Environment Configuration

Environment configurations define weather forecasts, spawn densities, and audio/visual settings for different world regions. Each zone and biome can have unique environmental characteristics.
Asset Location
Section titled “Asset Location”DirectoryAssets/Server/Environments/
- Default.json
DirectoryZone0/
- …
DirectoryZone1/
- Env_Zone1_Autumn.json
- Env_Zone1_Azure.json
- Env_Zone1_Caves.json
- Env_Zone1_Caves_Forests.json
- Env_Zone1_Caves_Goblins.json
- Env_Zone1_Dungeons.json
DirectoryZone2/
- …
DirectoryZone3/
- …
DirectoryZone4/
- …
DirectoryUnique/
- …
DirectoryLegacy/
- …
Environment Schema
Section titled “Environment Schema”Core Properties
Section titled “Core Properties”| Field | Type | Default | Description |
|---|---|---|---|
WaterTint | color | Tint color applied to water in this environment | |
FluidParticles | map<string, FluidParticle> | {} | Particle systems for fluids, keyed by FluidFX asset id |
SpawnDensity | double | NPC spawn density multiplier | |
BlockModificationAllowed | boolean | true | Whether blocks can be placed or harvested in this environment |
WeatherForecasts | map<int, WeightedMap<WeatherForecast>> | Hour-keyed (0-23) weighted weather forecasts | |
Tags | object | Environment classification tags |
Weather Forecasts
Section titled “Weather Forecasts”Weather is configured per hour (0-23):
{ "WeatherForecasts": { "0": [ { "WeatherId": "Zone1_Clear", "Weight": 60 }, { "WeatherId": "Zone1_Cloudy_Light", "Weight": 30 }, { "WeatherId": "Zone1_Rain_Light", "Weight": 10 } ], "1": [ { "WeatherId": "Zone1_Clear", "Weight": 60 }, { "WeatherId": "Zone1_Cloudy_Light", "Weight": 40 } ] }}Weather Entry Properties
Section titled “Weather Entry Properties”| Field | Type | Description |
|---|---|---|
WeatherId | string | Reference to weather definition |
Weight | int | Probability weight (higher = more likely) |
FluidParticle Entry
Section titled “FluidParticle Entry”| Field | Type | Default | Description |
|---|---|---|---|
SystemId | string | required | Reference to a ParticleSystem asset id |
Color | color | Fallback color if none specified in particle settings | |
Scale | float | 1.0 | Scale of the particle system |
{ "FluidParticles": { "Hytale:Water": { "SystemId": "MyPlugin_WaterSplash", "Color": "#0A3355", "Scale": 1.0 } }}Tags categorize environments for spawning and behavior:
{ "Tags": { "Zone1": ["Caves", "Forests"], "Biome": ["Underground"] }}Zone Environments
Section titled “Zone Environments”Zone 1 (Plains)
Section titled “Zone 1 (Plains)”| Environment | Description |
|---|---|
Env_Zone1_Autumn | Fall-themed with warm colors |
Env_Zone1_Azure | Blue-tinted magical area |
Env_Zone1_Caves | Underground cave system |
Env_Zone1_Caves_Forests | Forest cave entrances |
Env_Zone1_Caves_Goblins | Goblin-inhabited caves |
Env_Zone1_Caves_Mountains | Mountain caverns |
Env_Zone1_Caves_Plains | Plains cave system |
Env_Zone1_Caves_Rats | Rat-infested caves |
Env_Zone1_Caves_Spiders | Spider nest caves |
Env_Zone1_Caves_Swamps | Swamp caverns |
Env_Zone1_Caves_Volcanic_T1-T3 | Volcanic caves (tiers) |
Env_Zone1_Dungeons | Dungeon interiors |
Env_Zone1_Encounters | Combat encounter areas |
Zone 2 (Desert)
Section titled “Zone 2 (Desert)”Desert and jungle environments with heat effects.
Zone 3 (Taiga)
Section titled “Zone 3 (Taiga)”Cold environments with snow and ice.
Zone 4 (Volcanic)
Section titled “Zone 4 (Volcanic)”Extreme heat and lava environments.
Examples
Section titled “Examples”Cave Environment
Section titled “Cave Environment”{ "SpawnDensity": 0.5, "Tags": { "Zone1": ["Caves"] }, "WeatherForecasts": { "0": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "1": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "2": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "3": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "4": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "5": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "6": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "7": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "8": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "9": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "10": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "11": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "12": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "13": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "14": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "15": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "16": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "17": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "18": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "19": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "20": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "21": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "22": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }], "23": [{ "WeatherId": "Cave_Shallow", "Weight": 100 }] }}Key characteristics:
- 50% spawn density - Reduced monster spawning
- Cave_Shallow weather - Constant cave conditions (no time-of-day change)
- Tags - Marked as Zone1 Caves for spawn rules
Dynamic Weather Environment
Section titled “Dynamic Weather Environment”{ "SpawnDensity": 1.0, "Tags": { "Zone1": ["Plains", "Outdoor"] }, "WeatherForecasts": { "0": [ { "WeatherId": "Zone1_Clear_Night", "Weight": 70 }, { "WeatherId": "Zone1_Cloudy_Night", "Weight": 30 } ], "6": [ { "WeatherId": "Zone1_Clear_Dawn", "Weight": 60 }, { "WeatherId": "Zone1_Fog_Morning", "Weight": 40 } ], "12": [ { "WeatherId": "Zone1_Clear_Day", "Weight": 50 }, { "WeatherId": "Zone1_Cloudy_Day", "Weight": 30 }, { "WeatherId": "Zone1_Rain", "Weight": 20 } ], "18": [ { "WeatherId": "Zone1_Clear_Dusk", "Weight": 70 }, { "WeatherId": "Zone1_Cloudy_Dusk", "Weight": 30 } ] }}Weather Definitions
Section titled “Weather Definitions”Weather definitions are stored in Assets/Server/Weathers/:
DirectoryAssets/Server/Weathers/
DirectoryZone1/
- Zone1_Clear.json
- Zone1_Cloudy_Light.json
- Zone1_Cloudy_Medium.json
- Zone1_Rain_Light.json
- Zone1_Rain_Heavy.json
- Zone1_Storm.json
DirectoryZone2/
- …
DirectoryZone3/
- …
DirectoryZone4/
- …
- Cave_Shallow.json
- Cave_Deep.json
Weather definitions include:
- Sky appearance
- Fog settings
- Particle effects (rain, snow)
- Ambient sounds
- Reverb preset
- Lighting adjustments
Spawn Density
Section titled “Spawn Density”The SpawnDensity multiplier affects NPC spawning:
| Value | Effect |
|---|---|
0.0 | No spawning |
0.5 | Half normal spawning |
1.0 | Normal spawning |
1.5 | 150% spawning |
2.0 | Double spawning |
Creating Custom Environments
Section titled “Creating Custom Environments”{ "WaterTint": "#0A5533", "SpawnDensity": 0.8, "BlockModificationAllowed": true, "FluidParticles": { "Hytale:Water": { "SystemId": "MyPlugin_WaterSplash", "Color": "#0A5533", "Scale": 1.0 } }, "Tags": { "MyPlugin": ["CustomBiome"], "Zone1": ["Special"] }, "WeatherForecasts": { "0": [ { "WeatherId": "MyPlugin_Weather_Night", "Weight": 100 } ], "6": [ { "WeatherId": "MyPlugin_Weather_Dawn", "Weight": 100 } ], "12": [ { "WeatherId": "MyPlugin_Weather_Day", "Weight": 70 }, { "WeatherId": "MyPlugin_Weather_Special", "Weight": 30 } ], "18": [ { "WeatherId": "MyPlugin_Weather_Dusk", "Weight": 100 } ] }}Environment Transitions
Section titled “Environment Transitions”When players move between environments:
- Weather interpolates smoothly
- Audio crossfades between ambiences
- Spawn rules update at boundaries
- Visual effects blend between settings
Best Practices
Section titled “Best Practices”- Use weights wisely - Higher weights = more common weather
- Match time of day - Use appropriate weather for each hour
- Consider spawn density - Balance difficulty with density
- Use meaningful tags - Enable targeted NPC spawn rules
- Test transitions - Ensure smooth environment boundaries
Related
Section titled “Related”- Audio Effects - Reverb and EQ presets
- Particle Systems - Weather particles
- World Overview - World system API