment using Tiled map data, specifying background tiles and foreground object placements.
Provides layout definition, conversion, and placement utilities for world generation, supporting static and procedural positioning of prefabs in maps.
Stores and manages ownership information for an entity, typically used for map regions or structures claimed by a specific entity (e.g., a boss or character).
A map-generation utility module that inserts ocean-based setpieces (moon islands, hermit islands, crab kings, waterlog biomes, monkey islands) into an existing world by validating terrain constraints and adding topology nodes.
Manages dynamic color and texture blending for the ocean floor and sky based on time of day phases (day, dusk, night, no_ocean).
Defines the static layout data for the Ocean Monument map room using Tiled JSON format, including tile layer configurations and object placements for ocean-based encounters.
A static map layout definition for the Ocean Whirl big portal structure, containing tile data and object groups used by the world generator.
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 hallway layout for archive areas using Tiled map data, including tile layers for background visuals and object groups for interactive and decorative entities.
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 the Atrium Hallway Three room in the Don't Starve Together world generation system.
Defines a static room layout for the Atrium Hallway Two using Tiled map data, containing background tiles, foreground objects (sanity/insanity rocks, fences, rubble), and chests.
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 a static hallway room layout for world generation using Tiled map format.
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.
Provides Tiled map data for the Pit Room Armoury layout used in world generation.
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.
Defines static layout data for a residential room tilemap used in world generation.
Defines the layout and static object placement for a residential-style room in the game map.
Defines a static 32x32 tilemap room layout for DST's world generation system using Tiled JSON format.
Defines a static map layout for a pig guard berry patch area using Tiled map data.
Defines a static map layout for a "pigguard berries easy" scenario containing decorative torches and berry bushes.
A static map layout definition for a pig guard area with easy difficulty, containing fixed tile layers and object placements for perma grass and pig torches.
Defines a Tiled map layout for pig guard enclosures, specifying background tiles and object placements for walls and pig torches.
Defines a static map layout for the Pig Guards arena, containing tile data, decorative torches, and wooden walls for environmental structure.
Defines the static layout configuration for a pigguard-friendly map area, including background tiles and foreground objects such as torches and wooden walls.
Defines static layout data for the Pig Town biome using Tiled map format, specifying tile layers and object placements for Pig houses.
Provides procedural positioning utilities for map nodes using various spatial distribution algorithms (random line, circular offset, circular edge) and two placement strategies (mode0, random).
Provides a centralized registry of static map layouts used as points of interest in sandbox mode world generation.
Defines the static map layout data for a pond sinkhole room, including tile layers and object group metadata for placement in world generation.
A static map layout used for the Presummer scenario start zone, defining terrain tiles, background elements, and interactive world objects such as trees, grass, campfires, and treasure chests.
Static map layout data for a pumpkin carving-themed level in Don't Starve Together.
Registers a single optional task (`Quagmire_KitchenTask`) for Quagmire map generation, specifying room placement rules and visual properties.
Provides map data structure for Quagmire kitchen layouts with no runtime logic or entity behavior.
Extends the world map functionality with Quagmire-specific terrain checks, specifically identifying farmable Quagmire soil and evaluating tillability at a given point.
Renders the Quagmire festival recipe book UI, overlaying the minimap interface and repurposing map control logic for book navigation.
Defines a static map layout for rabbit cities using TMX map data with tile and object layers.
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 cave-level room templates for rabbit warrens and related environments, including RabbitArea, RabbitTown, RabbitCity, RabbitSinkhole, and SpiderIncursion.
Static layout definition for the Rabbit Town pre-built map room, specifying tile patterns and object placements.
Handles remote teleportation logic by selecting a valid destination pad and moving the doer and nearby items.
Provides a mapping and random selection mechanism for substituting game resources (e.g., rocks, trees, grass) with alternate variants based on predefined rules.
Static layout configuration for the Resurrection Stone stage, defining its tilemap and object placement.
Defines the tilemap layout for the Resurrection Stone in the winter season, including background tiles and object placements (e.g., resurrection stone, pig heads, resource area).
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.
Defines a static map layout for a fumarole region in the Caves, using Tiled map format with tile layers and object groups to place props and spawners.
Map layout data structure defining terrain tiles and static world object placements for a large moon island map segment.
Defines the Tiled map layout for a medium-sized moon island environment, including tile layers and object groups for terrain, scenery, and gameplay elements.
Defines the static layout and worldgen data for a small Moon Island map using Tiled map format.
Static map layout definition for the Moonmush Retrofit area, containing tile data and placed game objects such as mushtrees, lighting, spawners, and decorative elements.
Applies worldgen retrofits for "A New Reign" and other DLC content to existing worlds by spawning missing prefabs, adjusting topology, and scheduling server resets.
Manages the registration and retrieval of world room definitions for procedural map generation in Don't Starve Together.
Manages rope bridge creation, destruction, health tracking, and earthquake damage response across the world grid.
Stores static layout data for the Ruined Base map area, defining background tiles and foreground object placement using Tiled Map Editor format.
Defines procedural cave room templates for the Ruins biome, including layouts and distribution rules for flora, structures, and spawners.
Defines task configurations for generating Ruins-level cave maps with progressively difficult room sets, lock requirements, and reward keys.
Static layout definition for the Ruins Camp map room, specifying tile data and object placements using Tiled map format.
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.
Manages global sandstorm state and calculates storm intensity based on season, weather, location, and nearby oases.
Defines a static 16x16 tilemap layout containing sanity rocks and a central wormhole object for use in world generation.
A Tiled map definition file specifying static layout data for a sanity wormhole room, including tile layers and object placement for sanity rocks and one wormhole.
Defines static layout data for a game map region containing decorative and gameplay-related sculptures and objects.
Defines a static layout for decorative and interactive sculptures in the game world using Tiled map data.
A Tiled map file defining static layout data for sculptural decorations in the game world.
Defines a static map layout containing sculpture placement data for the game world.
Defines a static map layout containing decorative sculptures and statues for in-game environments.
A deployable map-revealing structure that provides illumination and reveals fog of war; it can be hammered to collect loot and deactivates when burnt.
Manages networked location state for the Daywalker boss between cave and surface spawns.
Helper component for managing and querying the Sharkboi arena’s spatial boundaries in the game world.
A static map layout definition for a simple base structure used in world generation, containing tile data and object placements.
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 definition used to place pre-authored object instances in the game world, such as the skeleton and crafting materials.
Defines a static map layout containing decorative skeleton and clothing loot items for use in DST world generation.
A static map layout defining the layout and object placement for the Skeleton Entomologist room in the Caves.
Static layout data for the Skeleton Fisher room used in cave world generation.
Static map layout definition for a skeleton grave robbing scene, containing predefined object placements for narrative and environmental context.
A static map layout defining spawn locations and placement of loot items and a skeleton hunter NPC in the game world.
A static layout map asset defining spawn positions for loot, structures, and environmental objects in the skeleton hunter swamp world area.
Tiled map layout file defining the placement of entities and decorative objects for the skeleton miner encounter in DST.
A static map layout definition for the Skeleton Miner dungeon, specifying background tile patterns, foreground objects (skeleton, miner hat, pickaxe, rocks, gold nuggets), and associated NPC Leif placements.
Static layout data for the skeleton mushjack map room, defining background tiles and object placements for world generation.
A static map layout file defining the placement of background tiles and foreground objects (including skeleton entities and ambient elements) for a non-player skeleton scene.
A static map layout defining the placement of loot and environmental objects in the Skeleton Rain Coat area of the Caves.
Defines the layout and static object placement for the Skeleton Researchlab2 map area using Tiled data format.
Defines the static layout configuration for the Skeleton Research Lab scene in Tiled map format, including tile layers and object placements for world generation.
Defines the static layout data for the Skeleton Summer map room using Tiled map format specifications.
A static layout configuration for a skeleton trapper scene, defining placement of entities like traps, birds, and food within a Tiled map structure.
Defines a static pregenerated dungeon layout containing loot and skeletal remains for the winter season in DST's world generation system.
Defines a static map layout for the Skeleton Winter boss arena, specifying tile configuration and placement of interactive objects.
A Tiled map layout definition for a winter-themed skeleton structure containing lootable items.
Static map layout data for a burnt forest area associated with the Skeleton Wizard boss encounter.
Defines a static layout map layer for the Skeleton Wizard's ice-themed boss lair, specifying tile placements and object spawn positions.
A static map layout file defining the layout and object placement for a small boon chamber in the world generation system.
A static map layout configuration defining terrain tiles and dynamic spider den placements for a specific arena zone.
Static map layout defining terrain tiles and decorative vegetation/obstacle placement, used to block or direct spider paths in the game world.
Defines a static map layout used as a beginner-friendly spider den blocker with three spider dens and vegetation.
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.
Static map layout configuration for the Spider Forest biome, defining background tiles, foreground objects, and spider den placements with growth and sleep state metadata.
Defines a static map layout for the spiral arena using Tiled map format, including background tiles and object placements for the ruins and relics.
A static map layout definition for the Stagehand Garden area, containing background tile data and placement metadata for in-world objects like the Stagehand and rose flowers.
A consumable map item that reveals the current stash location when used, and destroys itself after revealing.
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.
Generates and connects map regions, tasks, and narrative-driven room layouts using lock-and-key progression, node graphs, and setpieces for world generation in DST.
Defines cave swamp map room templates with varying layouts, densities, and prefab distributions for procedural world generation.
Stores and manages symbol-swapping configuration data for world symbols (e.g., for map generation or prefabs).
A test map layout file used to validate symmetry in map rendering and object placement.
A static map layout definition used for testing symmetry in world generation, containing tile and object placement data.
A map-level data structure defining spawn locations for tallbird nests and rocks in the forest biome.
Defines a static map layout containing background tiles and foreground objects (tallbird nests and rocks) used to block or partition terrain in DST world generation.
A static map layout defining geometry and object placement for small tallbird-related map areas.
A static map layout defining the placement of tallbird nests and rocks in a specific region of the game world.
Represents a procedural map generation task with room placement rules, locking/Key requirements, and special room configurations.
Manages registration, retrieval, and listing of task group definitions for world generation across different game locations (forest, caves, lava arena, quagmire).
Defines the static layout data for the Teleportato base area in the caves, including background tiles and placed objects.
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.
Static tilemap layout for the Teleportato crank area, defining background tiles and object placements in the game world.
Defines a static world layout for the Teleportato potato teleporter structure using Tiled map format data.
Static map layout data for tentacle pillar structures, defining tile placement and object markers for world generation.
Static layout data for the tentacle pillar atrium map room, defining tile layers and object placements for dungeon generation.
Defines the static layout data for the outer atrium region of the tentacle pillar event in DST.
Stores static layout data for tentacle and marsh vegetation objects in the Marsh region map layers.
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.
Modifies terrain tiles at a given point in the world, handling soil replacement, entity collapse events, and custom callbacks.
Registers multiple forest-themed world room templates with specific tile values, spawn weights, and static layout counts for procedural map generation.
Defines forest floor terrain room templates for procedural world generation, including grassland variants with randomized vegetation and structures.
Defines impassable room templates for the forest world map, including visual and gameplay properties for untraversable terrain.
Defines cave map room templates used for labyrinthine cave structures, specifying visual properties, tile types, tags, and content generation rules.
Defines procedural room templates and static layout placements for the Moon Island biome in Don't Starve Together.
Static map layout definition for the terrarium forest fire scenario, specifying tile configuration and object placement for a predefined environment.
Static map layout definition for the Terrarium forest biome with pig-themed decorative and functional objects.
Static layout definition for the Terrarium Forest Spiders room, specifying tile layout, background layers, and placed objects such as spider dens, logs, and items.
Static layout test data for map room generation, containing Tiled map metadata for a 32x32 grid with background tiles and foreground object placements.
Defines the static map layout for the "This Means War" scenario starting area, including tile data and object placement for scenario initialization.
Defines the static Tiled map layout data for a three-tile-wide chamber in the archive_fourblock map layout set.
Defines the Tiled map layout for a hallway room (archive_hallway_two/three) used in DST's cave world generation, specifying tile layers and object placement for static dungeon architecture.
Static map layout definition for the archive hallway's three-room configuration, specifying tilemap and object placement via Tiled JSON data.
Defines the structure and tile data for a specific hallway room layout used in map generation.
A static map layout definition for an atrium hallway corridor, containing tile data and placement information for foreground objects.
A static map layout definition for the Atrium Hallway room, containing background tile data and foreground object placements.
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.
Defines the layout and static geometry for the "three" hallway room used in world generation.
Defines the static layout data for a specific map room (pit_hallway_armoury/three) used in world generation.
Represents a static room layout (pit_room_armoury_two) for world generation, defining tilemap data and spawn points for dungeon objects.
A static map layout file defining the pit_room_armoury room configuration using Tiled map data.
Tiled map data structure for the Armoury Two (room_armoury_two/three) static layout, defining tile layers and object placement for a dungeon room.
Defines the layout data for the "Armoury" map room (three.lua), specifying background tile patterns and object spawn points using Tiled Map Editor format.
A static map layout definition for a residential room in the caves, containing tile data and object placements.
A static map layout definition for a residential room in the game world, specifying tile and object placement using Tiled format.
Static layout data structure for a 32x32 tile-based room using Tiled map format.
Provides tile classification utilities and manages tile groups for world generation and entity placement logic in Don't Starve Together.
Defines the static layout data for the Toadstool Arena map room using Tiled JSON format, specifying background tiles and placed objects.
Defines decorative and structural room layouts for the Toadstool Arena biome in the game's cave world generation system.
Manages the spawning and respawn logic for toadstools across registered spawner entities.
Defines a static map layout used to place Torch Pig King related entities in the world, including the Pig King and three Pig Torches.
Defines the static layout data for the torch rabbit cave map room using Tiled map format.
Defines a static map layout for the starting area of the Total Darkness scenario, containing fixed-position objects and tile data.
Defines a static world map layout for a trap event that spawns a firestaff and multiple fire hounds.
A static map layout file defining tile-based background patterns and object placements for a game environment.
A static map layout defining spawn positions for an ice staff and multiple ice hounds in Don't Starve Together.
A static layout file defining the placement of world objects for the Spoiled Food trap event in DST.
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.
A static map layout used for winter-themed deciduous forests, containing predefined scenery objects and placement data.
Provides static layout mappings for world tile types and sandbox mode trap configurations used in map generation.
Static room layout definition for the archive_fourblock region, specifying background tile patterns and a single pillar placement.
Tiled map data configuration for the archive hallway two room layout, defining tile layers and object placements for procedural dungeon generation.
Defines a static map layout for an archive hallway room, containing tiled floor data and embedded game objects like statues, walls, and areas.
Defines a static map layout for the Atrium Hallway Three room variant, specifying background tiles and object placement using Tiled JSON format.
Defines the static layout data for the Atrium Hallway Two map room, including tilemap and object placements.
A Tiled map data structure for the Atrium Hallway (two) room layout, containing background tile information and foreground object placement definitions.
A static room layout used in world generation for the Hallway Armoury region, containing background tile data and an object spawner.
Defines a static 32x32 tilemap layout for a residential hallway used in world generation, containing background tile data and an empty foreground object layer.
Defines a static tilemap layout for the residential hallway room in DST's world generation system.
Defines a static hallway map layout using Tiled map format, containing background tile data and foreground object placements for in-game level generation.
Defines the static layout data for the Pit Hallway Armoury room variant 'two' in DST's world generation system.
Static map layout definition for the Pit Room Armoury Two room in DST, specifying tile data and object spawner positions for a specific dungeon layout.
A static map layout file defining the 'pit_room_armoury' sub-room configuration for level generation, including background tiles and object spawners.
Room layout definition for the 'armoury_two' static room used in world generation.
A static map layout definition for the "armoury" room in DST, specifying background tile patterns and spawn positions for special in-game entities.
Defines a static map layout for a specific room in DST's world generation system.
Defines the static layout data for a residential-style room in the world generation system using Tiled Map Editor format.
Defines the tilemap layout for a residential room in the caves, including background tiles and decorative foreground objects.
Static room layout data for a 32x32 tile room used in DST's world generation system.
Manages flower placement, wilting behavior, and dynamic lighting for decorative vases in the game.
Tracks the active position and state of a vault arena floor region, enabling point-in-room checks for client-side collision and rendering.
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.
Manages loading, saving, unloading, and layout of procedural vault rooms in the world map.
Manages dynamic vine bridge tiles in the game world, including creation, damage, destruction, and animation.
Manages the lifecycle of Wagstaff machinery spawns, hints, and fence generation in the Wagpunk minigame area.
A static map layout definition for the Walled Garden world generation room, containing tile layers and object groups used to construct the arena's visuals and structures.
A Tiled map data file defining static wall corner decorations and ruins for the game world.
Defines a static map layout containing Ruined Walls and Broken Walls for dungeon generation.
Defines a static map layout containing wall placement data and object metadata for ruin-style wall segments.
A static map layout containing wall segments with varying health states for use in dungeon generation.
Manages path routes and interpolation for entities that follow wandering paths, used for AI navigation in maps.
Static map layout definition for the Warzone 2 area, specifying tile placement and entity spawn points.
Static layout definition for the Warzone 3 map room, specifying background tiles and object placements for NPCs and structures.
Static map layout for the wasphive biome with easy difficulty grass placement and wasphive 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.
Defines a static map layout for the waterlogged environment using Tiled map format data.
Provides static layout data for a waterplant room, including tilemap geometry and object placement.
Defines the static layout data for a waterplant map room using Tiled map format.
Manages rope line extension and retraction for anchor-based mechanics, updating depth-based state and triggering callbacks during operation.
Tracks and manages all registered Winona teleport pads on the map for network synchronization and world-wide navigation.
A static map layout defining the initial player starting area in the Easy difficulty winter season.
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.
Stores and manages theprefab name reference for a winter tree associated with a winter tree seed entity.
Manages and synchronizes the chest location for the Woby Courier quest system across shards, storing world coordinates and updating network replication.
Manages the global world instance and initial setup for the game environment, including map rendering, tile physics, components, and prefabs.
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.