Beargerspawner
Manages the seasonal spawning of the Bearger boss during autumn with warning systems and player targeting.
Manages the seasonal spawning of the Bearger boss during autumn with warning systems and player targeting.
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 bird spawning, tracking, and lunar hail event mechanics for the world.
Defines static spawning rules for grouped environmental props (bunches) such as seastacks, saltstacks, and rubbles across specific tile types.
Manages butterfly spawning and tracking on the master server based on player presence and world state.
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 Deerclops boss spawning, timing, and attack cycles on the server.
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 dynamic lure plant spawning based on player movement trails during Spring season.
Defines the MermTown room template for forest worlds, specifying tile type, visual color, and spawn rules for merm-related structures and entities.
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 seasonal penguin colony spawning, tracking, and lifecycle for winter events.
Manages timed, density-controlled spawning of prefabs around an entity with configurable intervals and spatial constraints.
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 spawning of shadow mimic entities that copy existing items during Cavenight when Shadow Rifts are active.
A global utility module providing helper functions for entity searching, vision checks, spawning logic, and asset atlas management.
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.
Server-side prefab that periodically spawns shadow_heart_vein entities around WX-78 players using the shadow heart skill mechanic.