promotional bannermobile promotional banner

Orbis: Living Worlds

A dynamic world-event director that makes Hytale servers react, evolve, and remember player actions.
# Orbis Director

**A server-side world director for Hytale servers.** Orbis tracks regional state, calculates
tension, runs dynamic event lifecycles, and records persistent consequences so the world reacts
to player activity.

This is not a generative AI storyteller. The preview build is deterministic/probabilistic:
auditable rules, cooldowns, admin commands, JSON configs, and SQLite persistence.

> **Alpha / Preview.** Playable core, still evolving. Server-side only.

## What It Does

- Regional tension scoring from threat, active players, calm time, fatigue, and safe-zone penalties.
- Six default example regions, all editable through generated `regions.json`.
- Seven playable built-in events, resolved by killing tracked event NPCs first, with player
  presence fallback at the deadline, and recorded in the ledger:
  - `corrupted_rift`
  - `roaming_alpha`
  - `lost_caravan`
  - `ancient_ruin`
  - `bandit_roadblock`
  - `sickened_grove`
  - `supply_cache`
- Event Director with eligibility checks for tags, tension, cooldowns, player count, and active caps.
- Persistent regional consequences: `threat`, `prosperity`, `fatigue`, modifiers, and `/orbis history`.
- Active events place an official Hytale prefab marker, spawn thematic NPCs, track NPC deaths, and
  drop configurable rare official Hytale items best-effort through `loot.json`.
- Watchdog, anti-storm event throttling, `/orbis status`, `/orbis health`, `/orbis panel`,
  fail-closed reload, and granular admin permission nodes.
- Config-driven regions, events, visuals, NPC mappings, and rare loot in JSON.

## Requirements

- Hytale server `>=0.5.3 <0.6.0`
- Java 25+
- Server-side installation only

## Installation

1. Download the `.jar`.
2. Place it in the Hytale server `mods/` folder.
3. Start the server once. Orbis generates config, SQLite storage, six regions, seven event
   definitions, prefab mappings, NPC mappings, and rare loot mappings.

For CurseForge, upload the `.jar` as the primary file. The generated `.zip` is only a manual support package.

## Commands

```text
/orbis status
/orbis health
/orbis regions
/orbis region <id>
/orbis tension
/orbis event list
/orbis event start <key> [region]
/orbis event test <key> [region]
/orbis event stop <instanceId>
/orbis history [limit]
/orbis guide
/orbis doctor assets
/orbis reload
/orbis debug tick
```

Read commands are open. Mutating commands accept granular nodes or the `orbis.admin` super-node.

## Preview Limits

- Active events spawn basic thematic NPCs and prefab markers (best-effort); boss fights, custom
  NPC AI and combat balancing are not implemented yet.
- Kill objectives and rare drops are implemented for built-in event NPCs; presence remains the
  fallback if spawn/death tracking does not complete.
- Rare loot is configurable in `loot.json`, but drops still depend on valid official item ids and
  the server accepting the item entity.
- SQLite is the only storage backend in this build.
- No custom client install, dashboard, generative AI, factions adapter, or economy automation is
  required. `/orbis panel` has reliable chat output and an experimental in-game window.

Use this on a test server before using it in a live community.

The Orbis: Living Worlds Team

profile avatar
Owner
  • 1
    Followers
  • 1
    Projects
  • 219
    Downloads