Barracks
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.
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.
A static map layout definition for the Brinepool biome, specifying tile placement and game object spawn regions such as saltstacks and cookiecutter spawners.
Spawns groups of entities (bunches) around predefined spawner positions during world generation, enforcing placement rules and spacing constraints.
Spawns buzzards in response to environmental conditions and events, managing their lifecycle, shadow proxies, and seasonal behaviors.
Defines the cave world type, including prefabs, assets, spawners, and world initialization logic.
A spawner entity that periodically generates cave vent mites in response to nearby players within fumarole areas.
Manages dynamic lighting and spawner behavior for cave moonlight effects, adjusting light parameters based on world state and triggering mob spawns when players are nearby.
Spawns the Crab King boss upon timer expiration and manages regeneration when the current Crab King is killed.
Manages the spawning and respawn timing of the Crab King boss during world generation restoration.
Configures the Forest world instance by registering prefabs, assets, and world-level components for spawning, environmental effects, and game systems.
Manages the spawning and state tracking of the Day Walker boss in the Forest world, coordinating with the junk pile and shard-level spawner.
Manages the spawning and lifecycle of frogs during rainy spring weather, including logic for lunar rift influence and player-specific spawning.
A structure that spawns hounds periodically and releases them upon damage or death; it also haunts players under certain conditions.
Manages spawning and respawning of Klaus sacks in winter, tracking spawn counts and coordinating with world timers and spawner locations.
A spawner entity that maintains a herd of lightning goats and periodically generates new members during mating season.
Manages the spawning and tracking of Malbatross entities near fish shoals in the game world.
Spawns and manages a fixed number of light prefabs in a circular pattern around an entity.
A structure that spawns Merm minions during the night and regenerates them over time, with special behavior when crafted with an offering pot.
Creates a classified entity that acts as a meteor spawner by attaching the meteorshower component.
Provides a mechanism to override positioning logic for migration pets spawned by the player spawner system.
Spawns and manages groups of minion entities around a central spawner entity, tracking their positions, lifecycle, and synchronization across network sessions.
A structure that spawns moles underground and drops loot when dug up.
A shelter structure that spawns powder monkeys during the day and provides lighting at night.
A regenerative boss lair that spawns moon spiders and responds to player actions, world state, and environmental events like quakes.
Manages the controlled spawning of Mushgnome entities in response to player proximity within a defined zone, using the ChildSpawner component.
Creates and configures a light-emitting, shatterable cave tree that spawns spores, drops loot when damaged, and can regrow or decay over time.
Spawns and manages nightmare-type enemies in the Caves during nightmare phases, adjusting light intensity and sanity effects dynamically.
Spawns and manages a shoal of medium-sized oceanfish entities in water regions, automatically regenerating and respawning fish over time.
A structure that spawns and houses otters, stores loot, and reacts to player interaction or combat damage by releasing or aggroing otters.
A non-networked entity component that manages a herd of penguins, coordinating their spawning via mood cycles and the periodic spawner system.
Manages a structure that spawns and shelters pigmen, with state-dependent lighting, sound, and damage behavior.
Manages frozen, spawning, and environmental state transitions for surface and cave ponds, including seasonal freezing, child mob spawning, acid rain effects, and loot spawning.
Manages a dynamic burrow that spawns rabbits based on season, weather, and player interactions, with support for spring-specific flooded behavior and Rabbit King lucky rabbit spawns.
Manages a structured spawning point for Bunnymen with lighting, burnable physics, and world-state-aware door mechanics in DST.
Manages the Rabbit King’s lifecycle, including spawning, leashing to players, state transitions (passive/aggressive/lucky), and interaction tracking via carrot-feeding or naughtiness.
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.
Manages the spawning, tracking, and state of lunar and shadow rifts in the game world based on difficulty settings and world conditions.
Manages the herd system for spawning and maintaining groups of Rocky entities in the world, including seasonal spawning behavior and member population limits.
Spawns fish schools and triggers special ocean predators like gnarwails and sharks in oceanic regions based on player proximity and environmental conditions.
Handles the delivery and spawning of shop-purchased items above the entity's position in the world.
A small item used as a craftable material and cat toy, which can be upgraded to increase spider trust when held by a Spider Whisperer.
A prefabricated entity that defines the Slurtle and Snurtle creatures, including their combat, locomotion, eating, explosive, and spawner behaviors.
A spawner entity that periodically generates spider minions and releases them when mined; it transforms into a mineable rock when fully depleted.
Controls the AI behavior of the Spider Queen entity, including nest placement, spawning followers, panic responses, and combat logic.
Spawns and periodically regenerates tumbleweed entities in the world using the ChildSpawner component.
A hive-like structure that periodically spawns killer bees and reacts to nearby players and attacks by releasing aggressive wasps.
A water-based structure that spawns and regenerates Wobster creatures over time, interacts with player mining actions and boat collisions, and can transform into a Moonglass Wobster Den during Halloween events.
Provides helper utilities for integrating world-setting-based timer control into core gameplay components like ChildSpawner, Spawner, and Pickable.
A deployable lantern prefab that transforms into a worm when activated, triggering nearby worm lanterns to activate in sequence.