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For Server Owners
QNet runs on the server: every rule is decided there, and players only see the result. This page covers the settings most servers want to look at. The full list of settings with defaults and ranges is on Configuration, every command on Commands.
- The same QNet file as the players, plus Pipster 1.2.0 or newer and on Fabric the Fabric API. Players need the same files on their client. See Supported Versions.
- Recipe viewers and Jade are client mods; they are optional on both sides.
- Back up the world before the first start with QNet, especially if it comes from QuantaVolt or QuantaWorks (Coming from QuantaVolt or QuantaWorks).
-
config/qnet-server.propertiesis the template. Every new world copies it on its first start. -
<world>/serverconfig/qnet-server.propertiesis the world's own copy. From its first start on, a world reads only this file, so on a dedicated server this is the file to edit. - Edit while the server is stopped; changes take effect at the next start. QNet writes the file back with every key and
its comment, so new settings appear by themselves after an update. A value outside its range falls back to its default
and is reported in the log; your text is kept as
.bakfirst. - The server sends its settings to every player who joins, so windows and switched-off features look the same for everyone.
Out of the box, power plants can overheat, shut down and hurt players nearby, but severe incidents do not destroy
blocks. The safety section decides how far it goes:
| Setting | Default | What it does |
|---|---|---|
safety.safeMode |
false | Only overheating and an immediate shutdown: no explosions, no damage to entities or blocks, no radiation. |
safety.terrainDamage |
false | Severe incidents (bursts, meltdowns, breaches) destroy blocks. Only without safe mode, and never in claimed land. |
safety.fire |
true | A thermal runaway sets fire (only together with terrain damage). |
safety.incidentPowerScale |
1.0 | Scales blast power and reach of severe incidents (0.0 to 4.0). |
safety.entityDamageScale |
1.0 | Scales the damage incidents do to players and mobs (0 = none). |
Radiation of nuclear plants is on by default (radiation.enabled, radiation.strengthScale, radiation.reachScale)
and always off in safe mode. Incidents are announced in advance in the controller window; the codex page
Incidents explains each one.
The features section switches whole modules, single integrations and single blocks:
-
features.volt,features.works,features.rift,features.storage,features.logic: a whole module with all of its blocks. -
features.disabled: single machines and plants as block ids separated by commas, for exampleqnet:fission_controller, qnet:crusher. -
features.integration.<mod>: single integrations (AE2, CC: Tweaked, Create, Mekanism, FTB Teams, FTB Chunks, Open Parties and Claims, permissions).
Nothing is removed. Switched-off blocks stay in the world with their contents. They stand still, offer nothing to pipes and other mods, and cannot be crafted; players can still open them, take everything out and mine them. Casings, ports, ores and decorative blocks are never switched off.
The Farming Station and the Tree Harvester are the only machines that place or break blocks in the world. They never work
in foreign claims (FTB Chunks, Open Parties and Claims), and terrain.fieldMachines = false stops them everywhere.
Natural gas fields exist in the dimensions listed in terrain.naturalGasDimensions (default: the Overworld).
- Storage, monitors, controllers and Rift blocks belong to a player's team, with the roles Viewer, Operator and Admin.
Players manage their team with
/qnet team …(Teams and Rights). - With FTB Teams or Open Parties and Claims, members of one party are Operators of each other's QNet blocks.
-
Permission nodes:
qnet.admingives every right on every QNet block, other players' teams included;qnet.commandgives the operator parts of/qnet. A permission mod decides when installed (on Fabric through the Fabric Permissions API, for example LuckPerms; on NeoForge through its permission system). Without one, operators (level 2) have both nodes and other players neither.
QNet spreads its work over ticks and loads no chunks on its own. Its own cost was measured on a dedicated server with 32
formed plants, 10 machines and a working Rift complex: about 0.6 to 0.8 ms per tick (95th percentile) on Fabric and on
NeoForge. The perf section limits the size of plants and how often open windows are updated; the storage and
logic sections limit how much the external storage interfaces and machine interfaces read per tick.
/qnet testworld builds a showcase with every block, machine and plant next to you and hands out every item. It is
meant for a world of its own, never a live world.