Every NeroColonies setting, in config/nerocolonies.properties. The file is written on first launch
with each key at its default and a comment describing it, and it is hot-reloadable with
/neroland config reload.
Every gameplay key is server-authoritative: the server decides and clients are told. The one
exception is telemetryEnabled, which is client-local — anonymous crash reporting is a personal
opt-out that a server must never force on or off.
Several keys keep the word "colonist" from before the colony's people were called Nerans. The names
have not changed, so existing config files carry over.
Send anonymous, NeroColonies-only crash reports (Sentry, EU servers): stack trace, mod/MC/loader/OS/Java versions, your other installed mods, this mod's config, an anonymous per-launch session marker. No IP, username, UUID, world data, colony ownership or chat; file paths scrubbed of your account name. On by default; set false in config/nerocolonies.properties to opt out of all of it. See Telemetry and ../PRIVACY.md. Read once at bootstrap, so a change takes effect on restart.
How many colonies one player may own at once. 0 disables founding new colonies.
maxColoniesTotal
integer
200
1–10,000
yes
Server-wide colony cap. The safety net behind the per-player cap; also bounds how much work the colony tick can ever create.
claimRadius
integer
48
8–512
yes
Beacon claim radius in blocks. RANGE upgrade modules add to this per colony, and so does the growth bonus (growthMaxClaimBonus).
minColonySpacing
integer
192
0–8,192
yes
Minimum distance between two colony beacons in the same dimension. A placement inside this radius is refused with a translated message rather than silently allowed.
Population cap per colony. Housing capacity can never raise the roster above this. The default leaves room for the Metropolis stage thresholds.
founderColonistCount
integer
2
0–8
yes
Nerans that arrive with a newly placed colony beacon. They exist without housing (they are what builds the first housing) but still count toward colonistsPerColony and maxLoadedColonists. 0 disables founders, which also means autonomous construction never starts until you build housing by hand.
maxLoadedColonists
integer
300
0–5,000
yes
Global cap on Nerans across all colonies.
colonyTickIntervalTicks
integer
100
20–12,000
yes
How often a colony runs its cycle: food, population, trades, production, construction and morale. Colonies are staggered across this interval so N colonies never tick on the same game tick.
colonyTickBudgetMs
integer
5
1–200
yes
Millisecond budget for colony processing per game tick. The remainder of a batch is deferred to the next tick rather than blowing the tick time.
aiActiveRadius
integer
64
0–512
yes
Distance from an owner or access-list member within which Nerans act at full rate. Beyond it Nerans start new walks far less often, but a walk already under way always finishes. Production carries on regardless.
fixedTimeIsDay
boolean
true
—
yes
In dimensions with no day/night cycle, whether Nerans keep a working day (true) or stay home as if it were always night (false).
debugFastGrowth
boolean
false
—
yes
Testing only — leave off. Runs colony cycles and housing sweeps five times as often and places four times as many blocks per construction cycle, so a test world reaches later stages quickly.
housingScanIntervalTicks
integer
600
100–24,000
yes
How often the claim is rescanned for housing blocks to recompute capacity and comfort.
Base number of simultaneously worked job slots per colony. Research raises it.
jobBaseRateMultiplier
double
1.0
0–100
yes
Global scalar on every job's production rate.
exportBufferSlots
integer
18
1–54
yes
Slots in the beacon's export buffer. Overflow blocks further export production rather than voiding items.
exportValueMultiplier
double
1.0
0–1,000
yes
Scalar on the credits paid when an export entry is sold from the export table. Not applied to a NeroEconomy market bid.
exportPayoutChunk
integer
1000
1–1,000,000
yes
With NeroEconomy, the largest single payout an export sale is split into. Keep it at or below NeroEconomy's siblingMaxSinglePayout; a larger value is halved automatically when refused.
stageRewardCredits
integer
0
0–1,000
yes
One-off credit reward to the owner when a colony reaches a new stage. Needs NeroEconomy; 0 turns it off.
Whether colonies build their own structures from the datapack blueprints. false leaves every structure to the player; nothing else changes.
constructionBlocksPerCycle
integer
2
0–64
yes
Blocks a colony places per colony cycle while building, before the growth and Builder multipliers. Deliberately small: a colony growing visibly over minutes reads as a colony, one that snaps into existence reads as a command block.
constructionUnsuppliedFactor
double
0.25
0.0–1.0
yes
Build-rate multiplier while a structure's materials are not in colony storage — the Nerans fabricate from scrap instead, for free but slowly. Put the materials in storage and the same build runs at full speed. 0 means an unsupplied colony never builds at all. Does not apply to the Starter Works of a Founding colony, which always wait for materials.
constructionRequiresColonist
boolean
true
—
yes
Whether a colony needs at least one living Neran to build. This is a roster check, not a proximity one: block placement is colony-cycle logic and never depends on a Neran actually reaching the site.
maxAutoStructures
integer
12
0–128
yes
Structures a Founding or Settled colony will build for itself. The cap is doubled at Growing, tripled at Thriving and quadrupled at Metropolis. Each blueprint also carries its own smaller max. Hand-placed plans and upgrades are not stopped by it.
See Progression for the stages and the growth formula.
Key
Type
Default
Range
Server-authoritative
Purpose
stageGrowingPopulation
integer
6
1–1,000
yes
Nerans a Settled colony needs (with stageGrowingStructures) to become Growing.
stageGrowingStructures
integer
6
1–1,000
yes
Finished structures a Settled colony needs (with stageGrowingPopulation) to become Growing.
stageThrivingPopulation
integer
16
1–1,000
yes
Nerans needed to become Thriving.
stageThrivingStructures
integer
14
1–1,000
yes
Finished structures needed to become Thriving.
stageMetropolisPopulation
integer
32
1–1,000
yes
Nerans needed to become a Metropolis. Keep it at or below colonistsPerColony, or the stage cannot be reached.
stageMetropolisStructures
integer
24
1–1,000
yes
Finished structures needed to become a Metropolis.
growthMaxBuildMultiplier
double
3.0
1.0–20.0
yes
Ceiling of the construction-speed curve. A new colony builds at about 1×; a large one approaches this.
growthMaxClaimBonus
integer
32
0–512
yes
Ceiling of the claim-radius bonus a colony earns as it grows, in blocks. Applies from the Growing stage, and never extends a claim into a neighbouring colony's.
breedingEnabled
boolean
true
—
yes
Whether Growing colonies with spare food and beds have children. Arrivals continue either way.
breedingBaseChance
double
0.08
0.0–1.0
yes
Chance per colony cycle of a birth for a large colony when conditions allow. A small colony gets a quarter of it, rising with size.
breedingSurplusCycles
integer
10
1–1,000
yes
Cycles of food for the whole colony that must be in the food stock before a birth is possible.
immigrationIntervalCycles
integer
6
1–1,000
yes
Once a colony is Growing and breeding is on, a newcomer arrives only every this many colony cycles, so free beds go mostly to children. 1 means an arrival every cycle, as before Growing.
breedingMoraleFloor
double
50.0
0–100
yes
Morale a colony needs before children are born.
childGrowthDays
integer
2
0–100
yes
In-game days a child Neran takes to grow up and take a trade. 0 means grown at once.
Largest footprint, on either axis, the colony will choose to build or let a member plan. Bigger blueprints are skipped.
maxBlueprintHeight
integer
40
4–64
yes
Tallest blueprint the colony will choose to build or let a member plan. Taller ones are skipped.
landClearingEnabled
boolean
true
—
yes
Whether a colony clears natural blocks (tag nerocolonies:clearable) from a building site. Drops go to colony storage. It never touches nerocolonies:protected, a block with a block entity, or another finished structure.
maxConcurrentPlans
integer
4
0–16
yes
How many hand-placed building plans a colony may have queued at once. 0 stops new plans being queued.
Off by default. When on, a colony records {player UUID, action, timestamp} rows for administrative review — never chat, never IP, never coordinates. Rows expire after accessLogRetentionDays. See ../PRIVACY.md.
accessLogRetentionDays
integer
7
1–365
yes
How long an access-log row is kept before the retention sweep deletes it.
erasureOwnedColonyPolicy
string
transfer_to_server
transfer_to_server / dissolve
yes
What happens to colonies owned by a player who requests erasure: transfer_to_server (the colony keeps running, ownerless — a co-op server is not griefed) or dissolve (the colony record is deleted).
Whether NeroColonies writes progression gates: Core's first_colony and its own nerocolonies:established when a colony is founded, and nerocolonies:self_sufficient when a colony is housed, fed, breathing and working with its owner online. NeroColonies never requires a gate to be open; this only controls the writes.
thresholdEventsEnabled
boolean
true
yes
Whether colony food, oxygen, morale, structure-completion and stage threshold crossings are published on Core's event bus for other mods. Scope is a colony id, never a person.
linkModuleEnabled
boolean
true
yes
Whether the companion-app link module is registered. Snapshots are per-player scoped and never enumerate other players.