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Configuration
masteri212 edited this page Nov 1, 2026
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The game settings are in the server config, config/masteris_bhe-server.toml. A world can have its own copy in <world>/serverconfig/, which wins over the global one. The server sends it to players when they join, so clients always match the server.
Changes to an existing file aren't overwritten by mod updates. If a default changes in a new version, your file keeps the old value until you change it (or delete the line to get the new default).
Each table below is one [section] of the file. How the numbers combine is on Reactor Calculations.
| Key | Default | Range | What it does |
|---|---|---|---|
ignitionEnergy |
50,000,000 | 0 – 1,000,000,000 | RF consumed by ignition. |
minMassPerStabilizer |
10,000 | 0 – max | Mass each stabilizer needs before ignition. |
ignitionDimensions |
(empty) | list of dimension ids | Dimensions a reactor may be ignited in, by id (e.g. "minecraft:overworld"). Empty: any dimension. |
consoleLinkRadius |
32 | 4 – 128 | How far from a Reactor Core a Control Console can be and still link to it, in blocks. |
stabilizerPower |
2,000 | 0 – 1,000,000 | RF/t each stabilizer (the four around the ring and both axial ones) draws from the core's buffer while the reactor runs. Every stabilizer the buffer can't power costs stability. 0 turns it off. |
unpoweredStabilityLoss |
100 | 0 – 100 | Stability (%) the reactor heads down by when none of its stabilizers has power; each unpowered one costs its share (one of six costs a sixth). 100: with no power at all, stability drains to 0. |
stabilizerGraceSeconds |
30 | 0 – 600 | After ignition, the stabilizers run this many seconds on the ignition charge before they need the core's power, so the disc has time to spin up. 0: they need it right away. |
portPushPerSide |
2,000,000 | 0 – max | Most RF/t a Reactor Port pushes into each neighbouring machine or cable. |
| Key | Default | Range | What it does |
|---|---|---|---|
warningMass |
10,000 | 0 – max | Below this total mass, stability starts dropping. |
criticalMass |
4,000 | 0 – max | Below this total mass, the core can't be held (pre-meltdown). |
blockMass |
1 | 1 – 1,000,000 | Mass one ordinary block is worth, fed in or swallowed (the Event Horizon's dense materials have their own values). |
swallowedItemMass |
1 | 0 – 1,000,000 | Mass a black hole gets from swallowing one item that isn't a block (these can't be fed in). |
creatureMassPerHeart |
1 | 0 – 1000 | Mass a black hole gets per heart of max health of a creature it swallows. |
| Key | Default | Range | What it does |
|---|---|---|---|
laserMaxRate |
200,000 | 0 – 10,000,000 | RF/t the bending laser fires at 100% power. |
laserGainMin |
1.15 | 1 – 10 | Output multiplier at low laser power. |
laserGainMax |
1.3 | 1 – 10 | Output multiplier at 100% laser power. |
laserRfPerMass |
400,000 | 1 – max | RF fired by the laser per 1 mass drained. |
| Key | Default | Range | What it does |
|---|---|---|---|
maxOffset |
15 | 1 – 90 | Maximum stabilizer offset in degrees. |
spinAcceleration |
0.5 | 0 – 1000 | Spin gained per tick for each degree of offset (rpm/t). There is no top speed. |
rfPerRpmSpent |
2,000,000 | 1 – max | Rotational RF made per 1 rpm of spin used up. Spin is only spent on RF the core can store. |
shutdownBrake |
40 | 1 – 100,000 | Spin removed per tick while shutting down (rpm/t). |
safeRpm |
4,000 | 1 – 1,000,000 | Above this spin, the containment ring takes stress. |
rfPerRpmSquared |
0.0125 | 0 – 1000 | Rotational output = this x rpm^2 (RF/t). 0.0125 gives 200k RF/t at 4000 rpm with the ignition minimum of mass (see massPowerExponent). |
massPowerExponent |
1 | 0 – 3 | How much more RF the spin makes with more mass: output (and how much energy the spin holds) is multiplied by (mass / ignition minimum) ^ this. 1: four times the mass, four times the power. 0: mass doesn't matter. |
massSteadiness |
1.5 | 0 – 5 | How much more mass steadies the spin. Spin shake (what the offset and overspin cost in stability, how fast ring stress builds and how hard the disc wobbles) is (ignition minimum of mass / mass) ^ this. 1: twice the mass, half the shake. 1.5: twice the mass, about a third. 0: mass doesn't matter. |
minSpinShake |
0.1 | 0 – 1 | The least spin shake any amount of mass brings it down to (1 is the ignition minimum's). |
maxSpinShake |
2 | 1 – 10 | The most spin shake too little mass can cause. |
resonanceRpm |
2,500 | 100 – 1,000,000 | Center of the resonance band (where spin turns into RF at full efficiency) at the ignition minimum of mass. It rises with the square root of the mass, stays under 95% of the safe spin, and drifts on its own. |
resonanceWidth |
300 | 10 – 100,000 | Half the width of the resonance band, in rpm. Wider is easier. |
resonanceMinEfficiency |
0.2 | 0 – 1 | Spin-to-RF efficiency far outside the band. |
resonanceDrift |
6 | 0 – 10000 | How fast the band wanders, roughly in rpm per second (it also jumps about once a minute). |
precessionStrength |
1 | 0 – 10 | How hard the disc's precession pushes it to wobble (countered with the axial trim). 0 turns wobble off. |
| Key | Default | Range | What it does |
|---|---|---|---|
warningStability |
50 | 0 – 100 | Below this stability (%) a running reactor is in Warning. |
preMeltdownStability |
20 | 0 – 100 | Below this stability (%) a running reactor goes to pre-meltdown. |
recoverStability |
35 | 0 – 100 | Pre-meltdown recovers once stability (%) is back to at least this (and stress is under recoverStress). |
recoverStress |
90 | 1 – 100 | Pre-meltdown recovers only while ring stress (%) is under this. |
scramStallSpin |
0.9 | 0 – 10 | SCRAM stalls the disc above this share of the safe spin (0.9 = 3,600 rpm with the default safeRpm). |
jumpPenaltySeconds |
5 | 0 – 600 | Seconds a disc stall's timer loses each time Jump is pressed before all the breakers are overcharged. |
discStallSeconds |
60 | 5 – 3,600 | Time to jump-start a stalled disc (overcharge every stabilizer's breakers, then JUMP) before the reactor goes to pre-meltdown. |
faultBaseChance |
0.05 | 0 – 1 | Chance of an ignition or shutdown fault on a perfectly steady reactor. Instability raises it (see the manual): uneven or barely-enough mass for ignition; low stability, ring stress and overspin for shutdown. |
faultSeconds |
120 | 5 – 3,600 | Time to fix an ignition or shutdown fault before the reactor goes to pre-meltdown. |
ventMassFraction |
0.15 | 0 – 1 | Share of the mass a normal vent through the lance burns. |
breachVentMassFraction |
0.75 | 0 – 1 | Share of the mass a vent burns while the ring is breached. |
reboundDrainRf |
5,000,000 | 0 – max | Singularity rebound: drain the core's charge below this to let it close. |
preMeltdownSeconds |
90 | 5 – 3,600 | Pre-meltdown countdown: time to bring stability, stress and the structure back before meltdown starts. |
meltdownPhase1Seconds |
120 | 5 – 3,600 | Meltdown phase 1: the core pulls things in and starts eating the reactor. Only the emergency vent saves it. |
meltdownPhase2Seconds |
60 | 5 – 3,600 | Meltdown phase 2: a stronger, wider pull, then the core collapses. |
meltdownPhase1Pull |
20 | 0 – 128 | How far meltdown phase 1 pulls in mobs, players and items, in blocks. |
meltdownPhase2Pull |
32 | 0 – 128 | How far meltdown phase 2 pulls in mobs, players and items, in blocks. |
| Key | Default | Range | What it does |
|---|---|---|---|
pullBlocks |
true | true / false | Whether a running reactor's black hole tears loose blocks in its sphere of influence (just inside the ring, down into the ground too) and swallows them as mass, 1 per block. In a failure the sphere grows past the ring (that part also needs destroyBlocks). |
maxBlocksInFlight |
300 | 0 – 5,000 | Most torn-loose blocks flying into the black hole at once (each is an entity; lower it if it lags). |
destroyBlocks |
true | true / false | Whether a reactor collapse destroys blocks. Off: no crater (from a collapse or a Black Hole Bomb), no block eaten past the ring in a failure, and a dark energy zone never corrupts the ground. |
baseExplosionRadius |
50 | 1 – 200 | Collapse blast radius in blocks, before the mass bonus. |
massPerRadius |
10,000 | 1 – max | Extra explosion radius: +1 per this much mass. |
maxExplosionRadius |
80 | 1 – 200 | Hard cap on the collapse explosion radius. The crater is carved over a few seconds; very big values still take a while. |
| Key | Default | Range | What it does |
|---|---|---|---|
stepSeconds |
30 | 5 – 600 | Time allowed for each step of a Research Chamber experiment. |
| Key | Default | Range | What it does |
|---|---|---|---|
zoneRadius |
500 | 16 – 10,000 | Radius of the dark energy zone a collapse leaves behind, in blocks, for a reactor holding the ignition minimum of mass. It scales with the square root of the mass: 4x the mass, twice the radius. |
zoneMinRadius |
150 | 16 – 10,000 | Smallest zone a collapse can leave, however little mass it held. |
zoneMaxRadius |
2,000 | 16 – 30,000 | Largest zone a collapse can leave, however much mass it held. |
falloutRadius |
500 | 16 – 30,000 | How far a zone's fallout reaches from its center: corrupted ground, ore nodes and corrupted mobs. Past it the zone is only low gravity (and the view inside a black hole). A zone smaller than this is all fallout. |
stabilizationNodes |
8 | 1 – 1,000 | Ore nodes that must be stabilized to remove a new zone. Each one shrinks it; the last one removes it. |
gravityMultiplier |
0.4 | 0 – 1 | Gravity multiplier for mobs and players inside a zone. |
oreChance |
0.004 | 0 – 1 | Chance per surface column that converted terrain gets an Unstable Dark Ore node (inside the crater it's 5x). |
dischargeChance |
0.25 | 0 – 1 | Chance that mining Unstable Dark Ore discharges (a small blast that hurts but breaks no blocks). |
chunksLoadedPerTick |
5 | 0 – 64 | Chunks a dark energy zone loads (or generates) per tick to corrupt its terrain, nearest first, so the whole zone is converted, not just where players have been. 0 only converts chunks as players load them. |
driftersPerPlayer |
4 | 0 – 32 | Drifters (floating dark matter jellyfish) spawned around each player inside a zone, at most. 0 turns them off. |
stalkersPerPlayer |
2 | 0 – 16 | Lensing Stalkers spawned around each player inside a zone's fallout, at most. 0 turns them off. |
echoCooldownMinutes |
20 | 0 – 100,000 | Minutes before a zone's Echo of the Core can rise again after it last did. 0 turns the Echo off. |
corruptedMobs |
true | true / false | Whether hostile mobs spawning in a zone become corrupted (stronger, drop Void Dust). |
corruptedHealthBonus |
1 | 0 – 100 | Extra health a corrupted mob gets, as a share of its normal health (1 = twice the health). |
corruptedDamageBonus |
0.5 | 0 – 100 | Extra attack damage a corrupted mob gets, as a share of its normal damage. |
corruptedSpeedBonus |
0.15 | 0 – 10 | Extra speed a corrupted mob gets, as a share of its normal speed. |
corruptedArmor |
4 | 0 – 30 | Armor points a corrupted mob gets. |
gravitonCoreChance |
0.03 | 0 – 1 | Chance a corrupted mob killed by a player drops a Graviton Core. |
| Key | Default | Range | What it does |
|---|---|---|---|
enabled |
true | true / false | Whether Black Hole Bombs can be armed at all. |
fuseSeconds |
30 | 5 – 600 | Black Hole Bomb fuse, from arming to detonation. |
baseRadius |
60 | 1 – 200 | Black Hole Bomb blast radius in blocks, before the mass bonus. |
massPerRadius |
25 | 1 – max | Extra bomb radius: +1 per this much mass fed into it. 25 gives 100 blocks at 1,000 mass. |
maxRadius |
150 | 1 – 200 | Hard cap on the bomb's blast radius. The crater is carved over a few seconds; huge values take a while. |
leavesZone |
true | true / false | Whether a detonation leaves a dark energy zone behind, like a reactor collapse. |
| Key | Default | Range | What it does |
|---|---|---|---|
enabled |
true | true / false | Whether Horizon Rings can be opened into the Event Horizon. Off: rings outside stay shut (rings and Escape Recordings inside still lead out). |
gateDimensions |
(empty) | list of dimension ids | Dimensions a Horizon Ring can be opened from, into the Event Horizon (e.g. "minecraft:overworld"). Empty: any dimension. |
arrivalY |
190 | 50 – 320 | Height of the landing platform (and its ring) in the Event Horizon. |
singularityLureEnabled |
true | true / false | Whether the Singularity Lure works (the Citadel's altar always does). |
timeDilationStartY |
150 | 0 – 384 | Time starts running faster below this height in the Event Horizon... |
timeDilationFullY |
60 | 0 – 384 | ...and is at its fastest (timeDilation) from this height down. |
gravitonWellRange |
7 | 0 – 32 | How far a Graviton Well pulls, in blocks. |
gravitonWellStrength |
0.06 | 0 – 1 | How hard a Graviton Well pulls up close. |
rockFadeMinSeconds |
2 | 1 – 600 | Evaporating Rock is gone between this many seconds... |
rockFadeMaxSeconds |
5 | 1 – 600 | ...and this many after it starts fading. |
lightEchoDelaySeconds |
5 | 1 – 30 | How far behind a Light Trap's echo follows its player, in seconds. |
gateMassPerTrip |
1,000 | 0 – max | Mass a Horizon Ring burns for each player it sends into the Event Horizon. Coming back out is free. |
gateOpenSeconds |
30 | 5 – 3,600 | How long a Horizon Ring stays open once it opens (anyone can step through while it is). |
gravityTop |
0.2 | 0 – 4 | Gravity multiplier at the top of the Event Horizon (it rises smoothly toward the bottom). |
gravityBottom |
1.8 | 0 – 4 | Gravity multiplier just above the singularity, at the bottom of the Event Horizon. |
timeDilation |
4 | 1 – 16 | How much faster time runs in the deepest part of the Event Horizon: furnaces and random ticks (crops, saplings...) near players. 1 turns it off. It starts below y 150 and is strongest at y 60. |
spaghettificationY |
40 | -64 – 320 | Below this height the singularity drags everything down and tears it apart. |
hawkingCellRf |
256 | 0 – 1,000,000 | RF/t a Hawking Cell makes. |
neutroniumMass |
200 | 1 – 1,000,000 | Mass one Neutronium Ingot is worth when fed to a stabilizer, bomb or gate (a block is 9x, raw Neutronium half). |
massShardMass |
16 | 1 – 1,000,000 | Mass one Mass Shard is worth. |
singularityHeartMass |
10,000 | 1 – max | Mass a Singularity Heart is worth. |
singularityCollapse |
2,500 | 1 – 1,000,000 | How much unstable matter the Singularity has to swallow before it collapses (see the manual for what each item is worth). |
| Key | Default | Range | What it does |
|---|---|---|---|
drifterHealth |
12 | 1 – 1024 | Drifter health. |
lensingStalkerHealth |
30 | 1 – 1024 | Lensing Stalker health. |
lensingStalkerDamage |
7 | 0 – 1024 | Lensing Stalker attack damage. |
echoHealth |
300 | 1 – 10000 | Echo of the Core health. |
echoArenaRadius |
64 | 16 – 512 | Echo of the Core arena radius around where it rose, in blocks: it ignores players outside it. |
echoDamageMultiplier |
1 | 0 – 100 | Multiplier on all the Echo of the Core's attacks. |
spaghettifierHealth |
24 | 1 – 1024 | Spaghettifier health. |
spaghettifierSpawnChance |
0.25 | 0 – 1 | Share of the natural spawn attempts for Spaghettifiers that go through (0 turns natural spawns off). |
spaghettifierMaxNearby |
2 | 1 – 64 | A Spaghettifier won't spawn naturally if this many are already within spaghettifierCrowdRadius. |
spaghettifierCrowdRadius |
32 | 1 – 128 | How far around a spawn spot to count Spaghettifiers, in blocks. |
spaghettifierDamage |
5 | 0 – 1024 | Spaghettifier bite damage. |
hawkingWispHealth |
4 | 1 – 1024 | Hawking Wisp health. |
hawkingWispLifeMinSeconds |
120 | 5 – 36,000 | A Hawking Wisp evaporates after between this many seconds... |
hawkingWispLifeMaxSeconds |
300 | 5 – 36,000 | ...and this many. |
singularityDamageMultiplier |
1 | 0 – 100 | Multiplier on all the Singularity's attacks. |
Each player's own settings, also in the mod's config screen (Mods → Masteri's Black Hole Energy → Config). All are 0 (muted) to 1 (full volume).
| Key | Default | What it does |
|---|---|---|
humVolume |
1 | The running reactor's hum. |
alarmVolume |
1 | The pre-meltdown and meltdown alarms. |
consoleVolume |
1 | Beeps, button clicks, servos and breaker panels. |
effectsVolume |
1 | Everything else: ignition, the ring's hiss, arcs, faults, venting, breaches and collapses. |