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Environments define the visual, atmospheric, and gameplay characteristics of different worlds in Orbis Galactic. Each environment includes weather systems, spawn settings, water tinting, and zone tags.

Overview

Environment configurations are stored in Server/Environments/ and define:
  • Weather forecast systems with weighted probabilities
  • Spawn density for entities and resources
  • Water tint colors
  • Zone tags for biome classification
  • Parent environment inheritance

Available Environments

Tatooine

The desert world features dynamic weather with multiple variants. File: Server/Environments/Tatooine/Env_Tatooine.json Properties:
  • SpawnDensity: 0.3 - Lower spawn rate for desert environment
  • WaterTint: #198dea - Blue water tint
  • Zone: Zone2 classification
  • Weather System: Three weather types with weighted probability:
    • Blazing (weight 30)
    • Sunny (weight 40)
    • Storm (weight 8)

Tatooine Variants

Big Caves

Env_Tatooine_BigCaves.jsonLarge underground cave systems

Canyons

Env_Tatooine_Canyons.jsonDeep canyon formations

Rocky

Env_Tatooine_Rocky.jsonRocky terrain variant

Shores

Env_Tatooine_Shores.jsonCoastal areas

Ilum

The frozen tundra world with constant icy weather conditions. File: Server/Environments/Env_Orbis_Galactic_Ilum.json Properties:
  • Parent: Inherits from Env_Zone3
  • SpawnDensity: 0.4 - Moderate spawn rate
  • WaterTint: #c2d9ef - Light blue icy water
  • Zone: Zone3 with Tundra biome tag
  • Weather System: Single consistent weather (Ilum_Weather, weight 100)
Associated Prefabs:
  • Ice spike formations (7 variations)
  • Kyber ore nodes (5 variations)

Spaceship

The interior environment of the Orbis Galactic starship. File: Server/Environments/Env_OrbisGalactic_Spaceship.json Properties:
  • Parent: Inherits from Default
  • SpawnDensity: 0.4
  • WaterTint: #000000 - Black (no water expected)
  • Zone: OrbisGalactic_Spaceship tag
  • Weather System: Controlled spaceship atmosphere (Spaceship_Weather)
Features:
  • Command center with idle ambience
  • Imperial blast doors
  • Hyperwarp and landing effects

Weather Forecast System

Weather forecasts use hourly (0-23) weighted probability systems:
"WeatherForecasts": {
  "0": [  // Hour 0 (midnight)
    {
      "WeatherId": "Weather_Type_1",
      "Weight": 30
    },
    {
      "WeatherId": "Weather_Type_2",
      "Weight": 70
    }
  ],
  "1": [...],  // Hour 1
  // ... hours 2-23
}
How Weights Work:
  • Higher weight = higher probability
  • Weights are relative (30 vs 70 = 30% vs 70% chance)
  • Each hour can have different weather probabilities
  • Sum of weights determines total probability pool

Configuration Properties

SpawnDensity

Controls the density of entity and resource spawning:
  • 0.0 - No spawning
  • 0.3 - Low (desert environments)
  • 0.4 - Moderate (most environments)
  • 1.0 - Maximum density

WaterTint

Hex color code for water appearance:
  • #198dea - Blue (Tatooine oases)
  • #c2d9ef - Icy blue (Ilum)
  • #000000 - Black (no water expected)

Tags

Environment classification system:
  • Zone tags: Zone2, Zone3, etc.
  • Biome tags: Tundra, Desert, etc.
  • Special tags: OrbisGalactic_Spaceship

Parent Inheritance

Environments can inherit from parent configurations:
  • Default - Base environment
  • Env_Zone3 - Zone 3 base settings
Child environments override parent properties.
  • Sound Events: Server/Audio/SoundEvents/Environments/
  • Prefabs: Server/Prefabs/{Tatooine,Ilum,Spaceship}/
  • Common Sounds: Common/Sounds/Environments/

Example: Custom Environment

{
  "Parent": "Default",
  "SpawnDensity": 0.5,
  "WaterTint": "#1a8f3c",
  "Tags": {
    "CustomZone": [
      "Forest",
      "Temperate"
    ]
  },
  "WeatherForecasts": {
    "0": [
      {
        "WeatherId": "Clear",
        "Weight": 60
      },
      {
        "WeatherId": "Rain",
        "Weight": 40
      }
    ]
    // Repeat for hours 1-23
  }
}

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