How to set up a Space Engineers server from scratch
Full setup walkthrough for a Space Engineers dedicated server: deploy via SteamCMD, configure world + session settings in SpaceEngineers-Dedicated.cfg and Sandbox_config.sbc, install Torch for plugins / scheduled tasks / perf monitoring, add Workshop mods and scenarios, set up admin & moderator Steam IDs, tune PCU / blocks-per-player limits, and fix the common errors.
- What you need first
- Deploy the server (1-click)
- File layout & where things go
- Core
SpaceEngineers-Dedicated.cfg - World settings โ
Sandbox_config.sbc - Torch โ why you should install it
- Installing Workshop mods & scenarios
- Admins & moderators
- PCU, blocks-per-player, sim speed
- Connect and test
- Common errors and fixes
What you need first
- An active Space Engineers plan on Fatality Servers. See our Space Engineers hosting plans.
- A Steam copy of Space Engineers for each player.
- Enough RAM โ SE is a voxel-physics-heavy Unity-ish sim on Keen's VRAGE engine. 6 GB minimum for 4 players on a small flat world, 12-16 GB for 8-16 players with populated bases, 24+ GB for large-mod servers with many star systems.
- A basic SFTP client (FileZilla, WinSCP). Configs are XML.
- Your Steam64 ID โ required to set yourself as admin. Find at steamid.io.
Sizing note: SE perf is dominated by physics (ship collisions, grid merges, rotor joints) and single-threaded sim. Clock speed matters more than cores. A 10-person server with medium-sized fleets runs well on 4 cores + 12 GB; push to 24 GB once you have 50+ grids at or near the sim radius. Mods compound load fast.
Deploy the server (1-click)
Our Space Engineers template runs SteamCMD to pull the dedicated server (App ID 298740), generates a default "Star System" world, writes starter configs, and opens UDP 27016 (game) + UDP 8766 (Steam) on your plan's IP.
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Pick the SE template at checkout
On the Space Engineers hosting page, pick a plan. Starter fits 4-8 players on a simple world; Community 12-16 with mods and multiple planets; Flagship for large modded RP or PvP servers.
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Pick world template
Wizard offers: Star System (default), Empty World, Learn To Survive, Crashed Red Ship, or "I'll upload my own". Pick and continue.
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Wait for SteamCMD
Server binary is ~2 GB. First install takes 3-5 minutes.
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Confirm the server is listening
2026-04-18 12:34:56.789 - Thread: 1 -> Game ready... (Simulation) 2026-04-18 12:34:56.891 - Thread: 1 -> Server started: 0.0.0.0:27016 2026-04-18 12:34:57.012 - Thread: 1 -> Steam.API.SetGameDescription: Space Engineers 2026-04-18 12:34:57.120 - Thread: 1 -> Server name: My SE Server - Star System 2026-04-18 12:34:57.200 - Thread: 1 -> Public: True, Dedicated: True
File layout & where things go
/server-root/
โโโ DedicatedServer64/
โ โโโ SpaceEngineersDedicated.exe (Windows)
โ โโโ Content/ โ game assets (don't touch)
โ โโโ ...
โโโ Instance/ โ your server's data dir
โ โโโ SpaceEngineers-Dedicated.cfg โ main server config
โ โโโ Saves/
โ โ โโโ <WorldName>/ โ your actual world save
โ โ โโโ Sandbox.sbc โ per-world state
โ โ โโโ Sandbox_config.sbc โ per-world settings
โ โ โโโ SANDBOX_0_0_0_.sbs โ the 3D world data
โ โ โโโ <other .sbs / .sbb>
โ โโโ Mods/ โ Workshop mods (auto-downloaded)
โ โโโ Storage/ โ plugin data
โโโ Torch/ โ (if installed) Torch framework
โโโ Torch.Server.exe / TorchServer
โโโ Plugins/ โ Torch plugins
โโโ Torch.cfg
The Saves/<WorldName>/ folder IS your save. Everything about your game state lives there โ grids, characters, inventories, timers, blueprints. Don't delete unless you want a wipe. Always back it up before testing mod changes.
Core SpaceEngineers-Dedicated.cfg
Edit Instance/SpaceEngineers-Dedicated.cfg. It's XML. Key values:
<?xml version="1.0"?>
<MyConfigDedicated xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<SessionSettings>
<GameMode>Survival</GameMode>
<InventorySizeMultiplier>3</InventorySizeMultiplier>
<AssemblerSpeedMultiplier>3</AssemblerSpeedMultiplier>
<AssemblerEfficiencyMultiplier>3</AssemblerEfficiencyMultiplier>
<RefinerySpeedMultiplier>3</RefinerySpeedMultiplier>
<OnlineMode>PUBLIC</OnlineMode> <!-- PUBLIC / FRIENDS / PRIVATE / OFFLINE -->
<MaxPlayers>16</MaxPlayers>
<MaxFloatingObjects>256</MaxFloatingObjects>
<MaxGridSize>0</MaxGridSize>
<MaxBlocksPerPlayer>100000</MaxBlocksPerPlayer>
<TotalPCU>500000</TotalPCU>
<EnablePCU>true</EnablePCU>
<EnableBlockLimits>true</EnableBlockLimits>
<EnableRemoteBlockRemoval>true</EnableRemoteBlockRemoval>
<EnableCopyPaste>true</EnableCopyPaste>
<EnableSpectator>false</EnableSpectator>
<EnableCyberhounds>true</EnableCyberhounds>
<EnableSpiders>true</EnableSpiders>
<EnableWolfs>true</EnableWolfs>
<EnableTurretsFriendlyFire>false</EnableTurretsFriendlyFire>
<EnableSunRotation>true</EnableSunRotation>
<EnableJetpack>true</EnableJetpack>
<WeaponsEnabled>true</WeaponsEnabled>
<ShowPlayerNamesOnHud>true</ShowPlayerNamesOnHud>
<ThrusterDamage>true</ThrusterDamage>
<CargoShipsEnabled>true</CargoShipsEnabled>
<EnableEncounters>true</EnableEncounters>
<AutoSaveInMinutes>5</AutoSaveInMinutes>
<AutoHealing>true</AutoHealing>
<DestructibleBlocks>true</DestructibleBlocks>
<RealisticSound>false</RealisticSound>
<PhysicsIterations>8</PhysicsIterations>
<SyncDistance>3000</SyncDistance>
<ViewDistance>15000</ViewDistance>
</SessionSettings>
<Mods>
<ModItem>
<Name>1521905890.sbm</Name>
<PublishedFileId>1521905890</PublishedFileId>
<FriendlyName>Build Info</FriendlyName>
</ModItem>
</Mods>
<Administrators>
<string>76561198012345678</string>
</Administrators>
<Moderators/>
<Banned/>
<ServerPort>27016</ServerPort>
<SteamPort>8766</SteamPort>
<ServerName>My SE Server [EU] - Star System</ServerName>
<WorldName>MyWorld</WorldName>
<PauseGameWhenEmpty>false</PauseGameWhenEmpty>
<RemoteApiEnabled>true</RemoteApiEnabled>
<RemoteSecurityKey>GENERATE-A-RANDOM-KEY</RemoteSecurityKey>
<RemoteApiPort>8080</RemoteApiPort>
<PremiumAnnouncement>false</PremiumAnnouncement>
<ServerDescription>3x rates, PvE, active admins. Discord: ...</ServerDescription>
<ServerPasswordHash/>
<ServerPasswordSalt/>
<IgnoreLastSession>false</IgnoreLastSession>
<IsWorkshopMode>false</IsWorkshopMode>
</MyConfigDedicated>
Values to know:
ServerNameโ server browser name. 64 chars.MaxPlayersโ slot count. Realistic max is 16-32 per instance; PvP performance degrades past that.OnlineModeโPUBLICto list,PRIVATE/FRIENDSto hide. UseServerPasswordHashfor a password instead of hiding.GameModeโCreativeorSurvival. Survival is the meat.InventorySizeMultiplier,AssemblerSpeedMultiplier,RefinerySpeedMultiplierโ the three most-tweaked rate multipliers. 3x is a popular "boosted" setting.SyncDistance/ViewDistanceโ ranges for entity sync and culling. Higher = more content visible + more network/CPU load.PauseGameWhenEmptyโtruesaves massive CPU on small plans; means ships/refineries don't run overnight.RemoteApiEnabled+RemoteSecurityKeyโ enables the VRage Remote API over HTTP for admin tools like the Torch web console.
World settings โ Sandbox_config.sbc
Everything in <SessionSettings> above is also mirrored into Saves/<WorldName>/Sandbox_config.sbc. For a running world, the Sandbox file is what actually applies โ the dedicated.cfg is used for new worlds.
To change settings on an existing save, edit BOTH files (or use in-game admin tools).
Stop the server before editing world files. SE keeps Sandbox.sbc locked while running and flushes changes on save. Hand-edits while the server is live get overwritten on the next autosave. Stop, edit, start โ every time.
Torch โ why you should install it
Torch is a community-maintained wrapper around the SE dedicated server. It adds:
- A proper web admin UI with chat, player list, grid browser, plugin manager
- A plugin system (SourceMod-style) for adding server features
- Scheduled tasks (daily restart, auto-saves, announcements)
- Live profiling: which grids, which scripts, which players are eating sim speed
- Concealment โ unloads distant grids to save CPU, auto-reloads when players approach
For any server you care about performance on, Torch is essentially mandatory. Vanilla SE dedicated has none of the above.
Install Torch
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Download the latest Torch release
From torchapi.com or github.com/TorchAPI/Torch/releases. Match your server's SE version (Torch releases lag a couple of weeks behind SE patches).
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Extract into the server root
Torch ships as a ZIP containing
Torch.Server.exeand its own DLLs. Drop it one level above theDedicatedServer64folder. -
Swap the startup command
Stop launching
SpaceEngineersDedicated.exe. Instead launchTorch.Server.exe -autostart. Our panel has a one-click "Enable Torch" toggle that handles this. -
Install recommended plugins
In the Torch web UI โ Plugin Manager, install:
- Essentials โ
/help,/tp,/homes, basic QoL commands - Concealment โ auto-unload distant grids to save CPU
- AutoModerator โ automatic enforcement of PCU / block limits
- BlockLimiter โ per-block / per-subtype limits
- WarheadManager โ prevents abusive warhead spam
- Essentials โ
Installing Workshop mods & scenarios
SE mods live on the Steam Workshop (browse). The dedicated server auto-downloads mods listed in <Mods>.
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Find the Workshop ID
Workshop page URL ends with
?id=1521905890. That number is thePublishedFileId. -
Add to the config's
<Mods>section<Mods> <ModItem> <Name>1521905890.sbm</Name> <PublishedFileId>1521905890</PublishedFileId> <FriendlyName>Build Info</FriendlyName> </ModItem> <ModItem> <Name>1628037628.sbm</Name> <PublishedFileId>1628037628</PublishedFileId> <FriendlyName>Nanite Control Factory</FriendlyName> </ModItem> </Mods>Our panel has a Mods tab that manages this for you โ paste Workshop IDs, it rebuilds the XML.
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Also add the same mod list to the world
Edit
Saves/<WorldName>/Sandbox.sbcโ find its<Mods>section and mirror the list. Otherwise the new mod won't take effect in an existing world. -
Restart
SteamCMD downloads missing mods on boot. Log shows
Mod 'Build Info' (1521905890) downloaded.
Popular must-have mods
- Build Info โ show block info (mass, power, cargo) on hover in build mode
- Text HUD API โ dependency for many other mods
- Paint Gun โ more granular painting than vanilla
- Nanite Control Factory โ automated construction / repair drones
- AQD - Armor Ramps, AQD - Block Pack โ hundreds of new cosmetic blocks
- Defense Shields โ force-field shields for combat servers
- Easy Inventory โ prefab loadouts for quick restocks
- Concealment (Torch plugin, not Workshop mod) โ essential for perf
Clients must have the mods. Unlike some games, SE auto-syncs Workshop mods on join โ players don't need to subscribe manually. But if they haven't played recently, the first-join download can take 5-10 minutes for big mod lists. Warn players in MOTD.
Scenarios
Scenarios are curated start states (e.g. "Frostbite", "Never Surrender", "Marek's Return"). Ship as Workshop items just like mods. Set IsWorkshopMode = true and WorkshopId to the scenario ID in the dedicated.cfg. Server generates a new world from the scenario on first boot.
Admins & moderators
Grant admin by adding Steam64 IDs to <Administrators> in SpaceEngineers-Dedicated.cfg:
<Administrators>
<string>76561198012345678</string>
<string>76561199876543210</string>
</Administrators>
<Moderators>
<string>76561198098765432</string>
</Moderators>
Admins have full control (F10 spawn menu, Space Master tools, spectator fly, ban). Moderators can kick/ban but not spawn ships.
In-game admin tools
- F10 โ Space Master (spawn menu, teleport, fly spectator)
- Alt+F10 โ admin menu (per-player control, permissions)
- ~ (console) โ chat commands:
/kick,/ban,/tpp,/save - K menu โ Build tools โ cut/copy/paste grids (admins only in survival)
Torch admin UI
With Torch + Essentials plugin, admins also have access to a web console at http://YOUR-SERVER-IP:<torch-port>. Same commands via chat work there, plus grid inspection, cleanup wizards, and plugin management.
PCU, blocks-per-player, sim speed
PCU (Performance Cost Units) is Keen's budget system for capping how many "expensive" blocks a player can place. Different blocks have different PCU costs: a large thruster is 45 PCU, a refinery 150, a gyro 100.
Relevant settings:
TotalPCUโ total server-wide budget. Default 500000; bump to 1-2M for large-mod servers.EnablePCUโ turns the system on/off. Off = unlimited (don't run off on public servers; one player will grief the sim).MaxBlocksPerPlayerโ hard cap on raw block count per player, independent of PCU. 100000 is common.EnableBlockLimitsโ whether per-block-subtype limits from BlockLimiter plugin apply.
Sim speed (SS)
SE's single most-important number. 1.0 = real-time. Below 1.0 = everyone feels slow motion, physics break, grids drift. Target > 0.95 always. Below 0.5 is unplayable.
Monitor sim speed via:
- In-game: F3 shows server sim speed in top-right
- Torch web UI: real-time graph + which grid is eating most CPU
- Chat command (Essentials plugin):
!ss
Common sim speed killers:
- Unconcealed abandoned grids โ install Torch Concealment plugin
- Voxel physics on huge asteroid bases โ limit Max Voxel Age via AutoModerator
- Programmable block scripts with tight loops โ blacklist specific known-bad scripts
- Rotor / piston lag from janky ships โ limit via BlockLimiter
Connect and test
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Launch Space Engineers on your PC
Main menu โ Join Game.
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Find your server
Filter by name. With
OnlineMode= PUBLIC, shows up within 2-5 minutes. -
Or use direct connect
Bottom-left: Connect to IP โ
YOUR-SERVER-IP:27016. -
Verify admin tools
Press F10. If the Space Master menu opens, your Steam64 is in
<Administrators>. If not, reload perms or restart the server after adding.
Common errors and fixes
Server doesn't appear in browser
OnlineModeis notPUBLICโ flip it- UDP 27016 or 8766 blocked โ check panel firewall
- Wait 2-5 minutes for master-list indexing
- Direct-connect by IP first to confirm the server is reachable at all
"Connection failed: Could not connect" in the launcher
- Wrong port โ SE defaults to 27016, not 27015
- Server still loading โ boot time on modded worlds is 3-8 minutes before accepting connections
- Mod mismatch โ if the world uses Workshop mods and the client can't reach Workshop, join fails silently. Have the player log in to Steam and retry.
Mods not downloading
- SteamCMD path issue โ check server logs for
Workshop download failed - Mod is private / deleted from Workshop โ replace with a different mod
- Mod list in
Sandbox.sbcdoesn't matchSpaceEngineers-Dedicated.cfgโ sync both
Sim speed drops below 0.5
- Install Torch + Concealment plugin if you haven't
- Open Torch web UI โ Performance tab โ identify the top-3 heaviest grids
- Either delete them, or contact the owner to reduce block count
- If it's mod-related (check "Top scripts" in Essentials plugin): disable the offending mod
- If it's unavoidable due to player base size: upgrade plan to a higher-clock CPU
Server crashes on world load
- Out of memory โ check RAM usage, upgrade if hitting cap
- Corrupt save โ rollback from the panel's backup tab (daily snapshots + 30-day retention)
- Mod incompatibility after SE update โ try disabling mods one at a time
- Check
Instance/Saves/<World>/<timestamp>.logfor the exact exception
"Session world is corrupted" on boot
- Autosave interrupted mid-write โ SE's save is non-atomic, a disk-full or sudden crash mid-save corrupts the
.sbs - Rollback to the last clean backup
- Mitigation: lower
AutoSaveInMinutesto 5; we also run rolling filesystem snapshots outside of SE's own save
Players see "grids frozen in space"
Torch Concealment is working as intended โ grid is unloaded for CPU savings. When a player gets within proximity, the grid auto-reloads and resumes. If this is causing complaints, widen the concealment radius or exclude specific grids (active factories) from concealment.
PCU cap hit / players can't place new blocks
- Per-player PCU maxed out โ admin can raise via
EnableBlockLimitsconfig or BlockLimiter plugin tweaks - Total server PCU maxed out โ raise
TotalPCUor do a cleanup pass on abandoned grids - Player grief by placing huge battery banks to hoard PCU โ use AutoModerator plugin to catch these
Torch doesn't start after SE update
Torch lags SE releases by days/weeks. Options:
- Roll back SE server to the previous version via SteamCMD
-beta 1_XXX_XXXuntil Torch updates - Wait for the Torch release that supports the new SE build
- In the meantime, run vanilla SE dedicated โ slower but functional
Stuck on something specific? Email support with your server IP, the last 200 lines of the SE or Torch log, and your SpaceEngineers-Dedicated.cfg โ we'll usually have an answer within the hour.