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73 docs tagged with "static"

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Abandonedboat

Defines the static layout and object placement for the Abandoned Boat map room, including tile data, object zones, and scenario-linked entities.

Abandonedwarf

Defines a static map layout for the Abandoned Dwarf encounter in Don't Starve Together using Tiled map format data.

Abandonedwarf2

A static map layout defining the tile-based geometry and object placements for the Abandoned Dwarf 2 map room.

Adventure Portal Layout

A static map layout definition used to position entities (e.g., adventure portals, flora, lighting) in the Adventure mode portal room.

Atrium Start

Static map layout data for the Atrium Start room, defining tile placements and object positions used in world generation.

Balatro

Static map layout file defining the layout and static entities for the Balatro arena stage in Don't Starve Together.

Basalt

Generates static, decorative rock obstacles with randomized animations and visual variation in the world.

Beefalo Farm

A static map layout defining the arrangement of tiles, walls, objects, and entities in the Beefalo Farm location.

Cave Art Test Start

Static layout definition file for a cave test area containing spawn points, objects, and background tile data.

Cave Base 2

Static layout definition for a pre-designed cave chamber containing environmental objects, loot containers, and structural tiles.

Chess Blocker C

A static layout file for a chess-themed map used in Don't Starve Together, defining tile layers and object placements for a chessboard-like arena environment.

Chess Spot2

A static map layout used in the game world, containing background tiles and object placements for a specific map area.

Chess Spot3

Static map layout definition for a chess-themed area containing embedded game objects and tile data.

Chessy 1

Static map layout definition for a chess-themed environment containing background tiles and placed objects such as knight, skeleton, gears, and spear entities.

Chessy 3

Static layout map definition for a chess-themed room used in the game's world generation system.

Chessy 4

A static map layout definition for a custom game area, specifying background tiles and object placements using Tiled Map Editor format.

Chessy 6

A static map layout file defining tile-based background structures and object placements for a chess-themed arena.

Dev Graveyard

A static world layout defining decorative and narrative elements for a developer graveyard area, including named gravestones, statues, trees, pillars, and evil flowers.

Farm Decor

Defines prefabs for decorative landscape items used in farm-related environments, such as rocks, sticks, and fence posts.

Four

A static layout room definition for residential-style hallways in the Caves, using tile layer data to define background patterns.

Grotto Pool Large

A Tiled map layout file defining the static tile and object configuration for a large grotto pool environment in DST.

Grotto Start

Defines the static layout data for the Grotto starting area, including tilemap configuration, light placements, and spawn points.

Hermitcrab 01

Static map layout definition for the Hermit Crab island, containing tile data, foreground objects (e.g., structures, flora, markers), and their spawn positions.

Insane Eyebone

A static layout file defining the visual structure and object placement for the Insane Eyebone stage in DST's boss arenas.

Insane Pig

Defines a static map layout for a world region containing pig-related structures and environmental assets.

Insane Wormhole

Static map layout for the Insane World's wormhole room, defining tile configurations and static object placements (e.g., basalt, insanity rocks, and wormhole trigger).

Junk Yard1

Tiled map layout definition for the Junk Yard biome, containing static tile data and object placement metadata for procedural world generation.

Long

Static map layout definition for a long hallway room in the Atrium level, specifying tilemap data and object placements for visual and environmental context.

Long

Static map layout definition for the Hallway Armoury's long corridor in Don't Starve Together.

Long

Defines a static hallway map layout for residential rooms using Tiled TMX format data.

Long

Defines the tilemap layout for the "Long" static room in the Pit Room Armoury, specifying tile data and object placement for level generation.

Long

Provides layout data for a static map room named 'long', defining tile layers and object placements using TMX format.

Mactusk City

A static map layout file defining background tile positions and foreground object placements for the Mactusk City level area in DST.

Maxwell 1

Tiled map data layout for the Maxwell level in Don't Starve Together, defining static tile layers and object placements for the arena environment.

Maxwell 6

A Tiled map data file representing the static layout for the Maxwell 6 level, defining background tile layers and foreground object placements for the Don't Starve Together world generation system.

Maxwellhome

Defines static map layout data for the Maxwell home scenario, containing pre-configured entities with fixed positions and properties.

Monkeyisland Retrofitlarge 02

A Tiled map layout defining static environmental assets for a monkey island zone, including ground tiles, dock infrastructure, pirate boats, cannons, monkey structures, and portal debris.

Monkeyisland Retrofitsmall 01

Tiled map layout file defining static environmental assets for the Monkey Island static layout, including ground tiles, docks, pirates, monkey structures, and portal debris.

Monkeyisland Retrofitsmall 02

Static map layout configuration for a monkey island area in DST, defining background tiles, objects, and structural elements via Tiled JSON.

Moonaltarrockglass

Defines a static map layout asset for a decorative rock glass object associated with the moon altar, used in level design.

Moonaltarrockidol

Static layout data defining the placement and configuration of a moon altar rock idol in a static map layout.

Moontrees 2

Static layout definition for moon tree placements and terrain regions in a moon-themed world room.

One

Defines a static rectangular room layout for the Archive Hallway in Don't Starve Together, including tile data and object placements.

One

Defines the static layout data for an atrium hallway room in the game world using Tiled map format.

One

Represents a static map layout configuration for a hallway residential room in the game world, defining tile data and object structure using Tiled map format.

Pigguard Berries Easy

Defines a static map layout for a "pigguard berries easy" scenario containing decorative torches and berry bushes.

Pigguard Grass

Defines static decorative layout data for a pigguard environment, including background tile patterns and foreground object placement.

Pillar

Creates and configures static environmental pillar prefabs with conditional physics, tags, and sound emitter support.

Pointsofinterest

Provides a centralized registry of static map layouts used as points of interest in sandbox mode world generation.

Quagmire Altar Statue

Helper function for creating decorative and environmental prefabs in the Quagmire and Park biomes with configurable animation banks, physics, and rotation behavior.

Quagmire Mushroomstump

A static, passive quagmire world structure that serves as a visual and thematic landmark in the Quagmire biome, with no gameplay functionality beyond appearance and identification.

Quagmire Salts

Defines two prefabs — a placed rock variant and a ground variant — for Quagmire salts, providing static world objects with appropriate animations and network synchronization.

Rabbithermit

Defines a static map layout for a rabbit-themed area containing placed objects (e.g., rabbit house, carrot plants, tools) using Tiled TMX format data.

Rabbittown

Static layout definition for the Rabbit Town pre-built map room, specifying tile patterns and object placements.

Ruins Start2

Defines the static map layout for the Ruins starting area in DST, including tile layers and object placement for spawn points and cave exits.

Sacred Barracks

Defines a static map layout using Tiled map format for the Sacred Barracks area, containing tile layers for background tiles and an object group with spawners and ruins for gameplay content.

Sanity Wormhole Oneshot

A Tiled map definition file specifying static layout data for a sanity wormhole room, including tile layers and object placement for sanity rocks and one wormhole.

Sculptures 2

Defines a static layout for decorative and interactive sculptures in the game world using Tiled map data.

Sculptures 4

Defines a static map layout containing sculpture placement data for the game world.

Sculptures 5

Defines a static map layout containing decorative sculptures and statues for in-game environments.

Skeleton Construction

A static map layout definition used to place pre-authored object instances in the game world, such as the skeleton and crafting materials.

Skeleton Entomologist

A static map layout defining the layout and object placement for the Skeleton Entomologist room in the Caves.

Skeleton farmer

A static map layout file used to define the placement of skeleton-themed decorative objects and items in the world.

Skeleton Graverobber

Static map layout definition for a skeleton grave robbing scene, containing predefined object placements for narrative and environmental context.

Skeleton Trapper

A static layout configuration for a skeleton trapper scene, defining placement of entities like traps, birds, and food within a Tiled map structure.

Three

A static map layout definition for a residential room in the caves, containing tile data and object placements.

Two

Static map layout definition for the Pit Room Armoury Two room in DST, specifying tile data and object spawner positions for a specific dungeon layout.

Walls Corner

A Tiled map data file defining static wall corner decorations and ruins for the game world.

Warzone 3

Static layout definition for the Warzone 3 map room, specifying background tiles and object placements for NPCs and structures.

Waterlogged4

Defines a static map layout for the waterlogged environment using Tiled map format data.

Winter Start Hard

Defines the static layout data for the winter_start_hard map scene, specifying tile configurations, background layers, and object placements for the hard-mode winter starting area.

Winter Start Medium

Defines a pre-built winter starting map layout with static resources and spawnpoints for the Winter game scenario.

Wormhole Oneshot

A static map layout for the wormhole one-shot event, defining tile placement and object regions.