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126 docs tagged with "room"

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Abandonedboat

Defines the static layout and object placement for the Abandoned Boat map room, including tile data, object zones, and scenario-linked entities.

Abandonedwarf2

A static map layout defining the tile-based geometry and object placements for the Abandoned Dwarf 2 map room.

Archive End

Defines the static Tiled map layout for the archive end room, including tile layers and object placements for environmental props and interactive elements.

Archive Start

Defines the tilemap layout and static objects for the Archive Start room in DST's world generation system.

Atrium End

Defines the static layout data for the Atrium End map room, including tile layer and object placements.

Atrium Start

Static map layout data for the Atrium Start room, defining tile placements and object positions used in world generation.

Bats

Defines cave room templates used to generate bat-infested underground areas in the world.

Bee

Defines forest room templates for bee-related biomes, including standard bee clearings and queen bee nests, specifying tile type, colour, and prefab spawn rules.

Beefalo

Defines a forest room template named "BeefalowPlain" that procedurally populates the world with grass and beefalo entities during map generation.

Blockers

Registers forest biome-specific room templates that act as visual and gameplay blockers, containing fixed or randomly distributed prefabs to shape the world layout.

Blue Mushy Entrance

Defines the static layout data for the blue mushroom entrance room in the caves, including background tiles, spawn points, and object placements.

Chess

Defines corruption-themed world rooms (ChessArea, MarbleForest, etc.) with randomized static layouts and prefab spawn probabilities for procedural map generation.

Chess Spot

Static layout file defining the structure and object placement for the Chess Spot map room in DST.

Chessy 2

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.

Dlcrooms

Registers forest biome-specific room templates with unique entity distribution and static layouts for procedural world generation.

Four

Provides map layout data for the archive_fourblock room, defining background tile patterns and foreground object placements for the four-block area.

Four

Defines the Tiled map layout for the archive hallway two four room, specifying tile layers and object placements for indoor ruins environment.

Four

A Tiled map static layout defining the architecture and object placement for a hallway room in the archive worldgen.

Four

Defines the layout data for a specific Atrium hallway map room variant in DST's world generation system.

Four

Defines the tile layout and object placement for the 'hallway_armoury' room variant 'four' in DST map generation.

Four

A static layout room definition for residential-style hallways in the Caves, using tile layer data to define background patterns.

Four

Defines a static map layout for the residential hallway room variant "four" using Tiled map format.

Four

Defines a static hallway room layout for the game's world generation system using Tiled map format metadata.

Four

A static layout map configuration for a pit hallway armoury room variant in DST's world generation system.

Four

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.

Four

Defines the static layout data for the Armory Two room's "four" variant, specifying tile configuration and object placements.

Four

Defines the layout data for the 'four' room variant in the armoury map room, including tile positions and object placements using Tiled map format.

Four

A static map layout definition for a room in the Don't Starve Together world generation system, containing tile data for the background layer.

Four

Defines the tilemap layout and static objects for the 'residential_two' room variant in DST's world generation system.

Four

Static map layout for a residential-style room in the game's world generation system, defining tile background layers and object placements.

Four

Defines a static map layout using Tiled JSON data for a 32x32 tileroom with decorative background tiles and foreground objects.

Fungusnoise

Defines procedural room templates for fungal cave environments, specifying spawn rules for mushtrees, mushrooms, flowers, and slurpers with distribution probabilities.

Generic

Defines static cave room templates including impassable pit rooms and cave exit rooms with distributed flora and light assets.

Giants

Registers the MooseGooseBreedingGrounds room configuration for forest world generation, defining its visual style, tags, and biome content rules.

Graveyard

Defines the Graveyard map room template with forest-level tile properties, mist visuals, and procedural prefab generation for graves and natural elements.

Livingtree

Provides the static layout data for the Livingtree map room, specifying tile placement and object positions for Tiled-based world generation.

Long

Defines the Atrium Hallway layout as a static map tile layer and object group configuration for dungeon generation.

Long

Defines a static layout for the Atrium Hallway room in the caves, containing tile data and embedded objects such as lights and droppers.

Long

Defines the static layout data for a long hallway room using Tiled map format, including background tile layer and foreground object placement.

Long

Defines the tilemap layout for the "Long" static room in the Pit Room Armoury, specifying tile data and object placement for level generation.

Long

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.

Long

Defines the static layout data for the Armory room's long variant using Tiled map format for DST world generation.

Long

Defines the static layout data for the 'Long' room used in world generation.

Long

Defines the static map layout data for a residential room variant using Tiled map format.

Long

Defines a static residential room layout for cave map generation, including tile placement and object spawners.

Long

Provides layout data for a static map room named 'long', defining tile layers and object placements using TMX format.

Mandrake

Registers a custom forest room (MandrakeHome) that occasionally spawns a mandrake_planted prefab among natural flora and structures.

Merms

Defines the MermTown room template for forest worlds, specifying tile type, visual color, and spawn rules for merm-related structures and entities.

Mud

Defines cave environment room templates containing mud terrain tiles and procedurally placed flora, wildlife, and structures.

Oceanmonument

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.

One

Defines a static room layout for the archive_fourblock map section, containing background tile patterns and object placements for cave lighting and pillars.

One

Defines a static rectangular room layout for the Archive Hallway in Don't Starve Together, including tile data and object placements.

One

Defines the static layout data for the Atrium Hallway Three room in the Don't Starve Together world generation system.

One

Defines the static layout data for an atrium hallway room in the game world using Tiled map format.

One

Represents a Tiled map file for the Hallway Armoury room's "one" layout configuration.

One

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.

One

Defines the layout structure of a residential hallway room using Tiled map data for world generation.

One

Defines a static hallway room layout for world generation using Tiled map format.

One

Defines the static layout data for the Pit Hallway Armoury room's first variation using Tiled JSON format.

One

Defines the static layout for the Pit Room Armoury Two map room, including background tilemap data and object placement markers for in-game spawners.

One

Defines the static layout data for the 'room_armoury_two' room using Tiled Map Editor format, including background tile layers and object spawner positions.

One

Defines a static room layout for the armoury map room using Tiled map format, specifying background tiles and object spawn points.

One

Defines static layout data for a residential room tilemap used in world generation.

One

Defines the layout and static object placement for a residential-style room in the game map.

One

Defines a static 32x32 tilemap room layout for DST's world generation system using Tiled JSON format.

Pondsinkhole

Defines the static map layout data for a pond sinkhole room, including tile layers and object group metadata for placement in world generation.

Rabbits

Defines cave-level room templates for rabbit warrens and related environments, including RabbitArea, RabbitTown, RabbitCity, RabbitSinkhole, and SpiderIncursion.

Rabbittown

Static layout definition for the Rabbit Town pre-built map room, specifying tile patterns and object placements.

Redmush

Defines and registers five distinct cave mushroom-themed room templates with varying prop distributions for world generation in DST.

Rocky

Defines several cave room templates containing variable distributions of rocks, pillars, slurtle holes, bats, and other environmental props for world generation.

Room Functions

Provides generator functions and helpers for procedural room and terrain placement in world generation.

Ruins Camp

Static layout definition for the Ruins Camp map room, specifying tile data and object placements using Tiled map format.

Sinkhole

Defines procedural cave room templates for sinkhole biomes in the world generation system, specifying decoration rules, static layouts, and visual properties.

Skeleton Entomologist

A static map layout defining the layout and object placement for the Skeleton Entomologist room in the Caves.

Skeleton Fisher

Static layout data for the Skeleton Fisher room used in cave world generation.

Skeleton Summer

Defines the static layout data for the Skeleton Summer map room using Tiled map format specifications.

Spider

Defines three procedural room templates (SpiderCity, SpiderVillage, SpiderVillageSwamp) for generating spider-infested areas in the Forest, Rocky, and Marsh biomes.

Spillagmites

Registers cave room templates populated with stalagmites, pillars, spider holes, and other ambient cave debris for world generation.

Starts

Registers predefined room templates for the forest world type, including custom starting areas like Burnt Forest and Safe Swamp, defining tile type, visual appearance, and content distribution rules.

Swamp

Defines cave swamp map room templates with varying layouts, densities, and prefab distributions for procedural world generation.

Tallbird

Defines a room template named TallbirdNests used in the forest level to procedurally generate nest clusters containing tallbird nests, rocks, and other sparse environmental objects.

Task

Represents a procedural map generation task with room placement rules, locking/Key requirements, and special room configurations.

Terrain

Defines terrain tile restrictions for spawning in-game objects and provides access to room definitions via a deprecated lookup mechanism.

Terrain Dirt

Registers a room template named BGDirt with dirt tile type, specific tags, and probabilistic contents for rock prefabs.

Terrain Impassable

Defines impassable room templates for the forest world map, including visual and gameplay properties for untraversable terrain.

Terrain Marsh

Registers marsh-themed room templates for procedural map generation with specific prefabs, distribution rules, and visual properties.

Terrain Mazes

Defines cave map room templates used for labyrinthine cave structures, specifying visual properties, tile types, tags, and content generation rules.

Terrain Noise

Adds a room template for procedural ground noise assets in forest and cave biomes, including flora, rocks, and spawn markers with weighted distribution rules.

Terrain Ocean

Registers ocean terrain room definitions for procedural world generation, mapping tile types to loot and static layout spawn rules.

Terrain Rocky

Defines forest-level room templates with rocky terrain characteristics for procedural world generation.

Three

Defines the static Tiled map layout data for a three-tile-wide chamber in the archive_fourblock map layout set.

Three

A static map layout definition for an atrium hallway corridor, containing tile data and placement information for foreground objects.

Three

A static map layout definition for the Atrium Hallway room, containing background tile data and foreground object placements.

Three

Defines the static layout data for a hallway residential room variant in the game world.

Three

Static layout data for a residential hallway room used in world generation.

Three

Defines the layout and static geometry for the "three" hallway room used in world generation.

Three

Defines the static layout data for a specific map room (pit_hallway_armoury/three) used in world generation.

Three

Represents a static room layout (pit_room_armoury_two) for world generation, defining tilemap data and spawn points for dungeon objects.

Three

A static map layout file defining the pit_room_armoury room configuration using Tiled map data.

Three

Tiled map data structure for the Armoury Two (room_armoury_two/three) static layout, defining tile layers and object placement for a dungeon room.

Three

Defines the tilemap layout for a static open-room asset used in world generation.

Three

A static map layout definition for a residential room in the caves, containing tile data and object placements.

Three

A static map layout definition for a residential room in the game world, specifying tile and object placement using Tiled format.

Three

Static layout data structure for a 32x32 tile-based room using Tiled map format.

Toadstoolarena

Defines decorative and structural room layouts for the Toadstool Arena biome in the game's cave world generation system.

Torch Rabbit Cave

Defines the static layout data for the torch rabbit cave map room using Tiled map format.

Two

Tiled map data configuration for the archive hallway two room layout, defining tile layers and object placements for procedural dungeon generation.

Two

Defines a static map layout for an archive hallway room, containing tiled floor data and embedded game objects like statues, walls, and areas.

Two

Defines a static map layout for the Atrium Hallway Three room variant, specifying background tiles and object placement using Tiled JSON format.

Two

Defines the static layout data for the Atrium Hallway Two map room, including tilemap and object placements.

Two

A Tiled map data structure for the Atrium Hallway (two) room layout, containing background tile information and foreground object placement definitions.

Two

Defines a static tilemap layout for the residential hallway room in DST's world generation system.

Two

Defines a static hallway map layout using Tiled map format, containing background tile data and foreground object placements for in-game level generation.

Two

Defines the static layout data for the Pit Hallway Armoury room variant 'two' in DST's world generation system.

Two

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.

Two

A static map layout file defining the 'pit_room_armoury' sub-room configuration for level generation, including background tiles and object spawners.

Two

Room layout definition for the 'armoury_two' static room used in world generation.

Two

A static map layout definition for the "armoury" room in DST, specifying background tile patterns and spawn positions for special in-game entities.

Two

Defines the static layout data for a residential-style room in the world generation system using Tiled Map Editor format.

Two

Defines the tilemap layout for a residential room in the caves, including background tiles and decorative foreground objects.

Two

Static room layout data for a 32x32 tile room used in DST's world generation system.

Vaultroom

Manages loading, saving, unloading, and layout of procedural vault rooms in the world map.

Vaultroom Defs

Defines room generation logic for vault areas, including terrain terraforming and layout spawning.

Walrus

Registers three room variants for walrus camps in forest worlds, each with distinct tile types, spawn configurations, and weighted prefab distributions.

Waterlogged2

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.

Waterplant1

Provides static layout data for a waterplant room, including tilemap geometry and object placement.