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.
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, recent in-game actions, anonymous stability and timing data. No IP, username, UUID, world data, colony ownership or chat; file paths scrubbed of your account name. false opts 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.
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.
founderColonistCount
integer
2
0–8
yes
Colonists 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 colonist entities alive at once across all loaded colonies.
colonyTickIntervalTicks
integer
100
20–12,000
yes
How often a colony processes production, food 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 colonist AI runs at full rate. Beyond it the goal selector runs at a quarter rate and pathfinding is suspended.
housingScanIntervalTicks
integer
600
100–24,000
yes
How often the claim is rescanned for housing blocks to recompute capacity and comfort.
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 may place per colony tick while building. 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 colonists 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.
constructionRequiresColonist
boolean
true
—
yes
Whether a colony needs at least one living colonist to build. This is a roster check, not a proximity one: block placement is colony-tick logic and never depends on a colonist actually reaching the site.
maxAutoStructures
integer
12
0–128
yes
Total structures one colony may build for itself. Each blueprint also carries its own smaller max; this is the ceiling over all of them.
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 founding a colony opens Core's first_colony progression gate. NeroColonies never requires a gate to be open; this only controls the write.
thresholdEventsEnabled
boolean
true
yes
Whether colony food, oxygen, morale and structure-completion 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 NeroLink companion module is registered. Snapshots are per-player scoped and never enumerate other players.