Configuration

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.

Crash telemetry

KeyTypeDefaultServer-authoritativePurpose
telemetryEnabledbooleantrueno — client-localSend 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.

Claims and caps

KeyTypeDefaultRangeServer-authoritativePurpose
maxColoniesPerPlayerinteger30–64yesHow many colonies one player may own at once. 0 disables founding new colonies.
maxColoniesTotalinteger2001–10,000yesServer-wide colony cap. The safety net behind the per-player cap; also bounds how much work the colony tick can ever create.
claimRadiusinteger488–512yesBeacon claim radius in blocks. RANGE upgrade modules add to this per colony.
minColonySpacinginteger1920–8,192yesMinimum 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 and performance

KeyTypeDefaultRangeServer-authoritativePurpose
colonistsPerColonyinteger240–256yesPopulation cap per colony. Housing capacity can never raise the roster above this.
founderColonistCountinteger20–8yesColonists 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.
maxLoadedColonistsinteger3000–5,000yesGlobal cap on colonist entities alive at once across all loaded colonies.
colonyTickIntervalTicksinteger10020–12,000yesHow often a colony processes production, food and morale. Colonies are staggered across this interval so N colonies never tick on the same game tick.
colonyTickBudgetMsinteger51–200yesMillisecond budget for colony processing per game tick. The remainder of a batch is deferred to the next tick rather than blowing the tick time.
aiActiveRadiusinteger640–512yesDistance 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.
housingScanIntervalTicksinteger600100–24,000yesHow often the claim is rescanned for housing blocks to recompute capacity and comfort.

Offline catch-up

KeyTypeDefaultRangeServer-authoritativePurpose
catchUpMaxHoursinteger240–720yesCap on the offline window a colony catches up on when its chunk reloads. 0 disables catch-up entirely (colonies then only ever produce while loaded).
catchUpEfficiencydouble0.50.0–1.0yesMultiplier applied to production and consumption during offline catch-up. Below 1.0 so there is no incentive to chunk-load a planet for free yield.

Life support and food

KeyTypeDefaultRangeServer-authoritativePurpose
foodPerColonistPerCycleinteger10–64yesFood items consumed per colonist per colony tick. 0 makes colonies never hungry.
oxygenMbPerColonistPerCycleinteger200–10,000yesMillibuckets of oxygen gas burnt per colonist per colony tick to hold life support.
oxygenGeneratorEnergyPerTicklong400–1,000,000yesEnergy per tick the colony oxygen generator draws while running.
lifeSupportGraceTicksinteger12000–72,000yesHow long life support stays DEGRADED before it is considered FAILED. Failure drives morale decay; it never kills a colonist.

Morale

KeyTypeDefaultRangeServer-authoritativePurpose
moraleBasedouble50.00–100yesMorale baseline before any weighted term is applied.
moraleWeightHousingdouble20.00–100yesWeight of the housing-comfort term in the morale sum.
moraleWeightFooddouble20.00–100yesWeight of the food-stock term in the morale sum.
moraleWeightLifeSupportdouble30.00–100yesWeight of the life-support term in the morale sum.
moraleWeightCrowdingdouble15.00–100yesWeight of the overcrowding penalty in the morale sum.
moraleWeightHazarddouble10.00–100yesWeight of the planet-hazard penalty in the morale sum. Only ever non-zero when a planet mod is installed and reports a hazardous planet.
moraleChangeRatedouble2.00.01–100yesPoints morale moves toward its target per colony tick. Morale is never snapped.
moraleWorkStopThresholddouble20.00–100yesBelow this morale jobs halt and colonists idle. Colonists are never deleted.
moraleMinMultiplierdouble0.250.0–1.0yesOutput multiplier floor at zero morale. Production is a curve down to this, not a cliff.

Jobs and exports

KeyTypeDefaultRangeServer-authoritativePurpose
jobSlotsPerColonyinteger40–64yesBase number of simultaneously worked job slots per colony. Research raises it.
jobBaseRateMultiplierdouble1.00–100yesGlobal scalar on every job's production rate.
exportBufferSlotsinteger181–54yesSlots in the beacon's export buffer. Overflow blocks further export production rather than voiding items.
exportValueMultiplierdouble1.00–1,000yesScalar on the credits paid when an export entry is sold.

Autonomous construction

See Construction for what these actually govern.

KeyTypeDefaultRangeServer-authoritativePurpose
constructionEnabledbooleantrue—yesWhether colonies build their own structures from the datapack blueprints. false leaves every structure to the player; nothing else changes.
constructionBlocksPerCycleinteger20–64yesBlocks 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.
constructionUnsuppliedFactordouble0.250.0–1.0yesBuild-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.
constructionRequiresColonistbooleantrue—yesWhether 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.
maxAutoStructuresinteger120–128yesTotal structures one colony may build for itself. Each blueprint also carries its own smaller max; this is the ceiling over all of them.

Outposts

KeyTypeDefaultRangeServer-authoritativePurpose
outpostsPerColonyinteger40–64yesHow many outposts one colony may parent.
outpostClaimRadiusinteger164–256yesClaim radius of an outpost beacon.
outpostColonistCapinteger20–64yesColonists an outpost may hold.
outpostJobSlotsinteger10–16yesJob slots an outpost may work.
outpostMaxDistanceinteger51216–16,384yesMaximum distance between an outpost and its parent colony, same dimension only.

Privacy

KeyTypeDefaultRangeServer-authoritativePurpose
accessLogEnabledbooleanfalse—yesOff 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.
accessLogRetentionDaysinteger71–365yesHow long an access-log row is kept before the retention sweep deletes it.
erasureOwnedColonyPolicystringtransfer_to_servertransfer_to_server / dissolveyesWhat 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).

Ecosystem integration

KeyTypeDefaultServer-authoritativePurpose
gateWritesEnabledbooleantrueyesWhether founding a colony opens Core's first_colony progression gate. NeroColonies never requires a gate to be open; this only controls the write.
thresholdEventsEnabledbooleantrueyesWhether 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.
linkModuleEnabledbooleantrueyesWhether the NeroLink companion module is registered. Snapshots are per-player scoped and never enumerate other players.

See also

Search across every Nero mod wiki.