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53 docs tagged with "world"

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Beefalo

Defines a forest room template named "BeefalowPlain" that procedurally populates the world with grass and beefalo entities during map generation.

Blockers

Registers forest biome-specific room templates that act as visual and gameplay blockers, containing fixed or randomly distributed prefabs to shape the world layout.

Bluemush

Defines cave-level blue mushroom biome room types and their content distributions for world generation.

Boons

Defines static layout templates for level-specific resource and item spawns (boons) used in world generation, grouped by rarity and difficulty tier.

Chess

Defines corruption-themed world rooms (ChessArea, MarbleForest, etc.) with randomized static layouts and prefab spawn probabilities for procedural map generation.

Customize

Central registry and API for world generation and world settings customization options used by the sandbox menu and world configuration systems.

Dlcrooms

Registers forest biome-specific room templates with unique entity distribution and static layouts for procedural world generation.

Followcamera

Manages camera positioning, movement, and update logic for following a target entity in the game world.

Forest

Defines preset configurations for the forest level in Don't Starve Together, including world generation overrides and playstyle settings.

Forest Map

Handles procedural generation of the Forest biome's terrain, topology, entities, roads, and seasonal/weather configuration for Don't Starve Together world generation.

Fungusnoise

Defines procedural room templates for fungal cave environments, specifying spawn rules for mushtrees, mushrooms, flowers, and slurpers with distribution probabilities.

Giants

Registers the MooseGooseBreedingGrounds room configuration for forest world generation, defining its visual style, tags, and biome content rules.

Graphnode

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.

Greenmush

Registers multiple cave-specific room templates for green mushroom biomes in the world generation system.

Layouts

Defines reusable static layouts for world generation, supporting pre-defined shapes, static layouts from files, and dynamic prefab placement via area functions.

Levels

Central registry and manager for level configurations, settings presets, and world generation definitions in Don't Starve Together.

Locations

Defines and registers distinct world locations with their configuration overrides for world generation in Don't Starve Together.

Lockandkey

Provides global lookup tables for locks and keys used in world generation task sequencing.

Mud

Defines cave environment room templates containing mud terrain tiles and procedurally placed flora, wildlife, and structures.

Object Layout

Provides layout definition, conversion, and placement utilities for world generation, supporting static and procedural positioning of prefabs in maps.

Ocean Gen

Provides procedural generation functions for ocean tile placement, terrain smoothing, set piece placement, and entity population within ocean world regions.

Ocean Gen Config

Contains configuration parameters for procedural ocean tile generation, including depth thresholds, noise settings, and elevation mapping for ocean terrain blending.

Pigs

Defines forest biome room templates for pig settlements, including pig houses, shrines, and villages, with randomized contents and conditional decor based on special events.

Pointsofinterest

Defines collections of predefined map layouts used as Points of Interest (PoIs) for different world biomes and categories in DST.

Protected Resources

Provides a centralized registry of world-protected static layouts organized by biome and type, used for resource placement and world generation.

Quagmire

Registers Quagmire as a custom game level preset with predefined world generation overrides and versioning.

Redmush

Defines and registers five distinct cave mushroom-themed room templates with varying prop distributions for world generation in DST.

Retrofit Savedata

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.

Room Functions

Provides generator functions and helpers for procedural room and terrain placement in world generation.

Ruins

Defines procedural cave room templates for the Ruins biome, including layouts and distribution rules for flora, structures, and spawners.

Settings

Defines a data structure for world generation presets with metadata, overrides, and display properties used in the game's frontend and world creation system.

Spider

Defines three procedural room templates (SpiderCity, SpiderVillage, SpiderVillageSwamp) for generating spider-infested areas in the Forest, Rocky, and Marsh biomes.

Spillagmites

Registers cave room templates populated with stalagmites, pillars, spider holes, and other ambient cave debris for world generation.

Startlocations

Manages world start location configurations for the sandbox menu, supporting both built-in and mod-defined start locations.

Static Layout

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.

Storygen

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.

Tallbird

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.

Tasks

Manages the registration and retrieval of level generation tasks used to define world room layouts and progression constraints.

Terrain

Defines global terrain spawn filtering rules that specify which items or structures can or cannot appear on specific tile types in the game world.

Terrain Dirt

Registers a room template named BGDirt with dirt tile type, specific tags, and probabilistic contents for rock prefabs.

Terrain Forest

Registers multiple forest-themed world room templates with specific tile values, spawn weights, and static layout counts for procedural map generation.

Terrain Grass

Defines several forest-themed terrain room templates for procedural world generation, specifying tile type, visual tint, spawn tags, and content distribution rules for flora and objects.

Terrain Marsh

Registers marsh-themed room templates for procedural map generation with specific prefabs, distribution rules, and visual properties.

Terrain Mazes

Defines cave map room templates used for labyrinthine cave structures, specifying visual properties, tile types, tags, and content generation rules.

Terrain Moonisland

Defines procedural room templates and static layout placements for the Moon Island biome in Don't Starve Together.

Terrain Noise

Adds a room template for procedural ground noise assets in forest and cave biomes, including flora, rocks, and spawn markers with weighted distribution rules.

Terrain Ocean

Registers ocean terrain room definitions for procedural world generation, mapping tile types to loot and static layout spawn rules.

Terrain Rocky

Defines forest-level room templates with rocky terrain characteristics for procedural world generation.

Terrain Savanna

Registers Savanna-style terrain room templates for world generation in DST, defining biome-specific prefabs and placement probabilities for forest biomes.

Toadstoolarena

Defines decorative and structural room layouts for the Toadstool Arena biome in the game's cave world generation system.

Traps

Provides static layout mappings for world tile types and sandbox mode trap configurations used in map generation.

Vents

Generates cave map content with vent-themed terrain, lootable rocks, and associated flora using procedural room definitions.

Wormhole

Defines room templates for procedural world generation that represent wormhole entrance variations, each configured with specific tile types and biome content.