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Codex Reference Troubleshooting

CaptainGummiball edited this page Nov 14, 2026 · 2 revisions

Troubleshooting and FAQ

The most common problems and what to do about them. When a plant misbehaves, look first at the first line of its controller's window: it always says what the plant is doing or what is wrong.

My plant does not form

The first line of the controller's window shows the state: "Checking structure …", "Formed", or one of these messages.

Message What to do
The controller must sit in a wall, front facing out Put the controller into a wall face (not on an edge), front outwards, with the inside of the plant behind it.
Structure too small (…) The plant is smaller than its minimum; the message shows the size it found.
Structure too large or not closed near … A wall is open at the position shown, or the plant is larger than allowed. No edge may be longer than perf.maxStructureSize (default 16, allowed 5–32).
Wrong block at … (expected: …) Replace the block at that position with one of the blocks named. Edges and corners take only the frame blocks of the plant, never glass or ports.
Port not allowed here: … (…) This plant does not use that kind of port. Its page lists the ports it uses.
Too many ports of one kind: … allowed Too many hatches or ports of one kind, see the limits in Plant Parts.
Missing parts: … A required part is missing, for example a coil or a basin.
Second controller at … Two controllers in one structure: remove one.
Too many modules (limit …) near … More modules than the server allows; see the plant's settings in Configuration.
Part of the structure is not loaded (…) See the next section.
  • The controller checks the structure again on its next tick after every change of a part, at most every 10 ticks.
  • A block placed into the open space of a formed plant breaks it. Besides reacting to block changes, a formed plant walks through its own positions (perf.multiblockAuditPerTick (default 8, allowed 1–64) per tick), so it also notices blocks that appeared without a reported change.
  • The Build Projector shows every missing and every wrong block in red, and lists the material you still need. See Tools.

"Paused (part of the structure is not loaded)"

QNet never loads chunks by itself. When part of a formed plant lies in a chunk that is not loaded, the plant stops and shows "Paused (part of the structure is not loaded)"; it keeps everything and checks itself again once the chunk is back. A plant that is being checked while a part is unloaded shows "Part of the structure is not loaded (…)" and tries again every 40 ticks.

What helps: build large plants where the chunks stay loaded (near your base, or in chunks a chunk-loading mod keeps loaded), and keep them out of chunk borders you leave often.

My plant gets no energy

  • Plants take energy only through Energy Input Hatches, never through casings, ports or the controller. Single machines are different: they take energy on every side.
  • A hatch takes energy only on its outer face, and only while the plant is formed.
  • Each hatch lets in at most the rate of its tier (1,000 E/t for tier 1, 8,000 E/t for tier 2 and so on). Open the telemetry with the chart button in the window's title row: "Energy in: …, … hatches (… full)". Full hatches are the bottleneck: add hatches on separate cables or use a higher tier.
  • Some plants allow only a few hatches; one more stops them from forming.
  • The cable must carry the energy as well: a Pipster cable of a low tier stays the limit, however large the hatch.

Pipes do not connect, nothing comes out

  • Ports work only on the face that points out of the plant, and only while the plant is formed. A port of a plant that is not formed offers nothing.
  • Output ports and output slots are passive: set the Pipster pipe at the output to extract mode.
  • An Item Input Port takes only items the plant can use. Items without a recipe stay in the pipe.
  • Energy Output Ports push energy by themselves; the cable needs to take it in.

The window says "Disabled by the server"

The server has switched this block off (section features. of the configuration). The block stays frozen: it does not run and does not trade with pipes, but you can still open it, take everything out and mine it. It cannot be crafted while it is off; its item says "Switched off on this server". Ask the server's operator; see Configuration.

Recipes are missing

  • Metals of other mods: QNet finds them through the shared c: tags (c:ingots/tin, c:ores/tin and so on). A mod that only uses old tags such as c:tin_ingots is read as long as works.legacyMaterialTags (default true) is on.
  • Recycling recipes (parts back to dust) only exist while works.fallbackRecipes (default true) is on.
  • Loops: the balance check switches off derived recipes that would make material from nothing; with works.strictBalance (default false) also such recipes of data packs. /qnet materials shows how many were switched off.
  • Wrong mod's item: when several mods make the same metal, works.preferredNamespaces (default minecraft,qnet, allowed comma-separated names) decides which item a machine makes.
  • Create and Mekanism: their recipes only run in QNet machines while their switches are on, see Other Mods.
  • Tiers: a machine runs only recipes up to its own tier. The recipe viewers show the tier of each recipe.
  • Recipe viewers on a server get the recipes from the server after you join and after every /reload. If a category looks empty right after joining, wait a moment.
  • /qnet materials report writes everything QNet knows about materials into a file, see Commands.

The Farming Station or Tree Harvester stands still

  • "Farms are switched off on this server": terrain.fieldMachines (default true) is off.
  • "Area not loaded": the working area is in a chunk that is not loaded.
  • In a claim of another player or team they never work, see the party and claim mods in Other Mods.

The projector shows nothing

  • Hold the Build Projector in your hand (main or off hand) and stay within 64 blocks of the controller.
  • Switch the projection on with the I/O button in its window.
  • A formed plant has no projection: the projection ends as soon as the plant forms.
  • The Warehouse has no plan.

"No access: …"

QNet protects storage, monitors and Rift blocks with teams. "No access: you are not in the owner's team.", "No access: this needs the operator role in the owner's team." and "No access: this needs the admin role in the owner's team." mean that the owner of the block has to give you that role, see Teams and Rights and Commands.

Linking fails

The two blocks must be in the same dimension and at most 96 blocks apart (general.linkRange (default 96, allowed 16–512)), and you need the right in the owner's team. See The Quanta Linker.

I changed the configuration and nothing happened

  • The server reads its configuration only when it starts. Stop the server, edit, start again.
  • Each world reads its own copy in <world>/serverconfig/qnet-server.properties; the file in config/ is only the template for new worlds.
  • A value outside its range falls back to its default; the server log names it.

No explosions, no radiation

If plants only overheat and shut down without any explosion or radiation, the server runs in safety.safeMode (default false). Blocks are only destroyed with safety.terrainDamage (default false), and never in claimed land.

A world from QuantaWorks or QuantaVolt

QNet converts worlds of QuantaWorks 0.1.0 and QuantaVolt 1.0.0 while their chunks and players load: blocks, machines, tanks, items and Pipster pipes get their QNet ids.

  • Before the first conversion QNet packs the whole world into a zip next to it, for example world-qnet-backup-20261108-173238.zip. It happens once per world and only when old data is found.
  • Everything is written to logs/qnet-migration.txt: the backup and, at every stop, what was converted.
  • Operators see once where the backup lies when they join.
  • To go back, stop the server and unpack the zip in place of the world.

QNet Codex

Getting Started

Energy

Processing

Rift

Storage

Logic

Reference

Items and Blocks

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