Autoterraformer
Automatically transforms the terrain tile beneath an entity by repeatedly replacing it with the first item in its container.
Automatically transforms the terrain tile beneath an entity by repeatedly replacing it with the first item in its container.
Monitors nearby terrain anomalies and adjusts walking speed to slow the entity when moving over uneven ground.
A deployable tool that tills soil into farmable ground and handles plowing animations and debris effects.
Handles procedural generation of the Forest biome's terrain, topology, entities, roads, and seasonal/weather configuration for Don't Starve Together world generation.
Manages procedural generation logic for a Voronoi region in the world map, including entity placement, tile generation, and population using custom functions or Voronoi-based sampling.
Static layout definition containing background tile patterns used to render grassy terrain in DST maps.
Manages a stage-progressing rift portal that transforms terrain, spawns lunar enemies and crystals, and triggers ground-pound events during growth phases.
Provides world geometry and terrain query utilities for placement, navigation, and arena validation.
Defines cave environment room templates containing mud terrain tiles and procedurally placed flora, wildlife, and structures.
Provides noise-based tile mapping functions used during world generation to assign tile types based on noise values.
Provides procedural generation functions for ocean tile placement, terrain smoothing, set piece placement, and entity population within ocean world regions.
Contains configuration parameters for procedural ocean tile generation, including depth thresholds, noise settings, and elevation mapping for ocean terrain blending.
A throwable tool prefab that enables terrain modification and combat, with limited durability and skin support.
A tool prefab used in Quagmire game mode to interact with soil and terrain, featuring dedicated animation and network state management.
Extends the world map functionality with Quagmire-specific terrain checks, specifically identifying farmable Quagmire soil and evaluating tillability at a given point.
Manages tile-level world transformation and reversion in the Rift biome, coordinating visual effects and sound synchronization over time.
Provides generator functions and helpers for procedural room and terrain placement in world generation.
Defines a static map layout used as a beginner-friendly spider den blocker with three spider dens and vegetation.
Manages the lifecycle, reinforcement states, construction, andquake-detection behavior of the support pillar structure in DST.
Modifies terrain tiles at a given point in the world, handling soil replacement, entity collapse events, and custom callbacks.
Registers a room template named BGDirt with dirt tile type, specific tags, and probabilistic contents for rock prefabs.
Defines impassable room templates for the forest world map, including visual and gameplay properties for untraversable terrain.
Registers marsh-themed room templates for procedural map generation with specific prefabs, distribution rules, and visual properties.
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 forest-level room templates with rocky terrain characteristics for procedural world generation.
Registers Savanna-style terrain room templates for world generation in DST, defining biome-specific prefabs and placement probabilities for forest biomes.
Registers all game tile definitions—including land, ocean, impassable, and noise types—with associated visual, audio, and physical properties via the TileManager.
Provides tile classification utilities and manages tile groups for world generation and entity placement logic in Don't Starve Together.
Generates prefabs for ground tile items that can be placed on the map to replace existing tiles.
Manages a data grid representing the tile types directly beneath map tiles, used for layered terrain storage in the world.
Periodically notifies nearby players when they enter a zone affected by uneven ground, triggering related gameplay effects.
Static map layout for the wasphive biome with easy difficulty grass placement and wasphive structures.
Generates waterlog terrain features and marker entities in ocean regions during world generation.
Creates a background visual effect entity representing shore wave animations that dynamically adapt based on terrain adjacency and orientation.
Defines ground and wall tile properties and footstep sound logic for entities moving across the world.
Manages a rechargeable, spellcasting terraforming tool used by Wurt to deploy terrain-altering projectiles with cooldowns and sanity costs.