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NeroQuests integration

NeroColonies ships a quest chapter for NeroQuests, Neroland's quest-book mod. The chapter is a set of data files inside the NeroColonies jar: with NeroQuests installed it appears in the quest book; without it the files are inert. NeroQuests is optional and never a dependency — neither mod loads a class from the other. Everything between them goes through Neroland Core's progression gates and threshold event bus.

This page lists the chapter, the signals NeroColonies publishes for it (which any mod or datapack may read), and the two rewards a quest can send back to a colony.

The chapter: Colony Chronicle

Chapter id nerocolonies:colony_chronicle, 22 quests. Every quest after Beacon Lit is hidden until your own nerocolonies:established gate is open — that is, until you have founded a colony.

Personal quests (one completion per player, about your colony):

QuestDone when
Beacon LitYou found a colony
Drawing BoardYou craft a Colony Planner
Far ReachYou craft an Outpost Beacon
Settled GroundA colony finishes its third structure
Settler, Township, City, MetropolisYour colony reaches Settled, Growing, Thriving, Metropolis
First BreathYour colony completes a cycle with life support holding
First HarvestYour colony completes a cycle with food in store and nobody starving
First BreakthroughYour colony unlocks a research node
Open for TradeYour colony sells its export buffer
Outpost PlantedYou found an outpost
On Its Own FeetYour colony is housed, fed, breathing and working at once

World log quests (completed once for the whole server, by whichever colony gets there first): Charter Signed, Growing Township, Thriving City and Skyline (the first colony to reach each stage), Breathing Room (a colony's life support fails and comes back), Full Larder (a colony recovers from starvation), Back to Work (a colony's morale recovers past the work-stop line) and Bustling (a colony passes twenty-five Nerans).

Signals NeroColonies publishes

These exist whether or not NeroQuests is installed. Any mod or datapack may read them.

Record gates (personal milestones)

Player-scope Neroland Core gates under data/nerocolonies/neroland_gates/, written once and never read by NeroColonies itself. They have no requires and gate nothing.

GateOpened forWhen
nerocolonies:establishedThe founderA colony beacon is placed (soft gate; honours its requires)
nerocolonies:self_sufficientThe ownerThe colony is housed, fed, breathing and working (soft gate)
nerocolonies:stage_settled … stage_metropolisThe owner and every online memberThe colony reaches that stage
nerocolonies:life_support_onlineThe ownerFirst colony cycle with life support OK
nerocolonies:food_secureThe ownerFirst colony cycle with food in store and nobody starving
nerocolonies:first_researchThe ownerThe colony unlocks a research node
nerocolonies:first_exportThe ownerThe colony sells its export buffer
nerocolonies:first_outpostThe placing playerAn outpost is founded

Gates are written for the player online or offline. gateWritesEnabled=false switches all of them off; nothing in NeroColonies changes, because nothing in NeroColonies reads a gate.

Threshold channels (world signals)

Crossings on Core's threshold event bus, published as nerocolonies. The scope is always the colony id — a place, never a player — and thresholdEventsEnabled=false switches them off.

ChannelFiresValue / threshold
nerocolonies:stageA colony advancesStage index 1–4
nerocolonies:structuresA colony finishes a structureStructures built
nerocolonies:oxygenLife support fails (falling) or recovers (rising)1 or 0 / 1
nerocolonies:food_stockStarvation begins (falling) or ends (rising)Food in store
nerocolonies:moraleWork stops (falling) or resumes (rising)Morale / the work-stop line
nerocolonies:populationThe roster crosses 10, 25 or 50, either wayPopulation / the rung
nerocolonies:researchA research node is unlockedNodes unlocked
nerocolonies:exports_shippedAn export sale completesSales made

A crossing never says who. That is why a personal milestone is always a gate and a channel only ever drives a world-log quest.

Rewards a quest can send to a colony

A quest pack (NeroColonies' own, or a server's datapack) may name two hook gates as a mod_hook reward. When the quest completes, the quest mod opens the gate for the player through Core; NeroColonies applies the effect to that player's own colony (the oldest, if they own several) and closes the gate again.

Hook gateEffect
nerocolonies:hook/supply_dropA fixed crate — 32 cobblestone, 32 oak planks, 16 oak logs, 16 bread, 4 lanterns — goes into the colony's store. What does not fit is skipped, never dropped
nerocolonies:hook/morale_boostMorale rises by 15 points, capped at 100, then drifts back toward the colony's real target at moraleChangeRate per cycle

The effect reaches the colony even while its owner is offline. A player who owns no colony yet keeps the reward until they found one. The gallery sandbox never receives anything. Hook gates are records: NeroColonies never checks one to allow or deny anything.

In the shipped chapter, Beacon Lit sends a supply drop and First Harvest a morale boost.

Privacy

Gate state lives in Neroland Core's progression store, keyed by the player's game UUID and removed by Core's erasure hook; NeroColonies stores nothing new for quests. Channels carry a colony id and a count. Log lines are counts only. See ../PRIVACY.md, Progression gates.

See also

Cerca in tutte le wiki delle mod Nero. I contenuti della wiki sono per ora in inglese.