Abysspillar
Manages the lifecycle, state transitions, collision behavior, and pathfinding integration for abyss pillars in the game world.
Manages the lifecycle, state transitions, collision behavior, and pathfinding integration for abyss pillars in the game world.
Manages the puzzle mechanics for the Abysspillar Trial, including pillar grid generation, player interaction, minion spawning, and puzzle state transitions.
Manages lunar fissure prefabs for the Alterguardian boss phase, handling area-of-effect damage, animation state, fading, tracking of the boss entity, and grid-based placement during load.
Manages dynamic ambient lighting color transitions based on world phase, moon phase, season, weather, and player night vision state.
Manages dynamic ambient and wave sound mixing based on the player's location, season, weather, and sanity states.
Defines configurable parameters and behavior logic for ancient trees, including growth constraints, loot tables, and nightvision-specific fruit regen synced to day/night cycles.
A deployable item that spawns a randomly generated ancient tree sapling when placed in the world.
Represents a temporary track marker placed on the ground that slowly fades out over time.
Manages the behavior and state transitions of the Antlion boss, including desert camouflage, tribute acceptance, rage cycles, and combat activation.
Manages the lifecycle and damage mechanics of an antlion-triggered sinkhole, including collapse stages, repair cycles, and area-of-effect interactions with nearby entities.
Configures the loot table for the archive cookpot chest by defining and adding default items upon chest creation.
Represents a storage and knowledge-dispensing entity in the Grotto environment, used to unlock blueprints and manage archival puzzle data.
Manages the power state of the Archive structure and synchronizes world state tags.
Manages area-based trigger events that apply tuning overrides when players enter specific story zones.
Controls the dynamic opening and closing behavior of an atrium fence based on player proximity and power state.
Manages the state, gameplay progression, and visual effects of the Atrium Gate, including stalker tracking, destabilization sequences, cooldown handling, and Charlie-related cutscenes.
A decorative, non-interactive rubble prop used in the Atrium environment that supports animated variants and story-line based scrapbook status.
A boss-related interactive statue that dynamically changes appearance based on nightmare phase and drops Thulecite materials when destroyed.
Manages automatic world saving intervals and shard synchronization states.
Automatically transforms the terrain tile beneath an entity by repeatedly replacing it with the first item in its container.
Spawns a balloon entity at a specified world position.
A decayable container prefab that spawns mosquito sacks upon decay and water balloons when placed in inventories, with haunt mechanics that may spawn balloons.
Defines the initial world layout for the Bargain mode, specifying tile layers and object placements used to seed the forest world with starter resources.
Manages spawning and timers for Bearger events in DST, tracking players, seasonal logic, and countdown warnings.
Defines a forest room template named "BeefalowPlain" that procedurally populates the world with grass and beefalo entities during map generation.
Stores and calculates spawn limits and timing modifiers for bird-related world entities via a additive source modifier list.
Registers forest biome-specific room templates that act as visual and gameplay blockers, containing fixed or randomly distributed prefabs to shape the world layout.
Defines cave-level blue mushroom biome room types and their content distributions for world generation.
Checks for proximity to boatrace proximity beacons and triggers detection events after a sustained overlap period.
Defines static layout templates for level-specific resource and item spawns (boons) used in world generation, grouped by rarity and difficulty tier.
Tracks and manages boss entities for gameplay systems that need to know when a boss is present in the world.
Tracks players in Lunacy Mode and periodically spawns Brightmare Gestalt entities based on player sanity levels and population rules.
Static map layout for a brine pool area, defining background tile placement and foreground object zones for saltstacks and cookiecutter spawners.
Generates prefabs for broken walls of various materials (stone, wood, hay, moonrock, etc.) with workable states, loot drops, and visualfx.
Manages brushable interactions for an entity, calculating prizes awarded based on time elapsed since last brushing and handling brush events.
Manages butterfly spawning behavior based on active players and world conditions.
Manages the spawning and despawning of leaf canopy shadow tiles around an entity within a configurable radius.
Utility module for spawning and managing leaf canopy shadows in the world.
Tracks and reports the decorative value of an entity for carnival ranking systems by integrating with nearby CarnivalDecorRanker components.
Manages the lifecycle and world presence of the Carnival Host during the Carnival event, including spawning, plaza tracking, and summoning logic.
Defines the cave world type, including prefabs, assets, spawners, and world initialization logic.
Static layout definition for a specific cave base map configuration used in the world generation system.
Manages the lifecycle and behavior of cave entrance structures, including spawning bats, handling mining to open the entrance, and state transitions based on world migration status and day/night cycles.
Manages the visual and logical state of the cave exit portal, synchronizing its animation and status with world migration events.
Represents the cave world's networked entity and initializes world-specific components for caves gameplay.
Static layout definition for the starting cave map used in Don't Starve Together, specifying tile layers and object placements for initial player spawn area.
A spawner entity that periodically generates cave vent mites in response to nearby players within fumarole areas.
Defines the cave world taskset configuration used for procedural level generation in Don't Starve Together.
Provides utility functions to retroactively inject specific biome layouts and maze structures into generated cave maps during world loading for the Return of Them and From Beyond updates.
Manages thelecturn's visual and functional state as a structure that holds a playbill stage entity and supports page-turning animations and idle behavior.
Manages the Charlie cutscene event for the Atrium gate, including camera control, NPC spawning, gate repair logic, and world state synchronization.
Defines corruption-themed world rooms (ChessArea, MarbleForest, etc.) with randomized static layouts and prefab spawn probabilities for procedural map generation.
Defines a static map layout used for the chess minigame world generation, specifying tile backgrounds and object placements.
Static layout file defining the structure and object placement for the Chess Spot map room in DST.
Generates chesspiece prefabs with dynamic behavior based on moon phases, material variants, and interaction with other entities during moon events.
Renders and manages the lifecycle of a circling buzzard shadow FX entity with fade-in/fade-out transitions tied to time-of-day and season.
Manages networked connections between entities within a specified range, enabling bidirectional node relationships for circuit-based logic.
Manages game time, day/night cycles, and moon phase progression for the world.
Provides utility functions for entity state checking, tile change handling, bridge deployment, rose residue management, luck-based probability calculations, corpse conversion, impact sound selection, topology parsing, inventory tracking, and world migration logic.
Manages blueprint mappings for construction sites, enabling conversion of target prefabs into their corresponding construction site prefabs.
Creates construction plan prefabs that define which entity can be built from a given item.
Manages the state and materials required to construct a building or object at a construction site.
Manages corpse persistence logic by tracking registered corpses and applying persistence sources based on configured callback functions.
Manages the spawning and respawn timing of the Crab King boss during world generation restoration.
Manages the UI for selecting and editing world generation presets across multiple map levels in the sandbox menu.
Central registry and API for world generation and world settings customization options used by the sandbox menu and world configuration systems.
Manages custom world generation and settings presets for player-created world configurations.
Applies mass damage to all wall entities within range of an entity upon scenario creation.
Manages spawning and tracking of Daywalker boss arenas based on world time and configured spawning points.
Creates a non-entity, non-interactive world marker used to register a Daywalker spawning location.
Manages the spawning, timing, and targeting logic for Deerclops boss attacks in DST.
A non-networked entity tag registry that signals deer spawning locations to the world system.
Defines the default starting layout for new worlds in Don't Starve Together, including tile placement and object spawn points.
Manages deployment behavior and constraints for inventory items that can be placed into the world, such as walls, plants, boats, and masts.
Manages timed regrowth of trees and plants in desolation zones based on world topology and time multipliers.
A static world layout defining decorative and narrative elements for a developer graveyard area, including named gravestones, statues, trees, pillars, and evil flowers.
Registers forest biome-specific room templates with unique entity distribution and static layouts for procedural world generation.
A deployable item that places a monkey dock tile on ocean shores and coordinates with the dock manager to manage placement validity and safety.
Manages spawning and lifecycle of dragonflies in lava ponds, tracking active dragonflies and synchronizing engagement state across connected ponds.
Marks an entity as capable of being dried and stores associated drying data, such as product yield, drying time, and associated build files for raw and dried states.
Tracks salt slots in a drying rack and manages salt count changes with optional callback notification.
Manages adaptive background music for the player entity based on gameplay context such as location, actions, time of day, season, and nearby events.
Manages particle emission for an entity by scheduling and dispatching particles over time using a custom update loop.
Manages particle and effect emitters with support for awake/sleep states, lifetime handling, and spatial distribution helpers.
A temporary visual and lighting effect prefab that appears when the Eye of Terror arrives, animating a portal-like FX with dynamic lighting and sound.
Creates a collapsible sinkhole prefab that triggers ground collapse, damages nearby objects, and ejects items when activated.
Registers specific falloff texture definitions for different tile types using the TileManager.
Enables a seed or item to be planted into soil by spawning a plant prefab at the target's position.
Manages group coordination, buff application, and announcement logic for winter feast events when multiple players and tables interact.
Rotates a target entity's orientation and spawns a visual effect upon completion.
Enables an entity to provide researchable fertilizer data to the game, typically used by compost bins or similar structures in biomes like the Ruins.
Spawns and manages floating debris (flotsam) in ocean environments, including scheduled natural spawns and guaranteed items like message bottles.
Manages camera focal point targeting on the client, updating camera offset based on prioritized sources and distance constraints.
Manages camera positioning, movement, and update logic for following a target entity in the game world.
Defines preset configurations for the forest level in Don't Starve Together, including world generation overrides and playstyle settings.
Defines the forest world task sets used by the game's world generation system to structure playable areas.
Configures the Forest world instance by registering prefabs, assets, and world-level components for spawning, environmental effects, and game systems.
Handles procedural generation of the Forest biome's terrain, topology, entities, roads, and seasonal/weather configuration for Don't Starve Together world generation.
Creates and configures the network entity for the Forest world type, initializing world-level systems like weather, moonstorms, and event-specific managers.
Manages the spawning and state tracking of the Day Walker boss in the Forest world, coordinating with the junk pile and shard-level spawner.
Tracks nearby petrifiable entities and periodically triggers large-scale petrification events in the forest based on cooldown cycles.
Manages periodic spawning of renewable forest resources such as flint, saplings, and berry bushes near spawn points when no players are nearby.
Creates and manages transient visual effect prefabs used during fossilization and fossil break animations in the game world.
Defines the layout data for a specific Atrium hallway map room variant in DST's world generation system.
A static map layout definition for a room in the Don't Starve Together world generation system, containing tile data for the background layer.
Defines a static map layout using Tiled JSON data for a 32x32 tileroom with decorative background tiles and foreground objects.
Defines procedural room templates for fungal cave environments, specifying spawn rules for mushtrees, mushrooms, flowers, and slurpers with distribution probabilities.
Central game logic controller that manages world initialization, loading, activation/deactivation, and high-level lifecycle events for Don't Starve Together.
Central configuration and utility system for managing game modes, including built-in and mod-defined modes, their properties, and runtime queries.
Manages the spawning and lifecycle of gel blobs in response to active rifts, player proximity, and spawner cooldowns in DST.
Generates a worldgenoverride.lua file containing current world and settings preset values and override configurations.
Registers the MooseGooseBreedingGrounds room configuration for forest world generation, defining its visual style, tags, and biome content rules.
Applies conditional overrides to global variables during game initialization based on world generation settings.
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.
Registers multiple cave-specific room templates for green mushroom biomes in the world generation system.
Defines static layout data for the Grotto map room using Tiled JSON structure, specifying tile placement and object instance configurations for procedural world generation.
Creates and manages a large grotto pool entity with visual, lighting, and child object placement functionality.
Spawns a short-lived local FX entity that plays a stone-breaking animation and sound at a specified location.
Enables serialization and deserialization of a ground creep object attached to an entity, primarily for world persistence across sessions.
Registers a ground creep asset type (web) with the TileManager system for use in world tile generation.
Factory function that generates prefabs for laundry items used in the Hermithouse environment.
Manages an internal inventory of creatures, allowing an entity to store and release creature entities as needed—typically used for nest-like or lair-like behaviors.
Static layout configuration for the Hound Rock map region containing rocks and hound mounds as placed objects and background tiles.
Manages timed, escalating hound waves targeting players based on world age and group proximity.
Manages visual and logical attachment of boat-related accessories (plank, lip) and handles entity attachment offsets during boat placement.
Manages dynamic monster hunting sequences triggered by players investigating dirt piles, including track generation, beast selection, and spawn logic based on world state and active shrines.
Defines a static map layout for a world region containing pig-related structures and environmental assets.
Registers a series of linked task nodes for the "Island Hopping" world generation sequence, defining how islands are procedurally connected and what rooms they contain.
Manages the interactive junk pile object that players and NPCs can deconstruct to harvest loot, with dynamic health stages, animation updates, and boss mob loot theft detection.
Tiled map layout definition for the Junk Yard biome, containing static tile data and object placement metadata for procedural world generation.
Manages named dynamic positions associated with an entity, supporting platform-relative storage and persistence across saves.
Centralized error definition and assertion helper for configuration and world-related failures in Don't Starve Together.
Manages the Krampus spawning system by tracking player naughtiness and spawning Krampus entities when thresholds are exceeded.
Static map layout definition for the Lava Arena event, specifying tiled background data and object placements for spawners, platforms, and crowd stands.
Registers the Lava Arena game mode as a preset level with fixed world generation settings.
Defines the Lava Arena map task configuration used during world generation to specify layout rules and constraints.
Registers a custom task set named 'Lava Arena' for use in world generation.
Sets up the Lava Arena world environment, including tile physics, lighting, ambient sound, and visual effects for the seasonal battle arena mode.
A hidden, non-visual entity that acts as a server-side registration point for the Lava Arena event, used to coordinate arena setup and state.
Manages the state and progression of the Lava Arena event, including round tracking, victory condition reporting, and player quest data for network synchronization.
Defines reusable static layouts for world generation, supporting pre-defined shapes, static layouts from files, and dynamic prefab placement via area functions.
A static map layout definition for the Leif Forest region, containing background tiles and object placements for trees and the boss Leif.
A combustible fuel item that, when ignited or consumed as fuel, wakes nearby sleeping Leif entities and spawns new Leif entities from eligible nearby trees.
Central registry and manager for level configurations, settings presets, and world generation definitions in Don't Starve Together.
Defines and registers distinct world locations with their configuration overrides for world generation in Don't Starve Together.
Provides global lookup tables for locks and keys used in world generation task sequencing.
Defines the tilemap layout for the "Long" static room in the Pit Room Armoury, specifying tile data and object placement for level generation.
Defines the static layout data for the 'Long' room used in world generation.
Manages the spawning and lifecycle of lunar rift guardian entities at designated locations in the world.
Manages the lunar hail buildup mechanic for a structure, tracking accumulation and decay during lunar hail events, and handling work required to remove the buildup.
Manages spawning, physics, and impact behavior of falling debris during lunar hail storms, including damage application, shelter detection, and interaction with the world topology.
A non-damaging visual FX entity that triggers a single-area explosion affecting nearby entities in the Lunarrift biome.
Manages thequest progression and defeated mutation tracking for lunar rift boss encounters, including Wagstaff NPC appearances and reward logic.
Manages visual and gameplay effects for the Lunar Supernova ability by tracking blocking sources and updating related FX and colour properties.
Manages the spawning and wave-based infestation of Lunarthrall plants by spawning Gestalt entities and infesting target plants during lunar rift events.
A static map layout file defining background tile positions and foreground object placements for the Mactusk City level area in DST.
Manages the spawning and tracking of Malbatross entities near fish shoals in the game world.
Provides world geometry and terrain query utilities for placement, navigation, and arena validation.
Manages dynamic map revealed areas by spawning and tracking mini-map icons based on nearby map revealers and custom sources.
Reveals map areas to players in a轮播 manner across multiple ticks, typically used by map-related entities like the Map Room or Map Table.
Provides utility functions for world topology management, pathfinding validation, and static layout placement.
Renders and manages the player's minimap and world-position mapping on the HUD, handling zoom, panning, and texture updates.
A static map layout defining the visual tile layer and object placement for the Maxwell 3 challenge arena.
A static map layout file defining the physical structure of the Maxwell 4 level, including background tile layers and object placement for statues and marble trees.
Static map layout data for the Maxwell 5 level, defining tile placements and object positions for a custom level in DST.
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.
Map layout definition for the Maxwell 7 world generation template, specifying background tiles and placed objects.
A static world layout file defining the tile-based map and object placement for the Maxwell Pig Shrine scene in DST.
Generates and caches static maze layouts for dungeon and archive environments by leveraging StaticLayout definitions.
Manages the lifecycle of Merm Kings, including throne selection, candidate transformation, and world-wide king state tracking in Don't Starve Together.
Manages message bottle treasure hunts and hermit crab interactions in DST's ocean world.
Renders a minimap marker for message bottle treasure locations without gameplay interaction.
Manages timed meteor shower events on a map spawner entity, including level selection, spawning logic, cooldown handling, and save/load state persistence.
Manages miasma cloud generation, spread, strength, and decay in the world map, primarily in relation to rifts and vents.
Renders and animates the migration portal object, coordinating its visual state with the world migration system.
Manages population groups of migratory creatures (e.g., Crystal-Crested Buzzards) by tracking their location in world nodes, migration paths, and group membership.
Implements the mini sign prefab, a deployable and drawable crafting object that can be placed in the world and inscribed with custom text by the player.
Provides utility functions and API hooks for mod configuration, world generation, and runtime initialization in Don't Starve Together.
Static map layout data for Monkey Island, defining terrain tiles and placement of islands-specific structures and objects.
A static layout definition for Monkey Island in DST, containing tilemap data and object group metadata for static structures, portals, docks, and prefabs.
Manages spontaneous and event-triggered loot spewing from a monkey island portal, including trading logic, looting behavior, and event sequencing.
A Tiled map layout file defining the static tile and object configuration for the Monkey Island island environment.
Manages the Monkey Queen entity, a boss NPC in Monkey Island that interacts with players and monkeys via trading, state transitions (sleep/wake), and scripted events.
Manages timed and seasonal mood states for entities, such as mating behavior in beefalo, by tracking mood duration, season-based activation, and world settings multipliers.
Manages bidirectional linking between an entity and a set of moon altar targets, updating positions and triggering callbacks on connection or disconnection.
A static map layout definition for the Moon Base one-room environment, containing tile data and object placement metadata for world generation.
Manages periodic spawning of moonbeasts (moonhounds and moonpigs) near the Moon Base entity and handles petrification of nearby ghouls when active.
Represents a destructible rock fragment that spawns when breaking moon rock structures and destroys itself upon completion of the mine action.
Increases the fuel level of an entity's Fueled component when triggered, based on a configured charge amount.
Manages moonstorm events, wagstaff hunts, and storm-related gameplay progression in DST's Moon Altar and Wagboss systems.
Manages the active moonstorm zones and calculates moonstorm intensity for entities based on their position relative to node indices in the world topology.
Map layout definition for the Moon Tree region using Tiled map data format; specifies tile layer backgrounds and object groups for moon tree placement and petal worldgen zones.
Creates non-persistent, client-side particle and sound effects for moose nest interactions (idle and hit states), using a proxy transform for positioning and synchronized animation.
Manages the spawning and scheduling of moose entities in relation to moose nesting grounds during spring season.
A buried grave structure that produces loot upon excavation, periodically spawns ghosts during full moons, and supports special Halloween event behaviors.
Defines cave environment room templates containing mud terrain tiles and procedurally placed flora, wildlife, and structures.
A static map layout definition used to place cave flowers and background tiles in specific positions during world generation.
Defines the prefabs for red, green, and blue mushrooms—including their growth behavior, pickup, regeneration, haunting, and cooking mechanics—in Don't Starve Together.
Applies special world initialization logic for New Game+ mode by randomizing spider den stages.
Manages registration, tracking, and filtering of night light entities within the world for master simulation.
Defines a static map layout for the Nightmare scenario, specifying terrain tiles, objects, and entity spawn points.
Static layout configuration for the Nightmare Start area with predefined objects, spawning points, and decorative tiles.
Manages the cyclical nightmare phase transitions and audio cues in the Caves, synchronizing timing and sound states across networked clients.
A dynamic world entity that changes visual state, spawns shadow thralls, and responds to nightmare phase transitions.
A small elemental item used as fuel, bait, and food, primarily for attracting moles and fueling campfires.
Manages visibility and rendering state of nutrient-related visual effects based on the player's nutrient vision toggle.
Checks entity proximity to a circular oasis area and calculates proximity levels relative to its boundary.
Provides layout definition, conversion, and placement utilities for world generation, supporting static and procedural positioning of prefabs in maps.
Manages a collection of spawned prefabs as owned objects, tracking them for persistence and event handling.
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.
Provides utility functions for ocean-related game logic, including tile querying, wave spawning, creature flight state management, entity sinking, and shore point detection.
Manages dynamic color and texture blending for the ocean floor and sky based on time of day phases (day, dusk, night, no_ocean).
Defines static configuration data for ocean fish species, including behavior, loot, diet, and school spawning weights.
Manages dynamic creation, damage, and destruction of ocean ice tiles in the world map, including entity interactions and visual effects.
Calculates and maintains a scoring value for pearl-based decorations based on nearby entities and terrain tiles, used for Hermit Crab home aesthetics.
Manages periodic spawning of prefabs at or around an entity with configurable timing, spatial density, and conditional logic.
A static map layout definition for a pig guard area with easy difficulty, containing fixed tile layers and object placements for perma grass and pig torches.
Defines forest biome room templates for pig settlements, including pig houses, shrines, and villages, with randomized contents and conditional decor based on special events.
Defines static layout data for the Pig Town biome using Tiled map format, specifying tile layers and object placements for Pig houses.
Manages the spawning, behavior, and persistence of pirate raids and associated assets (boats, captains, crew, loot stash) in the game world.
Implements lifecycle and interaction logic for growing crops and their ground variants, including maturation, withering, harvesting, burning, and rotting behaviors.
Generates plantable prefabs that can be placed in the world to spawn full-grown plants, including support for medium spacing, waxed variants, and Halloween moon mutations.
Manages periodic regrowth of plants by tracking per-prefab timers and spawning nearby instances when growth conditions are met.
Manages player spawning logic, including position selection, spawn protection, and migration handling in the master simulation.
Provides shared prefab construction logic and recall-marking functionality for pocket watch items.
Manages the creation and lifecycle of pocketwatch-based teleportation portals, including marking recall points and spawning portal entrance/exit pairs for inter- and intra-world travel.
Manages visual indicators (HUD and world-space) for points of interest tied to entities, particularly when they are unlocked in the scrapbook and visible to the player.
Manages flower collection and planting behavior for entities capable of pollinating and reproducing flora.
Provides a centralized registry of world-protected static layouts organized by biome and type, used for resource placement and world generation.
Registers Quagmire as a custom game level preset with predefined world generation overrides and versioning.
Registers the Quagmire task set used to define valid and initial tasks for Quagmire gameplay.
Registers and configures the Quagmire game mode world, including prefabs, assets, recipes, and gameplay systems.
A collectible altar entity in the Quagmire DLC that displays a food item and optionally acts as a camera focus target.
Factory function for generating Quagmire crate prefabs, supporting both empty crates and pre-filled kits (e.g., oven, grill).
Prefab factory function for creating quagmire-specific keys used to lock and unlock Klaus Sacks.
Creates light-emitting environment assets for the Quagmire biome with predefined visual and luminance properties.
Defines the raw and cooked quagmire mushroom prefabs, including their visual, physics, and game-state properties.
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.
Manages background music playback for the Quagmire arena based on world level and win state, synchronized across clients.
Serves as the central server-side network entity for the Quagmire world, managing world lifecycle, music, recipe book state, hangriness tracking, and character selection lobby.
Defines two prefabs — a placed rock variant and a ground variant — for Quagmire salts, providing static world objects with appropriate animations and network synchronization.
Aprefab entity representing an in-game sap bucket used in the Quagmire DLC, offering no standalone component logic.
Manages environmental quaking events that spawn falling debris and trigger player-specific particle and audio effects in response to time, explosions, or forced triggers.
Defines a static map layout for rabbit cities using TMX map data with tile and object layers.
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.
Marks a specific world position as a recall point for teleportation, storing coordinates and shard ID for later use.
Defines and registers five distinct cave mushroom-themed room templates with varying prop distributions for world generation in DST.
Manages the scheduled regrowth of harvestable plants and structures after they are collected, using time-based timers and world state conditions.
Manages the resurrection stone's lifecycle, including charging, haunt-based activation, light effects, and networked ID assignment for touchstone functionality.
Map layout data structure defining terrain tiles and static world object placements for a large moon island map segment.
Defines the Tiled map layout for a medium-sized moon island environment, including tile layers and object groups for terrain, scenery, and gameplay elements.
Defines the static layout and worldgen data for a small Moon Island map using Tiled map format.
A utility module that applies worldgen retrofits to saved game data, updating legacy maps with new content and mechanics introduced in the Return of Them, Waterlogged, and other DLC updates.
Applies worldgen retrofits for "A New Reign" and other DLC content to existing worlds by spawning missing prefabs, adjusting topology, and scheduling server resets.
Applies world-retrofitting changes for post-launch content (e.g., Return of Them, Terraria, Balatro) by dynamically spawning, repositioning, or removing prefabs after world generation completes.
Defines configuration templates and utility functions for rift portal prefabs, including fallback implementations and affinity constants.
Manages tile-level world transformation and reversion in the Rift biome, coordinating visual effects and sound synchronization over time.
Manages the spawning, tracking, and state of lunar and shadow rifts in the game world based on difficulty settings and world conditions.
Manages the dynamic stage-based growth and melting of ice boulders in response to local temperature, work, and environmental conditions.
Provides generator functions and helpers for procedural room and terrain placement in world generation.
Manages the visual and functional representation of rope bridges in the world, including placement, animation states, and interaction with the rope bridge placement system.
Manages rope bridge creation, destruction, health tracking, and earthquake damage response across the world grid.
Defines procedural cave room templates for the Ruins biome, including layouts and distribution rules for flora, structures, and spawners.
Creates a non-networked entity that manages respawning of a specified prefab after its ruin is destroyed, typically used for ruins that reset after being cleared.
Manages global sandstorm state and calculates storm intensity based on season, weather, location, and nearby oases.
Manages save slot indexing, persistence loading/saving, and world configuration for Don't Starve Together multiplayer sessions.
A crafting and sculpting station that accepts raw sculpting materials or sketches, allows item prototyping, and supports tool-based interaction such as hammering.
Manages seasonal cycles, progression, and world clock segment assignment for the game world.
Defines a data structure for world generation presets with metadata, overrides, and display properties used in the game's frontend and world creation system.
Renders a scrollable grid of world customization controls (spinners and text entries) for the world settings menu.
Handles the behavior and impact effects of a shadow meteor falling from the sky, including visual warnings, terrain damage, entity destruction, and loot spawning.
Manages shadow parasite waves and host spawning for the Shadow Thrall mechanic during rift events.
Manages the lifecycle, stage progression, and environmental effects of the Shadow Rift portal entity, including miasma generation, spawner configuration, and visual/sound transitions between stages.
Manages the lifecycle of shadow fissures and their associated thralls during nightmare events, including spawning, tracking, and releasing fissures and their thralls.
Synchronizes snapshot state between the master shard and shard instances for world autosave coordination.
Manages synchronization of clock-related state (phases, cycles, moon data) across the network for the master shard and game clients.
Manages the single authoritative shard instance in the master simulation, initializing global systems and components required for world-wide game state.
Manages network synchronization of sinkhole target data between master and shard.
Tracks whether the Wagboss boss has been defeated on the master shard, for use across shards in DST's networked world.
Manages network synchronization of world reset countdown state between master shard and non-master shards.
Manages network synchronization of world voting state between master shard and other shards in a DST shard setup.
Manages persistent world, server, and session data for a game shard, including loading, saving, upgrades, and world generation overrides.
Manages cross-shard network communication, including world connectivity, portal linking, and event synchronization between shards in Don't Starve Together.
Manages shard-specific save index data and slot-level world/session metadata for persistent storage across game sessions.
Manages the master session identifier for network synchronization in DST's shard system.
Tracks nearby sharks and adjusts shark sound parameters for players based on proximity and shark state.
Manages the dynamic shadeoverride state for an entity's animation based on its sheltered status, with smooth interpolation between exposed and sheltered values.
Provides utility functions for world and entity queries, vision checks, camera effects, and world event management.
Manages active singing shell entities and controls whether players should update their shell detection logic.
Tracks the presence and activation state of sisturns attached to an entity and broadcasts state changes when sisturn status changes.
Defines a static map layout for a skeleton camper campsite with associated foreground objects.
Defines a static map layout containing decorative skeleton and clothing loot items for use in DST world generation.
A static map layout file used to define the placement of skeleton-themed decorative objects and items in the world.
A static layout map asset defining spawn positions for loot, structures, and environmental objects in the skeleton hunter swamp world area.
A static map layout containing loot and structural elements for the Lumberjack arena event.
Tiled map layout file defining the placement of entities and decorative objects for the skeleton miner encounter in DST.
Defines the layout data for a static map room containing skeleton-themed assets and gameplay objects.
Defines the static layout and object placement for the skeleton warrior encounter in the caves.
Defines a static map layout for the Skeleton Winter boss arena, specifying tile configuration and placement of interactive objects.
Defines a static layout map layer for the Skeleton Wizard's ice-themed boss lair, specifying tile placements and object spawn positions.
Manages a cap on the number of active skeletons in the world by removing the oldest skeletons when the limit is exceeded.
A world FX entity that spawns floating spore clouds which induce sleepiness or knockback resistance in nearby entities over time.
A static map layout file defining the layout and object placement for a small boon chamber in the world generation system.
Manages snowball spawn, despawn, and density distribution in the world during winter events.
Creates networked spawnpoint entities used in multiplayer world generation, distinguishing between master and non-master spawnpoint instances.
Manages the lifecycle and setup logic for special in-game events such as Halloween and Year of the Catcoon.
Defines three procedural room templates (SpiderCity, SpiderVillage, SpiderVillageSwamp) for generating spider-infested areas in the Forest, Rocky, and Marsh biomes.
Static map layout configuration for the Spider Forest biome, defining background tiles, foreground objects, and spider den placements with growth and sleep state metadata.
Registers cave room templates populated with stalagmites, pillars, spider holes, and other ambient cave debris for world generation.
Manages squid spawning based on player locations, moon phase, time of day, and nearby ocean trawlers during nights and dusk.
A mineable terrain feature that yields rock, flint, gems, and other resources when broken.
A prefabricated plant entity that blooms over time, becomes harvestable, then wilts and respawns; used to spawn Wormlights when picked.
Manages world start location configurations for the sandbox menu, supporting both built-in and mod-defined start locations.
A consumable map item that reveals the current stash location when used, and destroys itself after revealing.
Converts static Tiled map files into runtime layout data structures for level generation, including ground tile arrays and object placements with prefab resolution and property parsing.
Tracks active storms on a player entity and synchronizes storm-related properties and speed modifiers.
Generates and connects map regions, tasks, and narrative-driven room layouts using lock-and-key progression, node graphs, and setpieces for world generation in DST.
Defines loot configuration and initialization logic for ocean monument sunken chests in DST.
Defines a room template named TallbirdNests used in the forest level to procedurally generate nest clusters containing tallbird nests, rocks, and other sparse environmental objects.
Manages the registration and retrieval of level generation tasks used to define world room layouts and progression constraints.
Manages the Teleportato structure, handling its activation, part collection, power-up sequence, and level transition in DST.
Defines the static layout data for the Teleportato base area in the caves, including background tiles and placed objects.
Defines the static Tiled map layout for the Advanced Teleportato base, specifying tile layers, background tiles, and object placements for game world generation.
Defines the static layout data for the Teleportato's chamber, including tile layer specifications and object placements used in world generation.
Static tilemap layout for the Teleportato crank area, defining background tiles and object placements in the game world.
Manages inter- and intra-world teleportation of entities, including followers and items, with support for migration, camera transitions, and walkable offset alignment.
Provides a temperature override that takes effect within a specified radius around the entity, used for localized environmental heating or cooling.
Manages the lifecycle, combat behavior, arm deployment, and teleporter link synchronization of the Marsh Tentacle Boss in DST.
Serves as a static teleporter anchor that spawns a tentacle pillar when players or items interact with it, and handles associated sound effects, state synchronization, and residue behavior.
Modifies terrain tiles at a given point in the world, handling soil replacement, entity collapse events, and custom callbacks.
Defines terrain tile restrictions for spawning in-game objects and provides access to room definitions via a deprecated lookup mechanism.
Registers a room template named BGDirt with dirt tile type, specific tags, and probabilistic contents for rock prefabs.
Registers multiple forest-themed world room templates with specific tile values, spawn weights, and static layout counts for procedural map generation.
Defines forest floor terrain room templates for procedural world generation, including grassland variants with randomized vegetation and structures.
Registers marsh-themed room templates for procedural map generation with specific prefabs, distribution rules, and visual properties.
Defines cave map room templates used for labyrinthine cave structures, specifying visual properties, tile types, tags, and content generation rules.
Defines procedural room templates and static layout placements for the Moon Island biome in Don't Starve Together.
Adds a room template for procedural ground noise assets in forest and cave biomes, including flora, rocks, and spawn markers with weighted distribution rules.
Registers ocean terrain room definitions for procedural world generation, mapping tile types to loot and static layout spawn 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.
Manages the terrarium crafting station and boss-summoning mechanics, including normal and crimson variants, cooldowns, and state transitions.
Static layout definition for the Terrarium Forest Spiders room, specifying tile layout, background layers, and placed objects such as spider dens, logs, and items.
Static layout test data for map room generation, containing Tiled map metadata for a 32x32 grid with background tiles and foreground object placements.
A static layout definition for the hallway_armoury room containing background tile data and foreground object placement.
Static layout data for a residential hallway room used in world generation.
Spawns a non-networked sound emitter entity that plays a thunder sound at a randomized position and triggers a screen flash effect.
Spawns a non-persistent local FX entity that plays a distant thunder sound.
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.
Central registry and validation system for defining and configuring in-game ground tiles, minimap tiles, falloff textures, and ground creep assets.
Defines decorative and structural room layouts for the Toadstool Arena biome in the game's cave world generation system.
Manages the spawning and respawn logic for toadstools across registered spawner entities.
Defines the static layout data for the torch rabbit cave map room using Tiled map format.
Defines a static map layout for the starting area of the Total Darkness scenario, containing fixed-position objects and tile data.
Tracks which touchstones have been used by the player and persists this data across sessions and shards.
Manages the registration, activation, and linking of town portals in the game world, particularly in relation to the Wag Punk Arena barrier.
Manages trap functionality, including bait detection, capture logic, and finite-usage tracking for mechanical traps in Don't Starve Together.
Provides static layout mappings for world tile types and sandbox mode trap configurations used in map generation.
A rock tree prefab that supports growth stages, mining, falling, and vine loot generation, while interacting with combat, burnable, and sleeper systems.
Spawns and periodically regenerates tumbleweed entities in the world using the ChildSpawner component.
Defines and initializes the global TUNING table containing all gameplay constants and configuration values for Don't Starve Together.
Generates prefabs for ground tile items that can be placed on the map to replace existing tiles.
Defines a static 32x32 tilemap layout for a residential hallway used in world generation, containing background tile data and an empty foreground object layer.
Defines a static tilemap layout for the residential hallway room in DST's world generation system.
Defines a static map layout for a specific room in DST's world generation system.
Defines the static layout data for a residential-style room in the world generation system using Tiled Map Editor format.
Manages a data grid representing the tile types directly beneath map tiles, used for layered terrain storage in the world.
Manages the global game update loop, including wall time, simulation time, static ticks, and long updates for non-player entities.
Registers and manages server-side-only entity markers for vault world generation and navigation logic.
Manages teleportation behavior and state for the Vault Teleporter structure, including channeling, hauntable interactions, and visual/animation states based on power and construction status.
A collectible decorative item that can be placed on furniture, decorated with flowers, and repaired; it provides ambient light and sanity benefits when freshly decorated.
Manages loading, saving, unloading, and layout of procedural vault rooms in the world map.
Manages the layout, state, and teleportation logic for the Vault dungeon, including room connections, marker registration, player tracking, and randomization.
Generates cave map content with vent-themed terrain, lootable rocks, and associated flora using procedural room definitions.
Displays a modal screen for viewing and navigating world customization options across multiple map levels.
Manages dynamic vine bridge tiles in the game world, including creation, damage, destruction, and animation.
Tracks whether the Wagboss boss entity has been defeated and notifies the world of changes.
Deploys permanent ocean-floor floor tiles in Wagstaff Arena areas, replacing tiles and salvaging any submerged objects found beneath them.
Manages the lifecycle of Wagstaff machinery spawns, hints, and fence generation in the Wagpunk minigame area.
A crafting station prefab that integrates with the prototyper system to provide workstation-specific recipe blueprints and behavior, including sound and animation management.
Creates a small visual water-squid wake effect particle with randomized animation.
Manages a physical platform (e.g., a boat or raft) that players and objects can stand on, handling entity attachment, detachment, and interaction with surrounding systems like drowning, physics halting, and network registration.
Manages the registration, lookup, and update of walkable platforms in the world.
Provides the underlying component logic andprefab factory for generating wall entities with health, pathfinding, and construction mechanics.
Defines a static map layout containing wall placement data and object metadata for ruin-style wall segments.
Manages the wandering trader's shop inventory, movement routing, and hide/show states in Don't Starve Together.
Manages the spawning, tracking, and removal of the Wandering Trader entity in the game world.
Manages procedural spawning of ocean wave visual effects (shimmers and shore waves) near the player based on terrain type and distance from the camera.
Generates prefabs for plants and trees with waxed appearances, providing animation, physics, and behavior configurations for a variety of flora.
Manages wildfire ignition mechanics based on environmental conditions and active players.
Manages the global world instance and initial setup for the game environment, including map rendering, tile physics, components, and prefabs.
Creates and configures the master network entity for the game world, initializing core systems such as time, seasons, autosave, and client-server synchronization.
Renders an interactive list of world customization options (e.g., seasons, world size, presets) with editable spinners and dynamic visual feedback for modified values.
Manages world customization settings for a specific tab in the server creation screen UI, including preset loading, customization options, and level editing.
Provides a utility function to ensure required world-level entities (e.g., pocket dimension containers) are initialized during world save load.
Manages the world generation UI screen, displaying animated visuals and status while the server generates a new world.
Controls meteor loot generation logic, including conditional replacement of moon rocks with moon rock shells based on accumulated odds.
Manages portal-based world migration logic, including status validation, item migration rules, and event triggering for players and items.
Renders a scrollable list of world progression filter options for UI selection, allowing players to configure must, cant, or any filtering rules per tag.
Manages the countdown and execution of world reset logic when all players become ghosts, including dialog display, network synchronization, and termination handling.
Manages the world reset dialog UI, including countdown display, survival time, and admin-triggered world resets.
Stores and manages cached static route data for circular paths across the world's traversable terrain.
Stores and manages world-level configuration settings that can be modified at runtime.
Provides tuning override functions that adjust game difficulty settings for wildlife, weather, events, regrowth, and world mechanics by modifying global TUNING values or dispatching world state events.
Manages the UI menu for configuring world and game settings presets, including switching between combined and separate mode layouts, editing presets, and synchronizing tweak values with the underlying data model.
Manages the UI tab interface for configuring world settings and world generation options in the server creation screen, handling tab switching, level enabling/disabling, and preset synchronization.
Manages named, resumable, and persistent timers for world-scale settings or events.
Tracks and broadcasts global world state variables such as time, phase, season, weather, and moon cycles for the entire world entity.
Defines ground and wall tile properties and footstep sound logic for entities moving across the world.
Manages world-wide voting sessions, including dialog display, vote collection, timeout handling, and result enforcement across master and secondary shards.
Manages dynamic wind orientation and speed for the world, updating periodically and broadcasting wind change events.
Defines room templates for procedural world generation that represent wormhole entrance variations, each configured with specific tile types and biome content.
Manages the Wormhole prefab, a teleportation structure that opens when players approach and teleports entities (including followers) to a linked Teleporter.
Applies temporary swamp terrain changes to the world and automatically reverts them after a set duration.
Manages the lifecycle and state of contest stages in a structured world progression system, including stage registration, contest activation, and save/load synchronization.
Manages prize distribution for carrat races, tracking race data and awarding loot based on race completion.
Manages the availability and flight behavior of the Yoth heckler entity across Knight shrines in the Year of the Horse event.