Antlion Spawner
Spawns an antlion when a sandstorm becomes active, and manages the spawned antlion's lifecycle.
Spawns an antlion when a sandstorm becomes active, and manages the spawned antlion's lifecycle.
Spawns a balloon entity at a specified world position.
Defines the initial world layout for the Bargain mode, specifying tile layers and object placements used to seed the forest world with starter resources.
A boss-stage facility that spawns bats over time and reacts to player proximity and day/night cycles.
Defines a forest room template named "BeefalowPlain" that procedurally populates the world with grass and beefalo entities during map generation.
Stores and calculates spawn limits and timing modifiers for bird-related world entities via a additive source modifier list.
Defines static layout templates for level-specific resource and item spawns (boons) used in world generation, grouped by rarity and difficulty tier.
Tracks players in Lunacy Mode and periodically spawns Brightmare Gestalt entities based on player sanity levels and population rules.
Static map layout for a brine pool area, defining background tile placement and foreground object zones for saltstacks and cookiecutter spawners.
Manages butterfly spawning behavior based on active players and world conditions.
Serves as a central event structure in the Carnival event, managing decorative rank progression, crow kid spawners, and host summoning functionality.
Manages the lifecycle and world presence of the Carnival Host during the Carnival event, including spawning, plaza tracking, and summoning logic.
Implements the shooting minigame station for the Carnival event, managing game state, aiming mechanics, target spawning, and reward distribution for players.
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.
Manages the spawning, tracking, and regeneration of child entities for parent entities such as bosses or nest structures.
Creates a non-entity, non-interactive world marker used to register a Daywalker spawning location.
A non-networked entity tag registry that signals deer spawning locations to the world system.
Static map layout definition for the default plus start area containing initial resources and spawn points.
Defines the default starting layout for new worlds in Don't Starve Together, including tile placement and object spawn points.
Manages spawning and lifecycle of dragonflies in lava ponds, tracking active dragonflies and synchronizing engagement state across connected ponds.
Acts as a structure that spawns dustmoths after being repaired; manages its own durability, regenerative child-spawning, and loot drops upon destruction.
Triggers periodic announcements and spawns a prefab when an entity's fire timer expires, optionally subject to sanity thresholds.
Creates a non-networked herd entity that manages a group of grassgekko entities using the herd system.
Provides shared loot generation and dependency tracking logic for junk pile entities in DST.
Serves as the spawn point and container for a Lavae pet; when despawned, it transforms into ash and drops at the location with visual and audio feedback.
Manages the spawning and lifecycle of lunar rift guardian entities at designated locations in the world.
Manages a stage-progressing rift portal that transforms terrain, spawns lunar enemies and crystals, and triggers ground-pound events during growth phases.
Manages the spawning and wave-based infestation of Lunarthrall plants by spawning Gestalt entities and infesting target plants during lunar rift events.
Registers a custom forest room (MandrakeHome) that occasionally spawns a mandrake_planted prefab among natural flora and structures.
A structure that spawns and manages Merm guards when a Merm King is present, supporting dynamic spawning behavior and interaction with world settings and offering pots.
Manages miasma cloud generation, spread, strength, and decay in the world map, primarily in relation to rifts and vents.
Manages periodic spawning of moonbeasts (moonhounds and moonpigs) near the Moon Base entity and handles petrification of nearby ghouls when active.
Manages the lifecycle, growth, and explosive behavior of Toadstool Mushroombombs in DST, including progressive animations, lighting fade, and area-of-effect damage on detonation.
Manages penguin flock spawning, colony formation, and seasonal population control in winter.
Manages the spawning, behavior, and persistence of pirate raids and associated assets (boats, captains, crew, loot stash) in the game world.
Manages player spawning logic, including position selection, spawn protection, and migration handling in the master simulation.
Manages spawning and lifecycle of a shadeling entity tied to an unsittable chair in a Nightmare-zone node, with cooldown enforcement.
Manages spontaneous spawning of item mimics for the Shadowthrall boss during Cavenights when shadow rifts are active.
Manages periodic or burst shedding of items from an entity at a specified height.
Manages a single persistent entity (e.g., a named NPC) by spawning, housing, and releasing it according to configured timing and occupancy rules.
A static map layout configuration defining terrain tiles and dynamic spider den placements for a specific arena zone.
A boss-level spider entity that commands a hive of followers, generates eggs and spiders, and uses shared aggro mechanics to coordinate attacks with nearby spiders.
A map-level data structure defining spawn locations for tallbird nests and rocks in the forest biome.
Adds a room template for procedural ground noise assets in forest and cave biomes, including flora, rocks, and spawn markers with weighted distribution rules.
Defines the layout data for the "Armoury" map room (three.lua), specifying background tile patterns and object spawn points using Tiled Map Editor format.
Manages the spawning and respawn logic for toadstools across registered spawner entities.
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.
Registers and manages server-side-only entity markers for vault world generation and navigation logic.
Manages the lifecycle of Wagstaff machinery spawns, hints, and fence generation in the Wagpunk minigame area.
Registers three room variants for walrus camps in forest worlds, each with distinct tile types, spawn configurations, and weighted prefab distributions.
Manages the spawning, tracking, and removal of the Wandering Trader entity in the game world.
Defines a static battle arena layout for special events, containing spawn positions for enemy units such as pigmen and mermen.
A sentient, flower-based ocean plant entity that regenerates barnacles, spawns fish, and attacks nearby threats using ranged combat or pollen-based abilities.
A static map layout defining the initial player starting area in the Easy difficulty winter season.
Serves as a temporary visual and functional spawn proxy for Wormwood’s pet transformation ability, handling the animation, sound, and delayed spawning of the actual pet prefab after a fixed delay.
A seasonal event structure that spawns cooperative bunnymen, accepts offerings of carrots to unlock crafting options, and triggers special gameplay during the YOTR event.