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Codex Energy Incidents

CaptainGummiball edited this page Nov 10, 2026 · 1 revision

Incidents and Safety

Large plants can fail. When a plant runs out of control, it reports a severe incident once: a boiler bursts, a reactor melts down, a star breaches. What happens in the world then depends on the server's safety settings. Nothing about it is random: the same situation always ends the same way, and every plant warns before.

Warning signs

Before an incident the controller shows what is wrong, right in front of its face:

Sign Meaning
Steam blowing off Safety valves open, or coolant boils away (a fission reactor with a coolant problem).
Hissing white jets Pressure rises with nowhere to go.
Sparks A rotor above its trip speed.
Smoke and small flames Overheating (fission core, battery hall, hot collectors).
Cold fog A cryostat warming up (SMES), or a quench.
Violet sparkles A field or a link is unstable (singularity, dimensional store).

The status and alarm lines of the plant's window say the same in words. A Sensor Module can turn a reading into a redstone signal, for example to scram a reactor or switch off a feed.

Incidents by plant

Plant Incident Cause What it does
Industrial Boiler Steam burst Pressure above the burst temperature Explosion
Steam Turbine, Gas Turbine Rotor burst Overspeed with the trip switched off Explosion
Fission Reactor Meltdown 1,800 °C or 100 % core damage Explosion, stronger with more fuel assemblies; leaves radiation
Tokamak Disruption A very hot plasma collapses Flash and thunder, damage nearby, no explosion
Little Star Containment breach Stability zero, shell too hot, broken structure A blast that never breaks blocks; the Plasma Glass shatters with terrain damage
Battery Hall Thermal runaway Cells at 140 °C with the disconnect off Explosion, may set fire
SMES Quench burst Quench without dump resistors A cold blast: damage, push, freezing
Micro Black Hole Plant Radiation flash / gravity shock The singularity evaporated / lost its containment Flash with radiation / everything is thrown away
Hawking Reactor Radiation flash The singularity evaporated Flash with radiation
Dimensional Store Implosion The link collapsed Everything is pulled in

The strength of each incident grows with the plant and with what it held (fuel, stored energy, mass).

Server settings

Setting Effect
safety.safeMode (default false) Plants only overheat and shut down: no explosions, no damage to entities or blocks, no radiation.
safety.terrainDamage (default false) Whether explosions destroy blocks (only without safe mode, and never in claimed land).
safety.fire (default true) Whether a thermal runaway sets fire (only together with terrain damage).
safety.incidentPowerScale (default 1.0, allowed 0.0–4.0) Scales blast power and reach of all incidents.
safety.entityDamageScale (default 1.0, allowed 0.0–4.0) Scales the damage incidents do to players and mobs.

Explosions

The steam burst, rotor burst, meltdown, star breach and thermal runaway are explosions at the plant's centre. Their power is the incident strength times safety.incidentPowerScale (default 1.0, allowed 0.0–4.0).

  • They destroy blocks only with safety.terrainDamage (default false) on, and never when land within their reach is claimed (also the plant's own claim).
  • A star breach never breaks blocks; only the Plasma Glass of the star shatters, and only with terrain damage.
  • Only a thermal runaway sets fire, and only with safety.fire (default true) and terrain damage on.

Flashes, shocks and pulls

The disruption, quench burst, radiation flash, gravity shock and implosion are no explosions. They hurt every living being within a reach of half the plant's size plus twice the incident power, less the further away it stands; the gravity shock throws away, the implosion pulls in, the quench burst also freezes.

Tip

Blast shielding Reinforced Concrete and Blast Glass shield against these: every such block on the line between the plant and a being lets only 10 % of the damage through. Data packs can add blocks to the tag qnet:blast_shielding.

Smooth Stone Smooth Stone Smooth Stone
Smooth Stone Smooth Stone → Reinforced Concrete
Smooth Stone Smooth Stone Smooth Stone
Glass Glass
Glass → Blast Glass
Glass Glass

Radiation after an incident

  • A meltdown leaves radiation of 8 at the site, fading over 6,000 ticks (five minutes).
  • A radiation flash hits everything around with a pulse of 12 at once and leaves 6, fading over 600 ticks (half a minute).
  • See Radiation for how radiation works and how to protect yourself.

Safe mode

With safety.safeMode (default false) on, an incident is only an emergency shutdown: a puff of steam and a few sparks at the controller. Nobody is hurt, nothing breaks, nothing radiates. Some protections cannot be switched off then: the overspeed trip of turbines and the thermal disconnect of battery halls stay on, and a boiler at its warning temperature takes no outside heat.

Note

Losses stay losses Safe mode protects the world, not the plant: a failed reactor still loses its fuel, a breached star is gone and a lost singularity has to be formed again.

In the world

Every incident has its own effect: flashes and shock rings, flying shards, embers and smoke for a meltdown, arcs along the torus for a disruption, cold fog and ice for a quench, blue glints for a radiation flash, dark shock rings for a gravity shock and swirls falling inwards for an implosion. Being near one earns the advancement "Close Call".

QNet Codex

Getting Started

Energy

Processing

Rift

Storage

Logic

Reference

Items and Blocks

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