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| Option | What it does |
|---|---|
aSchrabRadiusAnti-schrabidium radius | Radius of dropped anti-schrabidium. |
dropCellAntimatter explosion on cell drop | Triggers an antimatter explosion when an antimatter cell/pellet is dropped (WeaponConfig.dropCell). |
apply | Apply |
blastSpeedBlast speed | Base speed of MK3/Tom detonations (blocks/tick). |
radBlindnessBlindness threshold | Threshold for blindness effect |
radChunkDecayChunk radiation decay rate | How fast chunk radiation decays |
radRandomizationFactorChunk radiation randomization factor | Randomization factor for chunk radiation |
radChunkSpreadFactorChunk radiation spread factor | How much radiation spreads to neighboring chunks |
clientClient | Client-side settings, stored locally in client.json |
radConfusionConfusion threshold, WIP | Threshold for confusion effect (WIP) |
craterBiomeRadCrater biome RAD/s | RAD/s applied to the player inside the crater biome. |
craterBiomeWaterMultCrater biome water multiplier | Multiplier applied to crater biome RAD/s when the player is in water or rain. |
debugRenderDistanceDebug render distance (chunks) | Debug render distance (in chunks) |
debugRenderTextSizeDebug render text size | Debug render text size |
drainChanceDeposit drain chance | Chance (0–1) that an operation drains the deposit. |
destructionRangeDestruction range | Explosion radius when a fracking tower is destroyed. |
modelUpdateDistanceDistance for .obj model animated parts rendering | Distance for .obj model animated parts rendering (in chunks) |
modelStaticRenderDistanceDistance for .obj model static parts rendering | Distance for .obj model static parts rendering (in chunks) |
dropSingularityDrop singularity on item despawn | Spawns a singularity/black hole when a singularity item is dropped (WeaponConfig.dropSing). |
enableChunkLoadingEnable chunk loading | Allows procedural explosions to keep the central chunk loaded and generate new chunks. |
enableChunkRadsEnable chunk radiation | If disabled, chunk radiation is always 0 |
enableCraterBiomesEnable crater biomes | Converts the crater left by nuclear explosions into radioactive crater biomes. |
enableDebugLoggingEnable debug logging | If disabled, deep logging of game events will be active. Do not enable unless you experience problems |
enableOcclusionCullingEnable model occlusion culling | Enable model occlusion culling (disable if your models are not rendering correctly) |
enableObstructionHighlightEnable Obstruction Highlight | If enabled, blocks obstructing multiblock placement will be highlighted with a red box. |
enableRadiationEnable radiation | If disabled, all radiation is turned off (chunks, items) |
enableDebugRenderEnable radiation debug render | Whether radiation debug render is enabled (F3) |
enableRadiationPixelEffectEnable Radiation Screen Pixel Effect | Shows random, flickering pixels on the screen when the player is exposed to incoming radiation. |
explosionAlgorithmExplosion algorithm | 0 = Legacy, 1 = Threaded DDA, 2 = Threaded DDA with damage accumulation. |
limitExplosionLifespanExplosion lifespan limit | How long an explosion can stay unloaded before it dies (seconds). 0 = unlimited. |
fleijaRadiusF.L.E.I.J.A. radius | Radius of F.L.E.I.J.A. |
falloutDelayFallout delay | Ticks to wait between each fallout chunk computation. |
falloutRangePercentFallout range (%) | Radius of the fallout area as a percentage of the base blast radius. |
manRadiusFat Man radius | Radius of Fat Man. |
fatmanRadiusFatman launcher radius | Radius of the Fatman Launcher. |
fogChFog chance (1 in fogCh), WIP | Chance for fog to appear (WIP) |
fogRadFog radiation threshold | Chunk radiation for fog to appear (WIP) |
frackingTower | Fracking Tower |
FULL_SHADER | Full shader |
gadgetRadiusGadget radius | Radius of the Gadget. |
generateChunksGenerate chunks | When enabled, the radar forces loading/generation of the chunks it scans. |
gpuBoneSkinningGPU bone skinning | Compute base×part matrices on the GPU for the advanced assembler instanced path (vanilla only; Iris/Oculus use a separate path). |
radiationPixelEffectGreenChanceGreen Pixel Chance | The probability (from 0.0 to 1.0) that a newly appeared pixel will be green instead of white. E.g., 0.1 = 10% chance. |
obstructionHighlightDurationHighlight Duration (sec) | The duration in seconds for how long the obstruction highlight will be visible. |
infoToastOffsetXInfo tooltip: left offset | Distance from the left edge of the screen. |
infoToastOffsetYInfo tooltip: top offset | Distance from the top edge of the screen. |
craterBiomeInnerRadInner crater biome RAD/s | RAD/s applied to the player inside the inner_crater biome. |
instanceVboOrphanBeforeUploadInstance VBO orphaning | Orphan the instance VBO (glBufferData NULL) before upload to avoid driver sync stalls. Disable only if it causes issues. |
useInstancedStaticRenderingInstanced batching for obj model parts | Use batch rendering for obj parts. This greatly improves rendering performance in shaderless mode. If you experience issues, disable it |
mikeRadiusIvy Mike radius | Radius of Ivy Mike. |
enableMOTDJoin MOTD and update notice | Welcome message on world join and a notice when a newer release is on Modrinth |
boyRadiusLittle Boy radius | Radius of Little Boy. |
maxRadMax chunk radiation | Maximum chunk radiation |
gasPerBedrockDepositMaxMax gas per bedrock deposit | Maximum gas (mB) yielded per bedrock deposit. |
gasPerDepositMaxMax gas per deposit | Maximum gas (mB) yielded per normal deposit. |
maxInstancedInstancesPerPartMax instances per part | Maximum instances per OBJ part for instanced static rendering. Large machine fields need 4096+. |
radiationPixelEffectMaxDotsMax Pixel Count | The maximum number of pixels that can be on the screen at once when the effect is at its peak intensity. Affects performance on weak systems. |
radiationPixelMaxLifetimeMax Pixel Lifetime | The maximum time (in ticks) a single pixel will stay on the screen. A random value between min and max lifetime is chosen for each pixel. |
maxPlayerRadMax player radiation level | Maximum radiation the player can accumulate |
maxPowerMax power | Maximum energy the fracking tower can store. |
mdiDebugLogDispatchMDI debug log dispatch | Log one INFO line per MDI dispatch (sub-draw count, instances, atlas). |
mdiVerboseSubdrawsMDI verbose subdraws | Log one INFO line per MDI command (part tag, baseInstance, etc.). |
minRadDecayAmountMin decay per tick | Minimum decay per tick in chunk |
gasPerBedrockDepositMinMin gas per bedrock deposit | Minimum gas (mB) yielded per bedrock deposit. |
gasPerDepositMinMin gas per deposit | Minimum gas (mB) yielded per normal deposit. |
radiationPixelMinLifetimeMin Pixel Lifetime | The minimum time (in ticks) a single pixel will stay on the screen. 20 ticks = 1 second. |
mirvRadiusMIRV radius | Radius of a MIRV. |
missileTrackIntervalMissile track interval | How often (in ticks) missile positions are synced to clients. |
missileTrackMaxRangeBlocksMissile track max range (blocks) | Maximum distance (in blocks) at which missiles are network-tracked. 0 = unlimited. |
mk5TickTimeMsMK5 tick time (ms) | Minimum milliseconds per tick allocated for MK5 chunk processing. |
useMultiDrawIndirectMulti-draw indirect (MDI) | One glMultiDrawElementsIndirect per frame instead of many instanced draws (no shader pack). Helps with large fields of identical machines. Does not apply with sliced light or GPU bone skinning. |
obstructionHighlight | Multiblock Obstruction Highlight |
n2RadiusN2 mine radius | Radius of the N2 mine. |
radSicknessNausea threshold | Threshold for nausea effect |
missileRadiusNuclear missile radius | Radius of the nuclear missile. |
nukaRadiusNuka grenade radius | Radius of the nuka grenade. |
obstructionHighlightAlphaObstruction Highlight Opacity | Sets the opacity of the highlight box's fill. 0% = Invisible, 100% = Solid. |
oilPerBedrockDepositOil per bedrock deposit | Oil (mB) yielded per bedrock deposit. |
oilPerDepositOil per deposit | Oil (mB) yielded per normal deposit. |
delayOperation delay | Ticks between each fracking operation. |
craterBiomeOuterRadOuter crater biome RAD/s | RAD/s applied to the player inside the outer_crater biome. |
radiationPixelMaxIntensityRadPixel Effect Max Intensity | The level of incoming radiation (RAD/s) at which the pixel effect reaches its maximum strength (maximum number of pixels). |
radiationPixelEffectThresholdPixel Effect Threshold | The minimum incoming radiation (RAD/s) required for the visual interference effect to appear. |
radDecayPlayer radiation decay rate | How fast player radiation decays per tick |
consumptionPower consumption | Energy consumed per operation. |
prototypeRadiusPrototype radius | Radius of the Prototype. |
machineRadar | Radar |
radDamageRadiation damage | Damage per tick when above threshold (Will be reworked) |
radDamageThresholdRadiation damage threshold | Player starts taking damage above this value |
radiationPixelEffect | Radiation Screen Pixel Effect |
radSpreadThresholdRadiation spread threshold | Below this, radiation doesn't spread |
enableRadFogEffectRadioactive Chunk Fog | Fog particles when chunk radiation ≥100 RAD (1 in 20 ticks), matching 1.7.10 fogRad/fogCh. Threshold and rate are fixed in code. |
reset | Reset |
all | Reset All |
message | Reset all values of the current side to their defaults? Changes apply after saving. |
save | Save |
serverServer | Server-side settings. Editable in singleplayer or as operator. |
debugRenderInSurvivalShow debug render in survival mode | Show debug renderer in survival mode |
useSlicedLightSliced light (2×4×2 probes) | 16 light probes instead of 8 corners — better on tall towers. Incompatible with MDI: parts fall back to separate instanced draws. Reload resources (F3+T) after changing. |
soliniumRadiusSolinium radius | Radius of the blue rinse (Solinium). |
solutionRequiredSolution required | Fracking solution (mB) consumed per operation. |
message | Some changes require a game restart or resource reload (F3+T) to take effect. Apply anyway? |
radSourceInfluenceFactorSource influence factor | Influence of radioactive blocks in chunk |
ORIGINAL_FALLBACK | Spectral fallback |
taintTrailsTaint Trails | When infected, the player leaves behind taint traces. |
thermalRenderModeThermal Vision Render Mode | Choose how thermal vision is rendered. |
enableMissileNetworkTrack | Track missiles over network |
tsarRadiusTsar Bomba radius | Radius of the Tsar Bomba. |
usePrismSystemUse PRISM system (otherwise Simple), WIP | Use PRISM system for chunk radiation (WIP) |
vatsRenderDistanceChunksVATS render distance (chunks) | Max distance for mob health highlighting. Higher values increase range but reduce performance. |
radWaterWater negative effect threshold, WIP | Threshold for water negative effect (WIP) |
worldRadEffectsWorld Radiation Effects | 1.7.10 parity (RadiationConfig.worldRadEffects): grass/leaves mutation at ≥10 RAD/chunk, 5 chunks/tick, 10 passes. Thresholds are fixed in code. |
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