How toTachyons

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

On this page

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

  1. Stop the server with /exit in the console, which saves first.
  2. Back up config.cfg and the DataBase folder.
  3. 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.
  4. 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.

Tachyons ship interior with crew at stations

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

Tachyons ships in a crowded sector

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.

$1.49USD first month

Then $2.99/mo. Just trying it? $0.75 for 3 days

Keep reading