UPDATED 2026 ยท SERVERCONFIG.JSON

Vintage Story Server Settings, Explained

Not every setting in serverconfig.json is worth touching. Here’s what actually matters, what to leave alone, and why.

serverconfig.json and servermagicnum.json

Most day-to-day settings โ€” world name, password, player count, chunk radius โ€” live in serverconfig.json inside your server’s data folder. A smaller number of deeper performance settings, including entity tracking range, live in a separate file called servermagicnum.json. If you set up your server using a custom --dataPath as recommended in our guide to playing with friends, both files live inside that folder rather than mixed in with your single-player settings.

If you’re running mods, this is doubly worth reading โ€” heavier modpacks are exactly when these settings start to matter, as covered in our mods guide.


The four settings worth adjusting

MaxChunkRadiusserverconfig.json ยท default 12

Controls how far from each player the world loads and simulates โ€” the single biggest lever for server performance. Dropping this to 8โ€“10 noticeably reduces CPU and memory load on busy servers, and most players won’t consciously notice the difference in view distance during normal play. If you’re seeing tick lag with several players spread across the map, this is the first setting to touch.

RandomBlockTicksPerChunkserverconfig.json ยท default 20

Governs how often things like crop growth and natural block changes get processed per chunk. Dropping it from 20 to 15 is invisible to players day to day, but saves real CPU time across hundreds of loaded chunks on a busy server. This and MaxChunkRadius together account for most of a server’s routine per-tick workload.

DefaultEntityTrackingRangeservermagicnum.json ยท default 128 blocks

Sets how far away creatures and other entities stay actively simulated. Reducing this to around 96 blocks means animals and mobs outside that range stop consuming CPU for pathfinding and behaviour, without players noticing anything different up close.

MaxClientsserverconfig.json

Your player cap. Set it to what your hardware can genuinely support smoothly rather than what sounds impressive โ€” an overloaded server that struggles at 20 players is a worse experience than a well-tuned one that holds steady at 10. Our troubleshooting guide covers the symptoms of a server that’s genuinely over capacity.


Two settings people tweak and shouldn’t

Not every knob in the config file is worth turning โ€” these two cause more problems than they solve.

TickTimeserverconfig.json ยท default tuned by Anego Studios

This controls how often the server processes a game tick. Lowering it sounds like it should improve responsiveness, but it actually just causes the server to attempt updates faster than it can keep up with โ€” producing tick lag rather than fixing it. Raising it makes the game feel sluggish. The default is already tuned correctly; changing it is very rarely the right move.

Autosaveserverconfig.json

It’s tempting to disable this thinking it’s unnecessary overhead, but it protects your world save from corruption if the server crashes unexpectedly. The performance cost is genuinely negligible โ€” a brief 1โ€“2 second pause during the save itself โ€” while the downside of disabling it is potentially losing the entire world. Not worth the trade.


All settings at a glance

Setting File Default Recommended
MaxChunkRadiusserverconfig.json128โ€“10 for busy servers
RandomBlockTicksPerChunkserverconfig.json2015
DefaultEntityTrackingRangeservermagicnum.json12896
MaxClientsserverconfig.jsonโ€”Match your hardware, not ambition
TickTimeserverconfig.jsonTunedLeave alone
Autosaveserverconfig.jsonEnabledLeave enabled

World size and generation are configured separately โ€” see our dedicated map size guide for that.


Vintage Story server settings โ€” common questions

Vintage Story servers are typically CPU-bound rather than RAM-bound โ€” if RAM usage looks fine but you’re still getting tick lag, that points to CPU, and the settings on this page (MaxChunkRadius, RandomBlockTicksPerChunk, entity tracking range) are the right place to look, not adding more memory.
No โ€” it only affects how far the world simulates and loads around each player, not any gameplay mechanic directly. Most players won’t consciously notice a drop from 12 to 8โ€“10 during normal play, though very long-range builds or exploration may load in slightly later.
Yes, significantly. Mods that add entities, blocks or extra logic increase the baseline workload these settings are managing, so a heavily modded server benefits more from tuning MaxChunkRadius and entity tracking range than a vanilla one does. See our mods guide for installation itself.
Double-check the JSON syntax first โ€” a missing comma or bracket in serverconfig.json is the most common cause of a server failing to start after a manual edit. If it still won’t start, our troubleshooting guide covers this and other common startup issues.
It depends on the provider โ€” some expose the common settings through a web control panel, while others expect direct file editing via SFTP. If you’re comparing hosts, our Vintage Story hosting comparison notes which providers offer a settings panel versus file-only access.

About the author
Linus โ€” author at Game Server Hosting
Linus GSH Founder

SEO & Digital Marketer ยท Avid survival gamer ยท Sweden/UK

I'm an avid gamer from Sweden with a lot of time spent in England in the last 5 years who loves survival games โ€” ARK, Palworld, Valheim, Sons of the Forest, V Rising and plenty of WoW and Dota 2 on the side. I created this site to help other gamers find the best server hosting without wasting money on laggy providers.

By day I work in SEO and Google Ads, helping businesses rank and convert. I've been hosting game servers since the Minecraft + Hamachi LAN days and have learned the hard way what separates a good host from a bad one. Every ranking on this site is based on real testing and price-to-performance โ€” no paid placements.

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