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.
Defines forest room templates for bee-related biomes, including standard bee clearings and queen bee nests, specifying tile type, colour, and prefab spawn rules.
Defines static spawning rules for grouped environmental props (bunches) such as seastacks, saltstacks, and rubbles across specific tile types.
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 static cave room templates including impassable pit rooms and cave exit rooms with distributed flora and light assets.
Registers the Lavaarena level configuration with the game's world generation and customization systems, defining its display strings, metadata, and feature restrictions.
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.
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.
Factory module that pre-generates and caches static maze room layouts for the Archive and Ruins biomes with configurable area content and rotation variants.
Generates dock systems and associated assets for monkey islands during world generation.
Manages world map graph structure including nodes, edges, and child subgraphs for procedural level generation and rendering in Don't Starve Together.
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.
Defines cave-level room templates for rabbit warrens and related environments, including RabbitArea, RabbitTown, RabbitCity, RabbitSinkhole, and SpiderIncursion.
Provides a mapping and random selection mechanism for substituting game resources (e.g., rocks, trees, grass) with alternate variants based on predefined rules.
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.
Defines procedural cave room templates for sinkhole biomes in the world generation system, specifying decoration rules, static layouts, and visual properties.
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.
Manages registration, retrieval, and listing of task group definitions for world generation across different game locations (forest, caves, lava arena, quagmire).
Defines debug and test room templates for world generation, primarily used to validate static layouts and prefab distributions during development.
Registers three room variants for walrus camps in forest worlds, each with distinct tile types, spawn configurations, and weighted prefab distributions.
Generates waterlog terrain features and marker entities in ocean regions during world generation.