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Protection and fair play

Events are meant to be fun for everyone on the server, including people who are not there. This page lists what events never touch, how places are chosen, how rewards stay fair, and every switch a server operator can use to turn things off.

How protection works

Before an event touches the world — placing a pod, digging a crater, building a wreck, spawning a creature, placing a war beacon — it asks every protection rule in turn. Any single "no" wins; no rule can overrule another's refusal. If a rule fails with an error, it counts as a "no" and /neroevents status shows it as failing.

What events never touch

RuleWhat it protects
Exclusion zonesAreas the server marks off, in the config (eventExclusionZones) or with /neroevents zones add.
World spawnEverything within protectSpawnRadiusBlocks (64) of world spawn, or the server's own spawn protection when that is larger.
Space stationsEvery event effect is refused in the Nerospace station dimension: nothing is placed, dug or spawned there.
Neroland security and colony blocksDestructive effects keep clear of block entities from the mods in protectedBlockNamespaces (nerosecurity, nerocolonies), plus protectedNamespaceMarginBlocks (8) blocks around them. Only loaded areas can be checked: if part of an effect's area is not loaded, the effect does not happen there.
NeroColonies coloniesWith NeroColonies installed, nothing destructive happens inside a colony's claimed area. If a dimension cannot be checked, the answer is "no".
Open Parties and ClaimsWith Open Parties and Claims installed, nothing destructive happens in a claimed chunk.
Block entities near cratersA meteor that would land within craterBlockEntityMarginBlocks (4) of any chest, machine or sign lands softly instead (craterAvoidsBlockEntities).

And, by design:

  • NeroEvents never breaks blocks for a raid or invasion. Every spawn spot is protection-checked first; the creatures themselves follow the server's normal mob rules (mobGriefing, your claim mod's mob protection).
  • Storms change no blocks. They only affect players out in the open and drain exposed batteries, never below a fifth of their charge.
  • Supply pods break no blocks.
  • War beacons go only into empty air, cannot be broken, and are removed when the war ends.
  • Wrecks only ever rust their own blocks, even if someone claims the area later.
  • Reward items never land on the ground; they wait in your reward crate.

Destructive events cannot recognise an unclaimed build made of ordinary blocks, and other claim mods (FTB Chunks, Flan) are not supported yet. Protect such places with eventExclusionZones, or turn block damage off (below).

How places are chosen

Events are placed near where players are by counting how many players are in each area of a dimension — never by following any one player, and never by anyone's exact position. The counts are used and thrown away. A chosen spot is checked against every protection rule before the event is announced; if no safe spot is found, the event is skipped. Announcements give a direction and a rough distance for public events only, never coordinates, and never name a player. Raid and invasion targets are never shown to anyone.

Events never anchor within anchorMinPlayerDistanceBlocks (24) of any player: a pod or a wreck never comes down on someone watching the sky. Only a count of players inside that distance is used, never a position. (An operator's /neroevents start with an explicit position is not held to it.)

How rewards stay fair

  • Only what you do counts: damage to an event's creatures, opening its containers, capturing objectives, surviving waves (after helping in another way). Standing nearby earns nothing.
  • Only real online players count — never automated "fake players" from other mods.
  • One stray hit is not participation (contributionCreditFloor), and contributions of players who leave fade over time.
  • You are paid once per event, even if you disconnect and come back.
  • Every event has a budget, and the whole server has a daily budget (rewardBudgetPerDay).

See Rewards for the details.

Every switch

All of these are in config/neroevents.properties and decided by the server. See Configuration for the full list.

KeyDefaultTurn it off and…
schedulerEnabledtrueno automatic events; operators can still start them.
consentModeoffvote lets players vote on each automatic event; admin means only operators start events.
destructiveEventsEnabledtrueevery event that can change blocks (meteor showers, debris crashes) is removed, and /neroevents start refuses them.
meteorBlockDamagetruemeteors never dig craters; every impact lands softly.
craterAvoidsBlockEntitiestrue(keep it on) craters stop avoiding chests and machines.
combatEventsEnabledtrueno raids, invasions, world bosses or faction wars.
economyEventsEnabledtrueno market shocks.
stormEffectsEnabledtruestorms give no status effects.
stormDrainFractionPerPass0.01set to 0: storms drain no energy.
raidBlockDamagefalsereserved; NeroEvents never breaks blocks for a raid in this version.
eventsDisabledemptylist event ids that never fire automatically.
eventExclusionZonesemptyareas events never touch.
protectSpawnRadiusBlocks64how far events keep from spawn.
protectedBlockNamespacesnerosecurity,nerocoloniesmods whose block entities keep destructive events away.
wreckLingerDays3set to 0: wrecks never decay.
rewardBudgetPerDay6000set to 0: events pay no rewards at all.
rewardLedgerEnabledtrueno reward history is kept.
pushNotificationsEnabledtrueno companion-app notifications or alerts (none are sent in this build anyway).
telemetryEnabledtrueper player: no anonymous error reports.

Each event definition can also be switched off with "enabled": false; see Writing your own events.

See also

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