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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.
| 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) |
| 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) |
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.
| 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.
| 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.
Playing
Steam and gas
Renewables
Storage
Nuclear
Endgame
Reference