Skip to content

Configuration

CaptainGummiball edited this page Oct 3, 2026 · 2 revisions

Configuration

QuantaVolt uses two plain .properties files, the same format on Fabric and NeoForge and on every game version.

File Side Read
config/quantavolt-server.properties server (also the integrated server of a singleplayer world) when the server starts, before the worlds load
config/quantavolt-client.properties client once when the game starts

config/ is the loader's config folder in the game or server directory (Fabric: the Fabric Loader config directory, NeoForge: the FML config directory).

  • A missing file means all defaults. After reading, QuantaVolt writes the file back with every key, a comment and the default and range of each entry.
  • A value that is not a valid number or lies outside its range falls back to the default; the log says so.
  • Whole numbers may contain underscores (800_000_000). Unknown keys are ignored.
  • Changes take effect the next time the server (or, for the client file, the game) starts. There are no in-game commands for the configuration.
  • All gameplay rules are decided by the server file. The client file changes only visuals.

Server options

Output and fuel

Key Default Range Meaning
generatorOutputMultiplier 1.0 0.01 – 100.0 Multiplier for the energy output of every generator and turbine
fuelConsumptionMultiplier 1.0 0.01 – 100.0 Multiplier for fuel consumption (higher = fuel lasts shorter)
basicDynamoOutput 40 1 – 100,000 Energy per tick of a burning Basic Dynamo (E/t)
stirlingMaxOutput 100 1 – 100,000 Largest electrical output of a Stirling Generator (E/t)
solarModuleOutput 6 1 – 10,000 Energy per tick of one PV Module in full sun (E/t)
heliostatHeat 8 1 – 10,000 Heat per tick of one Heliostat in full direct sun (HU/t)
windPowerFactor 10.0 0.01 – 1,000.0 K in the wind turbine power K × rotor area × wind³ × Cp (E/t)

Start and capacity energies

Key Default Range Meaning
fusionStartupEnergy 800,000,000 1,000 – 100,000,000,000 Energy a Tokamak needs to reach ignition (E)
littleStarIgnitionEnergy 2,000,000,000 1,000 – 1,000,000,000,000 Energy a Little Star needs to ignite (E)
singularityIgnitionEnergy 10,000,000,000 1,000 – 10,000,000,000,000 Energy a Micro Black Hole Plant needs to form its singularity (E)
energyPerMassUnit 10,000,000 1,000 – 1,000,000,000,000 Energy of one mass unit (one Compressed Matter) in the singularity technology (E)
dimensionOpenEnergy 50,000,000,000 1,000 – 10,000,000,000,000 Energy that opens the pocket of a Dimensional Store (E)
dimensionCapacity 1,000,000,000,000,000 1,000,000 – 4,000,000,000,000,000,000 Capacity of a Dimensional Store (E)
batteryCellCapacity 8,000,000 1,000 – 1,000,000,000 Energy one Battery Cell of a Battery Hall stores (E)
gravityEnergyPerWeightBlock 20,000 100 – 10,000,000 Energy a Gravity Store holds per weight and block of lift height (E)
smesCoilCapacity 50,000,000 1,000 – 100,000,000,000 Energy one Superconducting Coil of an SMES stores (E)

Structure limits

These limits bound how much work checking a structure can take.

Key Default Range Meaning
maxStructureSize 16 5 – 32 Largest edge length of any multiblock
maxFissionReactorSize 15 5 – 32 Largest edge length of a Fission Reactor
maxSolarModules 256 1 – 4,096 Most PV Modules one Solar Array Controller collects
maxHeliostats 512 1 – 4,096 Most Heliostats one Solar Receiver collects
maxCapacitorModules 128 1 – 1,024 Most Capacitor Modules one Capacitor Bank Controller collects
maxWindBladeLength 8 2 – 16 Longest wind turbine rotor arm (blocks)
minWindTowerHeight 4 1 – 64 Fewest tower segments (including ports) below a wind turbine nacelle

Plants with a fixed minimum size are always allowed at that size, even if maxStructureSize is smaller (Little Star and Micro Black Hole Plant 9, Hawking Reactor 7, Dimensional Store 5). The Gravity Store shaft may be up to 64 blocks high regardless of maxStructureSize; its width and depth follow maxStructureSize. A Gas Engine has at most 8 cylinders.

Safety

Key Default Meaning
safeMode false Only overheating and immediate shutdown: no explosions, no damage to entities or blocks. Also keeps the turbines' overspeed trip and the Battery Hall's thermal disconnect on.
incidentTerrainDamage false Whether severe incidents (bursts, meltdowns, breaches) destroy blocks (only without safeMode)
radiation true Running nuclear plants, meltdowns and radiation flashes irradiate living beings nearby (see Radiation). Off in safeMode.

Details on what each incident does: Safety and Incidents.

Older keys: files from earlier versions may still contain explosionDamage or meltdownTerrainDamage. If the new key is missing, the old value is taken over (explosionDamage=false becomes safeMode=true, explosionDamage=true becomes safeMode=false; meltdownTerrainDamage becomes incidentTerrainDamage) and the log notes it once.


Client options

Key Default Range Meaning
particleDensity 1.0 0.0 – 4.0 Multiplier for particles of turbines, reactors and the Tokamak (0 = off)
incidentEffects true – Show incident effects and warning signs (steam, sparks, smoke, frost) at plants
interiorEffects true – Show life inside plants behind sight glass (embers, steam, glints, frost)
flowEffects true – Show what leaves plants (exhaust plumes, flue smoke)

The client options never change gameplay: incidents happen the same way with the effects switched off.

Clone this wiki locally