
XNet in Project Infinity 0.1
Project Infinity 0.1 0.0.51.4-hotfix-2 ships version 1.20-6.1.7 · First seen in 0.0.45.4
XNet is a mod in Project Infinity 0.1 0.0.51.4-hotfix-2, where it is version 1.20-6.1.7. A highly optimized networking cable system for items, energy, fluids, information, etc. (Summary from the mod's Modrinth page.)
XNet guide for Project Infinity 0.1
Last verified for Project Infinity 0.1 v0.0.51.4-hotfix-2 on Oct 17, 2026 · text last changed Oct 17, 2026
- Sections
- 8
- Recipes shown
- 15
- Items named
- 27
- Quests covered
- 5
Every recipe and number here was checked against Project Infinity 0.1 0.0.51.4-hotfix-2, read from the running game on Sep 19, 2026.
What is XNet?
1 part
XNet adds a single type of block: the networking cable. You use it to move items, fluids, energy and information instantly from one place to another.[1]
The mod is built around efficiency and flexibility. The cables aren't even tile entities, and the mod was tested with two chests joined by a cable 12,000 blocks long with no lag. The controller gives you very flexible configuration for how information is distributed.[1]
This pack ships XNet 1.20-6.1.7. It was already in the pack by version 0.0.45.4 or earlier.[2]
Where it sits in the quest book
I checked the quest chapters I have for this pack, and none of them has an XNet quest. That means the book doesn't give XNet its own chapter, group or position, and nothing before or after it. It also means I can't show the ATM Star path using it.[3][4]
Other transport and power mods do have quests. The "Useful mods and Items" chapter (chapter 3 of 44) covers "Curvy Pipes" quest, a quest in "Useful mods and Items" and a quest in "Useful mods and Items". The "Flux Networks" chapter (group "Storage and Power", chapter 18 of 44) starts with "Welcome to Flux Networks" quest. None of these mention XNet.[3][4]
How do you get started with XNet?
6 parts
XNet is a cable mod with a twist: it adds a single kind of network cable that moves items, fluids, energy and information instantly. The cables aren't even tile entities, so big networks stay light on your game. Here is the order I'd build things in.[1]
Step one: the Controller
Start with the Controller. It's the base block for automation in XNet, so nothing else does much without it. In this pack it stores up to 100,000 RF (general.controllerMaxRF) and can receive 1,000 RF per tick (general.controllerRfPerTick). Each active channel costs 1 (general.controllerChannelRFT) and each operation a channel performs costs 2 (general.controllerOperationRFT). Its flat drain, whatever it's doing, is set to 0 (general.controllerRFPerTick).[5][6]
Crafting Shaped
| any iron ingot | any gold ingot | any iron ingot |
Recipe id: xnet:controller
Step two: network cables
Next, the cables that link everything together. They come in several colours, such as the Red Network Cable, Blue Network Cable, Green Network Cable and Yellow Network Cable. One craft gives you 16 of a colour. The Routing Network Cable is a separate cable that gives you 32 per craft.[7]
Step three: connectors
Place a connector next to the block or machine you want on the network, for example a Red Connector. In this pack a normal connector stores up to 50,000 RF, handles up to 10,000,000 RF as its rate, and moves up to 10,000 fluid per operation (general.maxRfConnector, general.maxRfRateNormal, general.maxFluidRateNormal). The controller screen has a control for enabling processing on a channel, so don't forget to switch it on.[5][6]
Crafting Shaped
| any red dye | any chest | any red dye |
| any gold ingot | ||
| any red dye | any red dye |
Recipe id: xnet:connector_red
Step four: advanced connectors
When normal connectors hold you back, move up to the Advanced Red Connector or its colour variants. They allow access to different sides and support faster item transfer. In this pack they store up to 500,000 RF, handle up to 100,000,000 RF as their rate, and move up to 50,000 fluid per operation (general.maxRfAdvancedConnector, general.maxRfRateAdvanced, general.maxFluidRateAdvanced). The pack changed this recipe from the mod's own, so use the one below.[5][6][7]
Crafting Shaped
| any ender pearl | |
| any diamond gem |
Recipe id: xnet:advanced_connector_red
The pack changed this recipe from the mod's own.
Step five: facades (optional)
Once it all works, tidy up with the Facade. It can mimic other blocks and cover your cables. Right click a block to copy its look, or right click a cable or connector to hide it. One craft makes 16.[5][7]
Crafting Shaped
| any wool | ||
| any wool | any glass | any wool |
| any wool |
Recipe id: xnet:facade
Step six: routers and wireless
The Router connects multiple channels (controllers). For remote links, the Wireless Router does the same job wirelessly, but it needs an antenna on top to work. An Antenna Base goes on top of the wireless router, and one or two Antenna blocks go on top of the base. An Antenna Dish can go on the base instead for very extreme range. Connect the wireless router to a normal router using a router cable.[5]
Crafting Shaped
| any iron ingot | any ender pearl | any iron ingot |
Recipe id: xnet:router
Crafting Shaped
| any ender pearl | any ender pearl | |
| any ender pearl | any ender pearl |
Recipe id: xnet:wireless_router
Crafting Shaped
| Empty slot | any iron ingot | Empty slot |
| Empty slot | any iron ingot | Empty slot |
| any iron ingot | any iron storage block | any iron ingot |
Recipe id: xnet:antenna_base
The pack changed this recipe from the mod's own.
The pack sets the antenna ranges to 100 for tier 1 and 500 for tier 2 (general.antennaTier1Range, general.antennaTier2Range). Publishing a channel costs a wireless router up to 20 RF per tick at tier 1, 50 at tier 2 and 200 at infinite tier (general.wireless1RfPerChannel, general.wireless2RfPerChannel, general.wirelessInfRfPerChannel).[6]
How does XNet work?
5 parts
XNet only adds one kind of cable: a network cable that moves items, fluids, energy and information instantly. The mod is built around efficiency and flexibility. It has been tested with two chests joined by a cable 12,000 blocks long with no lag, because the cables are not even tile entities. The flexibility comes from the controller, which lets you configure how everything is distributed.[1]
The Controller
The Controller is the base block for automation in XNet. Your channels live on it, and as the pack's config currently stands, it is also the part that uses power.[5][6]
Crafting Shaped
| any iron ingot | any gold ingot | any iron ingot |
Recipe id: xnet:controller
Currently, this pack's config sets the controller to store up to 100,000 RF (general.controllerMaxRF) and to accept up to 1,000 RF per tick (general.controllerRfPerTick).[6]
- Currently, each active channel costs 1 RF per tick (general.controllerChannelRFT).[6]
- Currently, each operation a channel performs costs 2 RF (general.controllerOperationRFT).[6]
- Currently, the flat running cost, regardless of what the controller is doing, is set to 0 (general.controllerRFPerTick).[6]
Connectors
You place a connector next to the block or machine you want on the network. Connectors come in blue, green, red, yellow and routing versions: Blue Connector, Green Connector, Red Connector, Yellow Connector and Routing Connector.[5]
You can change a connector's color in the crafting grid with a dye.[7]
Crafting Shapeless
- any blue dye
- any connector
Recipe id: xnet:connector_blue_dye
The advanced connectors, such as Advanced Blue Connector, allow access to different sides and support faster item transfer. In this pack the advanced connector recipes have been changed from the mod's own, and each one is built from the matching normal connector.[5][7]
Crafting Shaped
| any ender pearl | |
| any diamond gem |
Recipe id: xnet:advanced_connector_blue
The pack changed this recipe, and the other advanced colors follow the same pattern with their own normal connector.
Advanced connectors also have much higher limits in this pack's current config. The numbers below are the values currently set in the pack's server config.[6]
- Currently, energy storage is 50,000 RF for a normal connector (general.maxRfConnector) and 500,000 RF for an advanced one (general.maxRfAdvancedConnector).[6]
- Currently, the energy rate is a maximum of 10,000,000 RF for a normal connector (general.maxRfRateNormal) and 100,000,000 for an advanced one (general.maxRfRateAdvanced).[6]
- Currently, fluid per operation is 10,000 for a normal connector (general.maxFluidRateNormal) and 50,000 for an advanced one (general.maxFluidRateAdvanced).[6]
Channel and connector settings
The controller screen lets you enable processing on each channel, and copy or paste channels and connectors through a clipboard. You can also name each connector. The pack's config lists a few blocks that XNet treats as unsided, meaning it doesn't matter which side you access them from, but this is only used to help with pasting channels (general.unsidedBlocks).[5][6]
For item handling, the screen text shows these options:[5]
- A connector can insert items into or extract items from the connected block.[5]
- Extraction can take from the first available slot, from slots in order, or from a random slot.[5]
- Each operation can move a single item, a stack, or a specified count.[5]
- A channel can distribute items by priority or round robin.[5]
- A blacklist mode can be enabled, and a connector can be disabled when the destination inventory has too few or too many items.[5]
- A speed setting sets the number of ticks for each operation, and a redstone mode can ignore redstone, need it off, need it on, or run one operation per pulse.[5]
Energy and fluid connectors have similar settings: a maximum transfer rate, and the option to disable the connector when the stored energy or fluid is too low or too high.[5]
Connectors can also work with redstone. In output mode a connector sends a redstone signal to the connected block. In sensor mode it reads the connected block and outputs a signal based on the energy, fluid (in mb), item count or redstone signal it finds. There is a range of logic filters too: AND, OR, XOR, NAND, NOR, XNOR, inverted, direct, static, latch, counter and timer. The timer counts game ticks, normally 20 ticks to a second.[5]
Routers and wireless
The Router connects multiple channels, meaning multiple controllers. In this pack's current config a routing channel supports up to 32 published channels (general.maxPublishedChannels).[5][6]
Crafting Shaped
| any iron ingot | any ender pearl | any iron ingot |
Recipe id: xnet:router
The Wireless Router does the same job remotely. You connect it to a normal router with a router cable.[5]
Crafting Shaped
| any ender pearl | any ender pearl | |
| any ender pearl | any ender pearl |
Recipe id: xnet:wireless_router
Crafting Shaped
| Empty slot | any iron ingot | Empty slot |
| Empty slot | any iron ingot | Empty slot |
| any iron ingot | any iron storage block | any iron ingot |
Recipe id: xnet:antenna_base
The pack changed this recipe from the mod's own.
An Antenna Dish also goes on top of an antenna base and gives very extreme wireless range.[5]
Crafting Shaped
| any ender pearl | ||
| Empty slot | any iron ingot | Empty slot |
Recipe id: xnet:antenna_dish
Currently, in this pack's config, a tier 1 antenna has a range of 100 (general.antennaTier1Range) and a tier 2 antenna has a range of 500 (general.antennaTier2Range).[6]
Publishing a channel wirelessly costs power on the wireless router. As currently set in the pack's config, the maximum RF per tick per channel is 20 for tier 1 (general.wireless1RfPerChannel), 50 for tier 2 (general.wireless2RfPerChannel) and 200 for the infinite tier (general.wirelessInfRfPerChannel). The router stores up to 100,000 RF (general.wirelessRouterMaxRF) and accepts up to 5,000 RF per tick (general.wirelessRouterRfPerTick).[6]
Redstone proxy and facades
The Redstone Proxy acts as a proxy block for redstone, and XNet can connect to it. This version does no block update. The Redstone Proxy (update) version does a block update.[5]
Crafting Shaped
Recipe id: xnet:redstone_proxy
Facades can mimic other blocks and cover your cables. Right-click (or sneak-right-click) a block to mimic it, and do the same on a cable or connector to hide it.[5]
How do you progress through XNet?
5 parts
The quest chapters in front of me (Flux Networks and Useful mods and Items) don't ask for any XNet item, so there is no quest-driven path here. I've grouped the mod into steps based on the in-pack recipes, and I flag every recipe the pack changed.[3][4][7]
Step 1: cables and facades
You start with the cheap stuff. A single craft of Red Network Cable gives you 16 cables, and the blue, green and yellow cables work the same way. Routing Network Cable is the odd one out: one craft makes 32. You can also recolour a cable by combining it with the matching dye, using the dye recipes.[7]
Crafting Shaped
| any red dye | ||
| any gold nugget | ||
Recipe id: xnet:netcable_red
One craft makes 16 cables. The blue, green and yellow cables follow the same pattern with their own dye.
Facade also fits in this step, and one craft makes 16 of them. The cable and facade recipes are all plain mod recipes, with no pack changes.[7]
Step 2: basic connectors
Cables carry the network, but connectors are what attach it to your blocks. There is a Red Connector, Blue Connector, Green Connector and Yellow Connector, all with mod-default recipes. Dye recipes let you convert a connector to another colour.[7]
Crafting Shaped
| any red dye | any chest | any red dye |
| any gold ingot | ||
| any red dye | any red dye |
Recipe id: xnet:connector_red
A mod-default recipe, not changed by the pack.
The Routing Connector is crafted from an existing connector, so make a basic one first.[7]
Step 3: the Controller and routers
The Controller is the heart of the network. Its recipe is a mod recipe, unchanged by the pack. The Router and Wireless Router are also unchanged, and so are Redstone Proxy and its Redstone Proxy (update) version.[7]
Crafting Shaped
| any iron ingot | any gold ingot | any iron ingot |
Recipe id: xnet:controller
Crafting Shaped
| any iron ingot | any ender pearl | any iron ingot |
Recipe id: xnet:router
Crafting Shaped
| any ender pearl | any ender pearl | |
| any ender pearl | any ender pearl |
Recipe id: xnet:wireless_router
Step 4: advanced connectors
This is where the pack steps in. The recipes for Advanced Red Connector, Advanced Blue Connector, Advanced Green Connector, Advanced Yellow Connector and Advanced Routing Connector (NOT) are all marked as changed by the pack. Each one is built from the matching basic connector, so you can't skip the earlier step.[7]
Crafting Shaped
| any ender pearl | |
| any diamond gem |
Recipe id: xnet:advanced_connector_red
Pack-changed recipe, built from the red connector. The other advanced connectors follow the same pattern.
The Connector Upgrade Kit recipe is changed by the pack as well.[7]
Crafting Shaped
| any ender pearl | |
| any diamond gem |
Recipe id: xnet:connector_upgrade
Antenna parts
Antenna, Antenna Base and Antenna Dish each have their own recipe. Only the antenna base is changed by the pack, so check the recipe below rather than relying on the mod's defaults.[7]
Crafting Shaped
| Empty slot | any iron ingot | Empty slot |
| Empty slot | any iron ingot | Empty slot |
| any iron ingot | any iron storage block | any iron ingot |
Recipe id: xnet:antenna_base
How does XNet work with other mods?
1 part
XNet's link to other mods in this pack comes through its crafting recipes. Every XNet crafting recipe in the pack dump uses the Machine Frame from RFTools Base as a base part, so you need that item before you can build any of them. The dump lists them all as the mod's own recipes, so the pack hasn't replaced them with custom ones.[7]
The rest of each recipe is vanilla redstone parts (and ender pearls or ingots where noted below), so the Machine Frame is the only item from another mod you need to track down.[7]
Recipes that use the Machine Frame
The Controller is the heart of any XNet setup. Its recipe combines the Machine Frame with vanilla redstone components and ingots.[7]
Crafting Shaped
| any iron ingot | any gold ingot | any iron ingot |
Recipe id: xnet:controller
The Redstone Proxy is the simplest of these recipes, built from the Machine Frame and Redstone.[7]
Crafting Shaped
Recipe id: xnet:redstone_proxy
The Router also builds on the Machine Frame, with a few vanilla redstone parts and ender pearls.[7]
Crafting Shaped
| any iron ingot | any ender pearl | any iron ingot |
Recipe id: xnet:router
The Wireless Router uses the Machine Frame too.[7]
Crafting Shaped
| any ender pearl | any ender pearl | |
| any ender pearl | any ender pearl |
Recipe id: xnet:wireless_router
Which Project Infinity 0.1 quests use XNet?
I checked the pack's quest book for XNet, and none of the quests in the chapters I have ask for an XNet item. Every item task in those chapters uses a different mod's items.[3][4]
The nearest thing you'll run into is power and storage networking from a different mod. The "Flux Networks" chapter (group "Storage and Power", chapter 18 of 44) starts with "Welcome to Flux Networks" quest. Its tasks ask for items from the Flux Networks mod, not XNet. A single "Flux Network" quest quest also sits in the "Useful mods and Items" chapter, and it asks for a Flux Plug and a Flux Point. Don't mix these up with XNet.[3][4]
Unverified Whether any other chapter of the quest book has a quest for XNet is unverified, so there is no quest order to follow for this mod.
Which XNet config options matter?
4 parts
XNet's power and throughput limits are all set in the server config, and the client config has two quality-of-life options. Here is what this pack uses for the ones you are most likely to run into.[6][8]
Controller power
- general.controllerMaxRF is 100,000, the most RF the controller can store.[6]
- general.controllerRfPerTick is 1,000, the most RF the controller can receive per tick.[6]
- general.controllerChannelRFT is 1, the power used per active channel.[6]
- general.controllerOperationRFT is 2, the power used per operation performed by one of the channels.[6]
- general.controllerRFPerTick (note the capital RF) is 0. That is the power the controller uses regardless of what it is doing, so it has no base running cost here.[6]
Connector limits
- Storage: general.maxRfConnector is 50,000 for a normal connector and general.maxRfAdvancedConnector is 500,000 for an advanced one.[6]
- RF rate: general.maxRfRateNormal is 10,000,000 and general.maxRfRateAdvanced is 100,000,000, the most a connector can input or output.[6]
- Fluids: general.maxFluidRateNormal is 10,000 and general.maxFluidRateAdvanced is 50,000, per operation.[6]
Wireless and antennas
- general.maxPublishedChannels is 32, the most published channels a routing channel can support.[6]
- Publishing a channel costs RF per tick depending on the wireless router tier: general.wireless1RfPerChannel is 20, general.wireless2RfPerChannel is 50 and general.wirelessInfRfPerChannel is 200 for the infinite tier.[6]
- The wireless router stores up to 100,000 RF (general.wirelessRouterMaxRF) and can receive 5,000 per tick (general.wirelessRouterRfPerTick).[6]
- Antenna range is 100 for tier 1 (general.antennaTier1Range) and 500 for tier 2 (general.antennaTier2Range).[6]
Pasting and client options
general.unsidedBlocks lists blocks XNet treats as unsided, meaning it doesn't matter which side you access them from. In this pack that is the chest, the trapped chest, and the RFTools modular storage, storage scanner and pearl injector. It is currently only used to help with pasting channels.[6]
On the client side, general.controllerMaxPaste is -1, which means no maximum packet size when sending copy/pasted channels or connectors to the server (packets are split instead). general.showNonFacadedCablesWhileSneaking is true, so cables are also shown while you sneak even when they are not in a facade.[8]
What changed in XNet between versions?
There isn't much version history to tell for XNet in this pack. Project Infinity 0.1 0.0.51.4-hotfix-2 ships XNet 1.20-6.1.7, and the mod has been in the pack since Project Infinity 0.1 0.0.45.4 or earlier.[2]
The mod's own changelog for 1.20-6.1.7 lists one change: various Patchouli documentation updates and fixes. That means the in-game guide book content was touched up in this version.[9]
There are no pack changelog entries for this mod, so I can't point to any pack-specific changes to XNet across releases.[2]
Sources
- XNet project page (modrinth) · official mod data
- Project Infinity 0.1 0.0.51.4-hotfix-2 mod list · pack file
- Project Infinity 0.1 0.0.51.4-hotfix-2 quests: "Flux Networks" · quest text
- Project Infinity 0.1 0.0.51.4-hotfix-2 quests: "Useful mods and Items" · quest text
- xnet names, screen text and descriptions (English lang file) · official mod data
- Project Infinity 0.1 0.0.51.4-hotfix-2 config: defaultconfigs/xnet-server.toml · pack file
- Project Infinity 0.1 0.0.51.4-hotfix-2 recipe dump: recipes making XNet items · pack recipe dump
- Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/xnet-client.toml · pack file
- XNet 1.20-6.1.7 changelog · changelog
Where this guide comes from
Written from what Project Infinity 0.1 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.
Guide last verified Oct 17, 2026.
Guides for other versions: 0.0.45.4 to 0.0.49.3
Report wrong info
Version in each release
23 releases, first in 0.0.45.4
| Project Infinity 0.1 | Version | Jar | Where it came from |
|---|---|---|---|
| 0.0.51.4-hotfix-2 Sep 16, 2026 | 1.20-6.1.7 | xnet-1.20-6.1.7.jar | From the published release |
| 0.0.51.4-hotfix-1 Sep 15, 2026 | 1.20-6.1.7 | xnet-1.20-6.1.7.jar | From the published release |
| 0.0.51.4 Sep 14, 2026 | 1.20-6.1.7 | xnet-1.20-6.1.7.jar | From the published release |
| 0.0.51.3-HOTFIX Aug 16, 2026 | 1.20-6.1.7 | xnet-1.20-6.1.7.jar | From the published release |
| 0.0.51.3 Aug 15, 2026 | 1.20-6.1.7 | xnet-1.20-6.1.7.jar | From the published release |
| 0.0.51.2 Aug 11, 2026 | 1.20-6.1.7 | xnet-1.20-6.1.7.jar | From the published release |
| 0.0.51.1 Jul 31, 2026 | 1.20-6.1.7 | xnet-1.20-6.1.7.jar | From the published release |
| 0.0.50.2-hotfix Jun 22, 2026 | 1.20-6.1.7 | xnet-1.20-6.1.7.jar | From the published release |
| 0.0.50.1 Jun 18, 2026 | 1.20-6.1.7 | xnet-1.20-6.1.7.jar | From the published release |
| 0.0.50.0 Jun 16, 2026 | 1.20-6.1.7 | xnet-1.20-6.1.7.jar | From the published release |
| 0.0.49.3 May 17, 2026 | 1.20-6.1.6 | xnet-1.20-6.1.6.jar | From the published release |
| 0.0.49.2 May 13, 2026 | 1.20-6.1.6 | xnet-1.20-6.1.6.jar | From the published release |
| 0.0.49.1 May 11, 2026 | 1.20-6.1.6 | xnet-1.20-6.1.6.jar | From the published release |
| 0.0.49.0 May 10, 2026 | 1.20-6.1.6 | xnet-1.20-6.1.6.jar | From the published release |
| 0.0.48.2 Apr 23, 2026 | 1.20-6.1.6 | xnet-1.20-6.1.6.jar | From the published release |
| 0.0.48.1 Apr 12, 2026 | 1.20-6.1.6 | xnet-1.20-6.1.6.jar | From the published release |
| 0.0.48.0 Apr 11, 2026 | 1.20-6.1.6 | xnet-1.20-6.1.6.jar | From the published release |
| 0.0.47.3 Mar 6, 2026 | 1.20-6.1.6 | xnet-1.20-6.1.6.jar | From the published release |
| 0.0.47.1 Feb 2, 2026 | 1.20-6.1.6 | xnet-1.20-6.1.6.jar | From the published release |
| 0.0.47.0 Feb 1, 2026 | 1.20-6.1.6 | xnet-1.20-6.1.6.jar | From the published release |
| 0.0.46.1 Jan 6, 2026 | 1.20-6.1.6 | xnet-1.20-6.1.6.jar | From the published release |
| 0.0.46.0 Jan 4, 2026 | 1.20-6.1.6 | xnet-1.20-6.1.6.jar | From the published release |
| 0.0.45.4 Dec 23, 2025 | 1.20-6.1.6 | xnet-1.20-6.1.6.jar | From the published release |
"From pack files" means the list came from the pack's own files; "from the published release" means ForgeBase read the jars of the release itself.
Items and blocks
25 items from the 0.0.51.4-hotfix-2 recipe dump.
Advanced Blue Connector
Advanced Green Connector
Advanced Red Connector
Advanced Routing Connector (NOT)
Advanced Yellow Connector
Antenna
Antenna Base
Antenna Dish
Blue Connector
Green Connector
Red Connector
Routing Connector
Connector Upgrade Kit
Yellow Connector
Controller
Facade
Blue Network Cable
Green Network Cable
Red Network Cable
Routing Network Cable
Yellow Network Cable
Redstone Proxy
Redstone Proxy (update)
Router
Wireless Router
Config options (how Project Infinity 0.1 sets them)
22 settings this pack ships for the mod. We don't have the mod's own defaults to compare them against yet.
Show settings
| Setting | Project Infinity 0.1 value |
|---|---|
general.controllerMaxPaste Maximum size of the packet used to send copy/pasted channels/connectors to the server. -1 means no maximum (packets are split) config/xnet-client.toml | -1 |
general.showNonFacadedCablesWhileSneaking If true then cables are also shown when sneaking even if they are not in a facade config/xnet-client.toml | true |
general.antennaTier1Range Range for a tier 1 antenna defaultconfigs/xnet-server.toml | 100 |
general.antennaTier2Range Range for a tier 2 antenna defaultconfigs/xnet-server.toml | 500 |
general.controllerChannelRFT Power usage for the controller per active channel defaultconfigs/xnet-server.toml | 1 |
general.controllerMaxRF Maximum RF the controller can store defaultconfigs/xnet-server.toml | 100000 |
Which Project Infinity 0.1 mods work with XNet?
The Project Infinity 0.1 mods that share the most recipes with XNet. Highlighted ones have a guide.
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