Beargerspawner
Manages spawning and timers for Bearger events in DST, tracking players, seasonal logic, and countdown warnings.
Manages spawning and timers for Bearger events in DST, tracking players, seasonal logic, and countdown warnings.
Manages beefalo herd behavior, mating seasons, and baby beefalo spawning.
Defines the Beehive prefab entity that spawns bees, handles combat interactions, and drops loot when destroyed.
Manages the spawning and behavior of birds in the game world, including timed spawning for players, lunar hail event responses, and dynamic environmental adjustments.
Defines static spawning rules for grouped environmental props (bunches) such as seastacks, saltstacks, and rubbles across specific tile types.
Manages the lifecycle, inventory, and catcoon spawning behavior of the Catcoon Den structure in Don't Starve Together.
Manages dynamic lighting and spawning behavior for cave exit light sources, adjusting brightness, color, and presence based on world and cave phase states.
Spawns and manages Cookiecutter minions underwater, regenerating them over time based on tunable parameters and world settings.
Manages the transformation of a deciduous tree into a hostile monster state, controlling drake spawning, root attacks, and state transitions.
Manages the spawning, timing, and targeting logic for Deerclops boss attacks in DST.
Manages AI behavior for the Dragonfly boss, including fight reset logic, Lavae spawning, chase/combat, and home patrolling.
Controls the AI behavior of the Eye of Terror boss, coordinating special attacks, leashing, facing, and spawning mini-eyes via behavior trees.
Removes itself automatically after a fixed lifetime to prevent permanent obstruction of fish school spawn points.
Spawns and manages floating debris (flotsam) in ocean environments, including scheduled natural spawns and guaranteed items like message bottles.
Manages periodic spawning of renewable forest resources such as flint, saplings, and berry bushes near spawn points when no players are nearby.
Manages the spawning and progression of gingerbread-themed hunts during events, including generating crumb trails and spawning gingerbread pigs or houses.
A flying lunar-aligned companion entity that follows the player, enters sleep cycles, periodically spawns fuel items, and adjusts sanity.
Manages the hermit crab’s home structure, including construction progression, friend-based recipe unlocking, hermit crab spawning, and pearl-based decoration scoring.
Manages the seasonal spawning of Lureplants during spring by tracking player movement trails and probabilistically placing them around active players.
Central game logic component managing initialization, shutdown, loading, unloading, spawning, persistence, and state transitions for prefabs and player sessions in Don't Starve Together.
Defines the MermTown room template for forest worlds, specifying tile type, visual color, and spawn rules for merm-related structures and entities.
Manages the spawning and scheduling of moose entities in relation to moose nesting grounds during spring season.
Manages the behavior, harvesting, burning, and dynamic spawing of ocean vines in the game world.
A flying spider cocoon that slowly spawns water spiders to hunt for ocean fish; it can be ignited or frozen, and drops silk, twigs, or ash upon destruction.
Manages periodic spawning of prefabs at or around an entity with configurable timing, spatial density, and conditional logic.
A structure that produces guards and burns fuel over time, extinguishing when its fuel runs out or during rain.
Manages progressive spawning of entities in waves, ramping up spawn count over time based on wave progression.
Manages the spawning, tracking, and population control of shadow creatures (e.g., Crawling Horrors, Ocean Horrors, Terrorbeaks) for players based on sanity levels and game mode.
Manages squid spawning based on player locations, moon phase, time of day, and nearby ocean trawlers during nights and dusk.
Manages the tallbird nesting behavior, egg spawning, and seasonal reproduction cycle.
Defines terrain tile restrictions for spawning in-game objects and provides access to room definitions via a deprecated lookup mechanism.
Manages the spawning of winter surprise trees during winter seasons, based on world state and player positioning rules.