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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.

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.

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, 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.

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, and so does the growth bonus (growthMaxClaimBonus).
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
colonistsPerColonyinteger480–256yesPopulation cap per colony. Housing capacity can never raise the roster above this. The default leaves room for the Metropolis stage thresholds.
founderColonistCountinteger20–8yesNerans 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 Nerans across all colonies.
colonyTickIntervalTicksinteger10020–12,000yesHow 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.
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 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.
fixedTimeIsDaybooleantrue—yesIn dimensions with no day/night cycle, whether Nerans keep a working day (true) or stay home as if it were always night (false).
debugFastGrowthbooleanfalse—yesTesting 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.
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.
catchUpEfficiencydouble0.50.0–1.0yesMultiplier applied to what a colony ate and to the construction credit it earned while away. See Colony basics for what catch-up covers.

Life support and food

KeyTypeDefaultRangeServer-authoritativePurpose
foodPerColonistPerCycleinteger10–64yesRations eaten per Neran per colony cycle. 0 makes colonies never hungry.
oxygenMbPerColonistPerCycleinteger200–10,000yesMillibuckets of oxygen gas burnt per Neran per colony cycle 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 Neran.

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 cycle. Morale is never snapped.
moraleWorkStopThresholddouble20.00–100yesBelow this morale jobs halt and Nerans idle. Nerans are never removed.
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 from the export table. Not applied to a NeroEconomy market bid.
exportPayoutChunkinteger10001–1,000,000yesWith 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.
stageRewardCreditsinteger00–1,000yesOne-off credit reward to the owner when a colony reaches a new stage. Needs NeroEconomy; 0 turns it off.

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 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.
constructionUnsuppliedFactordouble0.250.0–1.0yesBuild-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.
constructionRequiresColonistbooleantrue—yesWhether 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.
maxAutoStructuresinteger120–128yesStructures 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.

Stages, growth and breeding

See Progression for the stages and the growth formula.

KeyTypeDefaultRangeServer-authoritativePurpose
stageGrowingPopulationinteger61–1,000yesNerans a Settled colony needs (with stageGrowingStructures) to become Growing.
stageGrowingStructuresinteger61–1,000yesFinished structures a Settled colony needs (with stageGrowingPopulation) to become Growing.
stageThrivingPopulationinteger161–1,000yesNerans needed to become Thriving.
stageThrivingStructuresinteger141–1,000yesFinished structures needed to become Thriving.
stageMetropolisPopulationinteger321–1,000yesNerans needed to become a Metropolis. Keep it at or below colonistsPerColony, or the stage cannot be reached.
stageMetropolisStructuresinteger241–1,000yesFinished structures needed to become a Metropolis.
growthMaxBuildMultiplierdouble3.01.0–20.0yesCeiling of the construction-speed curve. A new colony builds at about 1×; a large one approaches this.
growthMaxClaimBonusinteger320–512yesCeiling 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.
breedingEnabledbooleantrue—yesWhether Growing colonies with spare food and beds have children. Arrivals continue either way.
breedingBaseChancedouble0.080.0–1.0yesChance per colony cycle of a birth for a large colony when conditions allow. A small colony gets a quarter of it, rising with size.
breedingSurplusCyclesinteger101–1,000yesCycles of food for the whole colony that must be in the food stock before a birth is possible.
immigrationIntervalCyclesinteger61–1,000yesOnce 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.
breedingMoraleFloordouble50.00–100yesMorale a colony needs before children are born.
childGrowthDaysinteger20–100yesIn-game days a child Neran takes to grow up and take a trade. 0 means grown at once.

Buildings and land

See Buildings.

KeyTypeDefaultRangeServer-authoritativePurpose
maxBlueprintFootprintinteger324–48yesLargest footprint, on either axis, the colony will choose to build or let a member plan. Bigger blueprints are skipped.
maxBlueprintHeightinteger404–64yesTallest blueprint the colony will choose to build or let a member plan. Taller ones are skipped.
landClearingEnabledbooleantrue—yesWhether 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.
maxConcurrentPlansinteger40–16yesHow many hand-placed building plans a colony may have queued at once. 0 stops new plans being queued.

Defence, the cache and names

KeyTypeDefaultRangeServer-authoritativePurpose
guardsAttackEnemyPlayersbooleantrue—yesWhether Guards and guardian animals attack players on the colony's Enemy list. Hostile mobs are always fair game. See Roles and defence.
guardPursuitMargininteger160–128yesHow far beyond the claim edge Guards and guardians will chase a target.
cacheStockIntervalCyclesinteger361–10,000yesColony cycles between Gratitude Cache stockings. See Gratitude cache.
neranNamesEnabledbooleantrue—yesWhether new Nerans are given a name from the language file's name pool.

Outposts

KeyTypeDefaultRangeServer-authoritativePurpose
outpostsPerColonyinteger40–64yesHow many outposts one colony may parent.
outpostClaimRadiusinteger164–256yesClaim radius of an outpost beacon.
outpostColonistCapinteger20–64yesNerans 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 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.
thresholdEventsEnabledbooleantrueyesWhether 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.
linkModuleEnabledbooleantrueyesWhether the companion-app link module is registered. Snapshots are per-player scoped and never enumerate other players.

See also

在所有 Nero 模组百科中搜索。百科内容目前为英文。