Ancienttrees
Manages the lifecycle, growth, and interaction of ancient trees and their saplings, including seed deployment, growth staging, fruit production, and stump conversion upon harvesting.
Manages the lifecycle, growth, and interaction of ancient trees and their saplings, including seed deployment, growth staging, fruit production, and stump conversion upon harvesting.
Controls the behavior tree and AI logic for the Bearger boss, managing combat, foraging, and seasonal movement patterns.
Manages beefalo herd behavior, mating seasons, and baby beefalo spawning.
Defines the behavior and loot distribution for a winter-themed chest that triggers seasonal changes when opened.
Handles procedural generation of the Forest biome's terrain, topology, entities, roads, and seasonal/weather configuration for Don't Starve Together world generation.
Handles seasonal trap logic and loot setup for a special ice-themed chest that triggers summer season upon opening.
Creates the Koalefant entity (a seasonal large herbivore) with combat, movement, sleeping behavior, poop spawing, and seasonally variant loot.
Manages timed and seasonal mood states for entities, such as mating behavior in beefalo, by tracking mood duration, season-based activation, and world settings multipliers.
Manages lifecycle, growth, seasonal changes, acid rain effects, and loot generation for mushtree entities in the Cave biome.
Manages penguin flock spawning, colony formation, and seasonal population control in winter.
Manages the scheduled regrowth of harvestable plants and structures after they are collected, using time-based timers and world state conditions.
Manages the herd system for spawning and maintaining groups of Rocky entities in the world, including seasonal spawning behavior and member population limits.
Manages season state synchronization between master shard and clients for a specific shard entity in Don't Starve Together.
Manages a dynamic, seasonally-adjusted ice boulder that melts or grows over time and can be mined for ice shards.
Manages seasonal spook level accumulation and triggers spook events (e.g., tree-specific FX) when spook level exceeds a threshold.
Tracks and broadcasts global world state variables such as time, phase, season, weather, and moon cycles for the entire world entity.