Adventure Portal Layout
A static map layout definition used to position entities (e.g., adventure portals, flora, lighting) in the Adventure mode portal room.
A static map layout definition used to position entities (e.g., adventure portals, flora, lighting) in the Adventure mode portal room.
This module initializes and adjusts entities for the Ancient Archive worldgen pass, specifically populating lockbox dispensers with predefined products in a cyclic order.
A static layout configuration for the archived door area in DST caves, defining tilemap data, object placement, and map metadata for world generation.
Static map layout data for the Atrium Start room, defining tile placements and object positions used in world generation.
Defines forest room templates for bee-related biomes, including standard bee clearings and queen bee nests, specifying tile type, colour, and prefab spawn rules.
A static map layout definition for the Brinepool biome, specifying tile placement and game object spawn regions such as saltstacks and cookiecutter spawners.
Defines static spawning rules for grouped environmental props (bunches) such as seastacks, saltstacks, and rubbles across specific tile types.
Defines the static layout of the initial cave base room using Tiled map format, including background tile layers and object placement for starting game infrastructure.
Static Tiled map layout defining the visual and structural setup for cave entrances in the DST caves.
This component defines a static map layout for the cave exit region, specifying tile data, object placement (such as cave lights, spawn points, and flora), and structural metadata for world generation.
Registers and configures cave-level world generation presets and settings for the Caves dimension in Don't Starve Together, including default, enhanced (Cave Plus), and Terraria-style variants.
Defines cave-level room task configurations for world generation, specifying locked paths, room pools, and visual properties.
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.
Defines the layout and object configuration for a chess-themed static map zone, including background tiles and placed objects such as marble pillars, marble trees, and chess-piece prefabs.
Static map layout definition for a 16x16 grid used in DST world generation, containing background tiles and foreground object placements for a decorative/chess-themed scene.
Defines a static map layout for the Crab King boss arena, specifying tile data and spawn regions for game entities.
Defines the static layout configuration for a deciduous forest pond area using Tiled map data, specifying floor tiles and placement of decorative and gameplay-relevant objects such as trees, statues, flowers, fireflies, and a chance-based panflute spawn.
Provides core DLC support utilities for world generation, enabling conditional logic based on enabled DLC content.
Defines and registers all world generation tasks used for constructing the forest world in Don't Starve Together.
A static map layout file defining the visual and structural configuration for the Eyebone Grave location, including placement of gravestone objects and optional entity prefabs via object properties.
A static map layout file defining the placement of three moon fissure entities in a 3x3 tile grid for world generation.
Defines a collection of world generation task templates for the Forest world type in Don't Starve Together.
A Tiled map static layout defining the architecture and object placement for a hallway room in the archive worldgen.
A static layout map configuration for a pit hallway armoury room variant in DST's world generation system.
Defines static tilemap layout data for the Pit Room Armoury area in DST's world generation system.
Defines the tilemap layout and static objects for the 'residential_two' room variant in DST's world generation system.
Defines static cave room templates including impassable pit rooms and cave exit rooms with distributed flora and light assets.
Map layout definition for a grass-themed sinkhole environment, specifying tile layers and object group configurations used in world generation.
Manages teleportation and rotation-aware positioning of Hermitcrab-related entities (pearls and structures) relative to Monkey Island during world loading and relocation.
Manages level configuration including task selection, set piece assignment, and world generation overrides for map generation in Don't Starve Together.
Central registry and manager for level configurations, settings presets, and world generation definitions in Don't Starve Together.
Defines the Tiled map data for a long residential hallway room layout in DST's world generation system.
Defines a static map layout for the Pit Hallway Armoury room in DST’s caves worldgen.
A static room layout definition for the Pit Room Armoury map section, containing background tile data and object placement metadata.
A static layout definition file representing the Mactusk Village map section, containing tile data and object placements for world generation.
Registers a custom forest room (MandrakeHome) that occasionally spawns a mandrake_planted prefab among natural flora and structures.
Provides a central registry of map-specific tags and spawner configurations used during level generation in DST's worldgen system.
Provides a utility function to upgrade legacy mod level data from version 1 to version 2 format for compatibility with newer DST engine expectations.
Manages the lifecycle of mods, including loading, registering prefabs, version checking, and frontend integration.
Creates temporary, non-persistent placeholder entities used during Monkey Island world generation for anchoring safety areas and directional markers.
Generates dock systems and associated assets for monkey islands during world generation.
Defines the static layout data for the Moon Altar Rock seed in the game world, specifying its placement and metadata for map generation.
Defines a static map layout containing moon trees and a hidden moonglass axe for world generation in DST.
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.
Static layout definition for moon tree placements and terrain regions in a moon-themed world room.
Manages world map graph structure including nodes, edges, and child subgraphs for procedural level generation and rendering in Don't Starve Together.
Defines the initial static layout for the nightmare event map, specifying tile data and object placements.
Provides noise-based tile mapping functions used during world generation to assign tile types based on noise values.
A map-generation utility module that inserts ocean-based setpieces (moon islands, hermit islands, crab kings, waterlog biomes, monkey islands) into an existing world by validating terrain constraints and adding topology nodes.
A static map layout definition for the Ocean Whirl big portal structure, containing tile data and object groups used by the world generator.
Defines the static layout data for the Atrium Hallway Three room in the Don't Starve Together world generation system.
Defines the layout structure of a residential hallway room using Tiled map data for world generation.
Defines a 32x32 tiled map layout for open rooms in the DST world generation system.
Defines static layout data for a residential room tilemap used in world generation.
Defines a static 32x32 tilemap room layout for DST's world generation system using Tiled JSON format.
Defines a static map layout for a pig guard berry patch area using Tiled map data.
Renders a horizontal selector of playable world styles with descriptive text, allowing users to choose a world generation preset in the server creation UI.
Manages configurable prefab substitutions used during world generation, supporting primary/non-primary variants, location-based exclusions, and customization-controlled prefabs.
A static map layout used for the Presummer scenario start zone, defining terrain tiles, background elements, and interactive world objects such as trees, grass, campfires, and treasure chests.
Registers a single optional task (`Quagmire_KitchenTask`) for Quagmire map generation, specifying room placement rules and visual properties.
Defines cave-level room templates for rabbit warrens and related environments, including RabbitArea, RabbitTown, RabbitCity, RabbitSinkhole, and SpiderIncursion.
Provides utilities for calculating regrowth search radii based on world topology and entity density.
Provides a mapping and random selection mechanism for substituting game resources (e.g., rocks, trees, grass) with alternate variants based on predefined rules.
Defines a static-layout map configuration for the resurrection stone stage with specific tile layer and object placement data.
A utility prefab used to generate and link a pair of teleporter wormholes in the Blue Forest region or at a specified location, replacing an existing marker entity.
Defines a compact static map layout for retrofit brinepool environments with designated salt stack placement zones and a cookiecutter spawner.
Defines a static map layout for a fumarole region in the Caves, using Tiled map format with tile layers and object groups to place props and spawners.
Spawns a pair of linked wormholes to retrofit fumarole teleporter functionality in the game world, primarily for connecting cave zones via Tier4 tasks.
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.
Defines several cave room templates containing variable distributions of rocks, pillars, slurtle holes, bats, and other environmental props for world generation.
A Tiled map definition for the Ruins starting area, specifying tile layout and spawnpoint/object placements.
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.
Provides utilities to upgrade savefile data structures across game versions, including world generation presets, shard index metadata, and worldgen overrides.
Manages the UI for creating and configuring dedicated or hosted multiplayer servers in Don't Starve Together.
Manages the server creation and configuration UI, including save slot selection, tab navigation, game mode/world settings input, mod management, and server launch.
Manages persistent world, server, and session data for a game shard, including loading, saving, upgrades, and world generation overrides.
A static map layout definition for a simple base structure used in world generation, containing tile data and object placements.
Defines procedural cave room templates for sinkhole biomes in the world generation system, specifying decoration rules, static layouts, and visual properties.
Static layout data for the Skeleton Fisher room used in cave world generation.
Static layout data for the skeleton mushjack map room, defining background tiles and object placements for world generation.
Defines the layout and static object placement for the Skeleton Researchlab2 map area using Tiled data format.
A static layout definition for a 40x40 world region containing evergreen trees and fully mature spider dens, used to block or partition map areas in procedural generation.
A static map layout definition for the Stagehand Garden area, containing background tile data and placement metadata for in-world objects like the Stagehand and rose flowers.
Registers predefined room templates for the forest world type, including custom starting areas like Burnt Forest and Safe Swamp, defining tile type, visual appearance, and content distribution rules.
Defines cave swamp map room templates with varying layouts, densities, and prefab distributions for procedural world generation.
Stores and manages symbol-swapping configuration data for world symbols (e.g., for map generation or prefabs).
A static map layout definition used for testing symmetry in world generation, containing tile and object placement data.
Defines a static map layout containing background tiles and foreground objects (tallbird nests and rocks) used to block or partition terrain in DST world generation.
A static map layout defining the placement of tallbird nests and rocks in a specific region of the game world.
Manages registration, retrieval, and listing of task group definitions for world generation across different game locations (forest, caves, lava arena, quagmire).
Defines a static world layout for the Teleportato potato teleporter structure using Tiled map format data.
Static map layout data for tentacle pillar structures, defining tile placement and object markers for world generation.
Registers several test rooms for world generation, each configured with specific layouts and content distribution for debugging and development.
Defines the static map layout for the "This Means War" scenario starting area, including tile data and object placement for scenario initialization.
Defines the static layout data for a specific map room (pit_hallway_armoury/three) used in world generation.
Defines the tilemap layout for a static open-room asset used in world generation.
Manages the lifecycle and states of a toadstool patch, including tracking spawned toadstools, handling absorption of poison bursts, and controlling visual appearance via light-dark transitions.
Provides configuration data for loot tables and biome-specific drop mechanics for tree rock entities in DST.
Defines the static layout data for the Pit Hallway Armoury room variant 'two' in DST's world generation system.
A static map layout definition for the Walled Garden world generation room, containing tile layers and object groups used to construct the arena's visuals and structures.
Registers three room variants for walrus camps in forest worlds, each with distinct tile types, spawn configurations, and weighted prefab distributions.
Static map layout definition for the Warzone 2 area, specifying tile placement and entity spawn points.
Generates waterlog terrain features and marker entities in ocean regions during world generation.
Defines a static map layout for waterlogged environments, containing tile data and object group metadata for world generation.
Defines the static layout configuration for a water-themed zone using Tiled map data, including background tile layers and foreground object placements.
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.
A Tiled map layout file defining the static terrain, objects, and spawn points for the winter_start_vhard level.
Entry point for world generation, responsible for initializing the world generation pipeline, handling mod data, and producing saveable world data structures.