Tachyons Server config.cfg Explained (Tachyons CE Settings)
Every important Tachyons CE config.cfg setting: universe size, hyperspace and jump energy, oxygen and fire, sensors, cargo, respawn and server reset.
Updated Oct 7, 2026 · 7 min read
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A Tachyons CE server reads all its rules from config.cfg next to TachyonsCEServer.jar: one KEY=value per line, with comments starting --. The settings that change how a galaxy feels most are UNIVERSE_WIDTH and UNIVERSE_HEIGHT (map size, 100 by 100 sectors), HYPERSPACE_TIME (6 seconds per sector), the oxygen and fire values, RESPAWN_TIME (20 seconds), and ALLOW_SERVER_RESET, which you should set to 0 so players cannot wipe the server from the menu. Settings load when the server starts, so restart after every edit.
This guide groups the file by what each part controls, with the default values from the CE v1.0.2 release.
How to edit it safely
- Stop the server with
/exitin the console, which saves first. - Back up
config.cfgand theDataBasefolder. - Edit, keeping the exact key names. One key is misspelled on purpose:
VEASION_PER_POWER(evasion per power point). The server only reads it with that spelling, as the comment in the file warns. - Start the server and watch for errors.
Some settings only matter when a universe is generated: size, star density and starting location. Changing them on a running galaxy does nothing until you start a fresh one.
Universe and travel
| Key | Default | What it does |
|---|---|---|
UNIVERSE_WIDTH / UNIVERSE_HEIGHT |
100 / 100 | Galaxy size in sectors (new universes only) |
LEVEL_SIZE |
300 | Size of each sector map |
STAR_DENSITY |
30 | Percentage of stars when the universe is generated |
LEVEL_TYPES |
27 | Number of sector types. Leave it alone unless you add sector types |
START_LEVEL_TYPE |
0 | Sector type where new players start |
START_LEVEL_X / START_LEVEL_Y |
12 / 31 | Starting sector coordinates |
START_POS_X / START_POS_Y |
5900 / 6310 | Spawn position inside that sector |
HYPERSPACE_TIME |
6 | Seconds in hyperspace per sector traveled |
HYPERSPACE_TIME_LIMIT |
30 | Longest a ship stays in hyperspace |
HYPER_JUMP_PREP_TIME |
5 | Seconds to prepare a hyper jump |
LOCAL_JUMP_PREP_TIME |
3 | Seconds to prepare a jump within a sector |
JUMP_TRAIL_LIMIT |
20 | Jump trails remembered per sector |
For a small crew, a smaller universe (50 by 50, say) keeps players running into each other and into content. For a public server with several ships, the default 100 by 100 leaves room to spread out. Lowering HYPERSPACE_TIME makes long trips less of a wait, which suits groups that play short sessions.
Jump energy and ship weight
| Key | Default | What it does |
|---|---|---|
SHIP_WEIGHT_UNIT |
30 | Energy needed per unit of ship weight (each room cell, blocked cell or installed system) |
JUMP_RATIO |
22 | Percent of local jump cost used per sector of a hyper jump. Lower means ships jump further |
<CLASS>_WEIGHT_AMP |
94 to 114 | Weight multiplier per ship class, such as CRUISER_WEIGHT_AMP=100, CARRIER_WEIGHT_AMP=112, STATION_WEIGHT_AMP=10000 |
DEFAULT_SHIP_CAPACITOR |
100 | Default energy capacitor size |
OUT_OF_COMBAT_CHARGE |
50 | How fast engines and HyperDrive charge outside combat |
COMBAT_TIME |
20 | Seconds a ship stays in combat mode after the last projectile |
DISABLE_ENG_IN_HYPER |
1 | 1 stops engines and HyperDrive charging in hyperspace |
DISABLE_CLOAK_IN_HYPER |
1 | 1 stops cloaking charging in hyperspace |
JUMP_RATIO is the quickest way to make the galaxy feel smaller without regenerating it: drop it and every ship's hyper range grows.

Oxygen, breaches and fire
| Key | Default | What it does |
|---|---|---|
OXYGEN_IN_CELL |
1000 | Maximum oxygen per room cell |
MIN_OXYGEN_TO_BREATHE |
20 | Below this percent, crew use space suit air |
OXYGEN_CONSUMED_BY_MOB |
12 | Suit air used per tick (10 times a second) |
OXYGEN_CONSUMED_BY_FIRE |
4 | Air a fire burns per cell |
OXYGEN_CONSUMED_BY_BREACH |
500 | Air lost through a hull breach |
OXYGEN_DISPERSE_SPEED |
1 | How fast air spreads with no oxygen system running |
NO_OXYGEN_DAMAGE |
8 | Damage to crew with no air |
BREACH_HEALTH |
500 | How long breaches take to repair |
FIRE_HEALTH |
1500 | How long fires take to put out |
FIRE_MOB_DAMAGE |
7 | Damage to crew standing in fire (every 4th tick) |
FIRE_SYS_DAMAGE |
15 | Damage to systems in a burning cell |
HEAT_TO_START_FIRE |
800 | Heat needed to ignite a cell |
HEAT_SPREAD_SPEED |
5 | Heat passed to neighboring cells |
FIRE_STOP_DOORS_LEVEL |
2 | Door level that fire cannot pass |
The CE release already made fire more dangerous and air run out faster than the original build. For a more relaxed crew, lower MIN_OXYGEN_TO_BREATHE so crew breathe room air for longer, lower FIRE_HEALTH so fires go out faster, or raise HEAT_TO_START_FIRE. For a harder survival feel, do the opposite.
Sensors
Sensor levels decide what you can see about other ships:
| Key | Default | Unlocks |
|---|---|---|
SYS_DMG_SENSORS_LEVEL |
0 | Health of damaged systems |
ROOMS_SENSORS_LEVEL |
2 | Rooms and systems |
MOBS_SENSORS_LEVEL |
2 | Crew and mobs aboard |
SECTOR_DATA_SENSORS_LEVEL |
3 | Extra sector data |
AMMO_SENSORS_LEVEL |
3 | Their ammo |
OXYGEN_SENSORS_LEVEL |
4 | Their oxygen |
CHARGES_SENSORS_LEVEL |
5 | Weapon charge rates |
SCRAP_SENSORS_LEVEL |
5 | How much scrap they carry |

Combat, loot and repairs
| Key | Default | What it does |
|---|---|---|
NO_WEAPCON_MISS |
15 | Extra miss chance without a working weapons control system |
VEASION_PER_POWER |
3 | Evasion percent per power point in engines (spelling is intentional) |
DECHARGE_WEAPONS_ON_SHIP_ENTRY |
1 | Ships entering a sector drain everyone's weapon charge |
DECHARGE_WEAPONS_PERCENT |
100 | How much charge is drained |
SYS_DROP_CHANCE |
5 | Percent chance each system drops when a ship dies |
CARGO_DROP_CHANCE |
100 | Percent chance each cargo unit drops |
SHOP_SYS_DROP_SCRAP |
500 | Scrap dropped in place of a shop system |
SHIP_REPAIR_PRICE |
2 | Scrap per hull point repaired |
INSTALL_SYSTEM_TIME |
10 | Seconds a system is offline after installing or removing |
REACTORS_OVERLOAD_DAMAGE |
6 | Damage to reactors on an overloaded grid |
EMP_SHIELDS_ENABLED |
1 | EMP hits on shields EMP them |
SHIELDS_BLOCK_TP_RECALL |
0 | 1 means teleport recalls must get through shields |
SYS_DROP_CHANCE is the loot dial. At 5, stripping a ship by boarding it is the reliable way to get its systems. Raising it makes space combat more rewarding than boarding.
Players, hazards and housekeeping
| Key | Default | What it does |
|---|---|---|
RESPAWN_TIME |
20 | Seconds before a dead player respawns |
MOB_MAX_HEALTH / MOB_MAX_OXYGEN |
1600 / 2000 | Max health and suit air for everyone |
<CLASS>_CARGO_HOLD |
6 to 40 | Cargo slots per ship class |
FIRE_HAZARD_TIME, EMP_HAZARD_TIME, STORM_HAZARD_TIME, HULL_DAMAGE_HAZARD_TIME |
25, 24, 20, 35 | Seconds between hazard surges in hazardous sectors |
DEFAULT_EVENT_LEVEL |
10 | Maximum event threat level |
AUTOSAVE_TIME |
300 | Seconds between autosaves |
LEVEL_TIMEOUT_TIME |
120 | Seconds an empty sector stays loaded before it is saved and unloaded |
OVERCROWDED_LEVEL_SIZE |
30 | Mob count at which a sector sends fewer position updates to reduce lag |
ALLOW_SERVER_RESET |
1 | Lets players reset the server from the in game menu |
Lower AUTOSAVE_TIME to 120 or so if your server is prone to being stopped without /exit. Set ALLOW_SERVER_RESET=0 on anything but a private crew server.
Editing config.cfg on GamezServers
On a GamezServers Tachyons server, config.cfg opens in the file manager, and the panel keeps SERVER_PORT matched to your server's address for you, so leave that one line alone. Stop, edit, start, and use the one click backup before big changes. Setting up from scratch? See how to host a Tachyons server, and if players cannot get in after a change, Tachyons can't connect to server.
FAQ
Do I need to restart after editing Tachyons config.cfg?
Yes. The server reads config.cfg only when it starts.
How do I make the Tachyons galaxy smaller?
Lower UNIVERSE_WIDTH and UNIVERSE_HEIGHT, then start a new universe. For an existing galaxy, lower JUMP_RATIO so ships jump further instead.
Why is VEASION_PER_POWER spelled wrong?
That is the name the server reads. The comment in the file notes the typo cannot be fixed without recompiling the server.
How do I stop players resetting the server?
Set ALLOW_SERVER_RESET=0 and restart.
Skip the setup. Your own Tachyons server.
Then $2.99/mo. Just trying it? $0.75 for 3 days