Cluster & Sector Setup
Once your servers are registered in the controller, you can create clusters and sectors to define how your world is divided. This is done through the Nexus Setup pages in the controller.
For a conceptual overview of clusters and sectors, see the Nexus Capabilities page.
Cluster Setup
Navigate to Nexus Setup → Cluster Setup to manage your clusters. A cluster represents an entire world that can be distributed across multiple servers.
Adding a Cluster
Click the New Cluster button to create a new cluster entry.
Cluster Properties
Cluster ID
A unique numeric identifier for this cluster. Must be between 1 and 255.
Cluster Name
A friendly display name for this cluster.
Cluster Description
An optional description to help identify the purpose of this cluster.
Lobby Server ID
The server ID of the lobby server for this cluster. All Synced & Sectored servers in this cluster will inherit this as their lobby destination for the !nexus lobby command. The lobby server must already be registered in the Server Setup page.
Important
Every cluster should have a lobby server assigned. Without one, the !nexus lobby command will not function for players on servers in this cluster.
General Sector
The sector ID that acts as the catch-all for this cluster. Any space in the cluster’s world that is not covered by a specific sector belongs to the general sector. The general sector’s assigned server will handle all entities in unassigned space.
Warning
You must assign a General Sector to each cluster. Without one, entities in space not covered by any sector will have no home server.
Sector Setup
Navigate to Nexus Setup → Sector Setup to manage your sectors. Sectors divide a cluster’s world into regions, each assigned to a specific server.
Adding a Sector
Click the New Sector button to create a new sector entry.
Sector Properties
Sector ID
A unique positive numeric identifier for this sector.
Sector Name
A friendly display name shown in the !nexus sectors command and GPS markers.
Sector Description
An optional description displayed when players list sectors with GPS details.
On Server ID
The server ID that this sector runs on. This must match a registered server that is Synced & Sectored and assigned to the same cluster.
Note
Multiple sectors can be assigned to the same server. For example, you could assign all planet sectors to a single torch instance.
Sector Shape
The geometric shape used to define this sector’s boundaries. Choose from the options below.
Spherical
The most common shape. Defined by a center point and radius.
| Field | Description |
|---|---|
| X, Y, Z | Center position (World GPS coordinates) |
| Radius (KM) | Sphere radius in kilometers |
Cuboid
An axis-aligned box. Defined by two opposite corner points.
| Field | Description |
|---|---|
| X, Y, Z | First corner position |
| DX, DY, DZ | Second corner position (opposite corner) |
Tip
You can get GPS coordinates ingame by pressing F9 to show your position, or by creating a GPS marker and copying the coordinates.
Torus
A doughnut shape. Ideal for asteroid belts and rings.
| Field | Description |
|---|---|
| X, Y, Z | Center position |
| DX, DY, DZ | Direction vector (perpendicular to the ring plane) |
| Radius (KM) | Distance from center to the middle of the ring |
| Ring Radius (KM) | Cross-section radius of the ring tube |
Note
The Ring Radius must be smaller than the main Radius.
Sector Boundary Script
An optional script name that will be executed when grids attempt to cross this sector’s boundary. The script must implement CanGridsSwitchSector and/or CanGridsJumpSector. See the Scripting API page for details.
Sector Boundary Texture
The visual texture displayed at the sector boundary ingame. Players approaching a sector edge will see this visual indicator.
Sector Boundary Color
The color of the sector boundary visual effect.
Hidden Sector
When enabled, this sector will not appear in the !nexus sectors command output. Useful for internal or administrative sectors.
Enable Sector Info Provider
When enabled, displays sector information to players through the HUD when they are within this sector.
Nesting Sectors
Sectors can be nested inside each other to create hierarchical regions. For example, a large sphere covering an entire planet system could contain smaller spheres for individual planets.
When sectors overlap, the smallest (most specific) sector containing an entity determines which server owns it.
Warning
Overlapping sectors at the same level (where neither fully contains the other) will cause conflicts. Volume intersection checks are performed on torch startup to warn you of any issues.
Example Setup
Here is a simple example for a Sol System cluster with two servers:
- Create a Cluster — Name: “Sol System”, ID: 1
- Create Server A — ID: 2, Type: Synced & Sectored, Cluster: 1 (Earth/Moon)
- Create Server B — ID: 3, Type: Synced & Sectored, Cluster: 1 (Everything Else)
- Create Sector “Earth” — Sphere centered on Earth, Radius: 200 KM, On Server: 2
- Create Sector “Moon” — Sphere centered on Moon, Radius: 100 KM, On Server: 2
- Create Sector “General” — Assign as the cluster’s General Sector, On Server: 3
- Set the cluster’s General Sector to the “General” sector ID
- Set the cluster’s Lobby Server to whichever server you want as the lobby