{"id":3822,"date":"2026-10-27T17:11:56","date_gmt":"2026-10-27T14:11:56","guid":{"rendered":"https:\/\/gameteam.io\/blog\/space-engineers-dedicated-server-guide\/"},"modified":"2026-10-27T17:11:56","modified_gmt":"2026-10-27T14:11:56","slug":"space-engineers-dedicated-server-guide","status":"publish","type":"post","link":"https:\/\/gameteam.io\/blog\/space-engineers-dedicated-server-guide\/","title":{"rendered":"Space Engineers Dedicated Server: Setup, Requirements, Ports, Mods and Admin"},"content":{"rendered":"<p><strong>A Space Engineers dedicated server is a copy of your world that runs on its own machine, with no graphics, so the crew can keep building while the host is offline.<\/strong> To set one up, install the free Space Engineers Dedicated Server tool (Steam app 298740) on a Windows PC with 6\u201310 GB of free RAM, create or load a world in it, and open UDP port 27016. Below: requirements, setup, the config file, mods, admin, Torch, Linux and crossplay, then fixes for the problems that come up most.<\/p>\n<h2 id=\"can-you-host-a-dedicated-server-in-space-engineers\">Can you host a dedicated server in Space Engineers?<\/h2>\n<p>Yes. Anyone who owns Space Engineers on Steam gets the dedicated server for free, and the server doesn&#8217;t need its own game license to run. It works differently from a player-hosted game. There, one player&#8217;s PC is client and server at once, and the world goes offline when they quit. A dedicated server runs the world headless on a separate machine, 24\/7.<\/p>\n<table>\n<thead>\n<tr>\n<th><\/th>\n<th>Player-hosted game<\/th>\n<th>Dedicated server<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Who runs the world<\/td>\n<td>One player&#8217;s PC, while they play<\/td>\n<td>A separate machine, around the clock<\/td>\n<\/tr>\n<tr>\n<td>World online when the host logs off<\/td>\n<td>No<\/td>\n<td>Yes<\/td>\n<\/tr>\n<tr>\n<td>Performance<\/td>\n<td>Depends on the host&#8217;s PC and upload<\/td>\n<td>No rendering or effects, so Keen says less lag<\/td>\n<\/tr>\n<tr>\n<td>Players<\/td>\n<td>What the host&#8217;s PC can carry; PlayStation lobbies are capped at 4 (PS4) or 8 (PS5)<\/td>\n<td>Set by <code>MaxPlayers<\/code>; Keen recommends 16<\/td>\n<\/tr>\n<tr>\n<td>Programmable Block scripts for console players<\/td>\n<td>Not in locally hosted games<\/td>\n<td>Yes, on dedicated servers<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Multiplayer works in both Creative and Survival. Rather not keep a Windows PC running for it? <a href=\"https:\/\/gameteam.io\/space-engineers-server-hosting\">Space Engineers server hosting<\/a> gives you the same dedicated server without the hardware.<\/p>\n<h2 id=\"space-engineers-dedicated-server-requirements\">Space Engineers dedicated server requirements<\/h2>\n<p>Keen&#8217;s official minimum for a Space Engineers dedicated server is a 3.2 GHz CPU with 3 logical cores, 6 GB of RAM and 5 Mbps of bandwidth. The recommended spec is a 4.5 GHz CPU and 10 GB of RAM. It runs on Windows with .NET 4.8 or newer and the Visual C++ 2013 and 2017 redistributables, and a public server should have a static IP address.<\/p>\n<table>\n<thead>\n<tr>\n<th>Server specs<\/th>\n<th>Keen minimum<\/th>\n<th>Keen recommended<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>CPU<\/td>\n<td>3.2 GHz, 3 logical cores<\/td>\n<td>4.5 GHz, 3 logical cores<\/td>\n<\/tr>\n<tr>\n<td>RAM<\/td>\n<td>6 GB<\/td>\n<td>10 GB<\/td>\n<\/tr>\n<tr>\n<td>Bandwidth<\/td>\n<td>5 Mbps<\/td>\n<td>5 Mbps or more<\/td>\n<\/tr>\n<tr>\n<td>OS and software<\/td>\n<td colspan=\"2\">Windows, .NET 4.8+, Visual C++ 2013 and 2017 redistributables. Admin rights only if you run it as a service.<\/td>\n<\/tr>\n<tr>\n<td>Network<\/td>\n<td colspan=\"2\">A static public IP if people outside your network will join<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h3 id=\"is-space-engineers-cpu-heavy\">Is Space Engineers CPU heavy?<\/h3>\n<p>Yes. The server simulates physics for every ship, station, rotor and piston in the world, and when the CPU falls behind, simulation speed drops for everyone. That&#8217;s why Keen&#8217;s spec talks in clock speed: a fast CPU matters more than a big one. RAM grows with the world too. Every grid and every asteroid or planet the crew has touched stays in it, so plan 8\u201312 GB for a world you mean to keep.<\/p>\n<h2 id=\"how-to-set-up-a-space-engineers-dedicated-server\">How to set up a Space Engineers dedicated server<\/h2>\n<p>Setting up a Space Engineers server takes four steps. Download the server with Steam or SteamCMD, start <code>SpaceEngineersDedicated.exe<\/code>, configure a world in its Server Manager window, and press <em>Save &amp; start<\/em>. The first start creates the instance folder and its config file. Everything below assumes Windows; Linux comes further down.<\/p>\n<h3 id=\"step-1-download-the-dedicated-server\">Step 1: Download the dedicated server<\/h3>\n<ul>\n<li><strong>With Steam:<\/strong> in your Library, switch to <em>Tools<\/em>, search for <em>Space Engineers Dedicated Server<\/em> and install it.<\/li>\n<li><strong>With SteamCMD<\/strong>, if the machine has no Steam client. The same command updates the server later:\n<pre><code>steamcmd.exe +login anonymous +force_install_dir C:\\SEDS +app_update 298740 +quit<\/code><\/pre>\n<\/li>\n<\/ul>\n<h3 id=\"step-2-open-the-server-manager\">Step 2: Open the Server Manager<\/h3>\n<ol>\n<li>Run <code>SpaceEngineersDedicated.exe<\/code>. It sits in the <code>DedicatedServer64<\/code> folder, usually <code>...\\steamapps\\common\\SpaceEngineersDedicatedServer\\DedicatedServer64<\/code>.<\/li>\n<li>For a normal foreground server, pick <strong>Local\/Console<\/strong>. To run it as a Windows service, start the tool as Administrator, click <strong>Add new instance<\/strong> and give it a name that&#8217;s unique on the system. Each instance needs its own port.<\/li>\n<li>Click <strong>Continue to server configuration<\/strong>. Click <em>Connect to Steam<\/em> if you want to pick mods and admins from your Steam lists.<\/li>\n<\/ol>\n<h3 id=\"step-3-create-a-world-or-load-a-save\">Step 3: Create a world or load a save<\/h3>\n<p>Choose <em>New game<\/em> to generate a world from a scenario, or <em>Saved worlds<\/em> to load one. To move a save from your own game to the dedicated server, copy its folder from <code>%AppData%\\SpaceEngineers\\Saves<\/code> on your PC into <code>%AppData%\\SpaceEngineersDedicated\\Saves<\/code> (Local\/Console) or <code>C:\\ProgramData\\SpaceEngineersDedicated<\/code> (service instances). The scenario and the asteroid amount can only be set when the world is created.<\/p>\n<h3 id=\"step-4-fill-in-the-server-settings-and-start-it\">Step 4: Fill in the server settings and start it<\/h3>\n<ul>\n<li><strong>General:<\/strong> server name, world name, port (27016 by default), password, Steam Group ID, Remote API and description.<\/li>\n<li><strong>Users:<\/strong> admins, banned players and reserved slots, by 64-bit Steam ID.<\/li>\n<li><strong>Mods:<\/strong> active mods (more below).<\/li>\n<li><strong>MotD:<\/strong> a message every player sees on joining.<\/li>\n<li><strong>Maintenance:<\/strong> auto-restart and auto-update.<\/li>\n<\/ul>\n<p>Press <strong>Save &amp; start<\/strong>. The <em>Console<\/em> tab shows the server&#8217;s output while it loads the world.<\/p>\n<h3 id=\"run-it-as-a-service-with-auto-restart\">Run it as a service, with auto-restart<\/h3>\n<p>A service keeps running when you close the window and starts again after a reboot. Auto-restart and auto-update on the Maintenance tab only work while the Server Manager stays open. Without it, open the server&#8217;s Windows service, go to <em>Recovery<\/em>, and set the first, second and subsequent failures to <em>Restart the Service<\/em>. Then add a Task Scheduler task that checks the server is running. To stop the server cleanly and save the world, use <code>taskkill \/IM SpaceEngineersDedicated.exe<\/code>. Adding <code>\/f<\/code> kills it without saving.<\/p>\n<h3 id=\"how-to-update-a-space-engineers-dedicated-server\">How to update a Space Engineers dedicated server<\/h3>\n<p>Run the same SteamCMD command (<code>app_update 298740<\/code>), or let Steam update the tool, with the server stopped. Players on a newer game version can&#8217;t join a server still on an old one. Back up the world first: updates and new mods are when saves get hurt.<\/p>\n<h2 id=\"space-engineers-server-config-where-the-settings-file-is\">Space Engineers server config: where the settings file is<\/h2>\n<p>Everything the Server Manager shows is stored in <code>SpaceEngineers-Dedicated.cfg<\/code>, an XML file in the instance&#8217;s data folder. That&#8217;s <code>%AppData%\\SpaceEngineersDedicated<\/code> for the Local\/Console instance, or the instance&#8217;s own folder under <code>C:\\ProgramData\\SpaceEngineersDedicated<\/code> for a service. The <em>Edit config<\/em> button opens it. Each world also keeps a <code>Sandbox_config.sbc<\/code> with its own copy of the settings in its save folder.<\/p>\n<p>A shortened example. The real file has many more lines:<\/p>\n<pre><code>&lt;MyConfigDedicated&gt;\n  &lt;SessionSettings&gt;\n    &lt;GameMode&gt;Survival&lt;\/GameMode&gt;\n    &lt;InventorySizeMultiplier&gt;3&lt;\/InventorySizeMultiplier&gt;\n    &lt;AssemblerSpeedMultiplier&gt;3&lt;\/AssemblerSpeedMultiplier&gt;\n    &lt;RefinerySpeedMultiplier&gt;3&lt;\/RefinerySpeedMultiplier&gt;\n    &lt;MaxPlayers&gt;8&lt;\/MaxPlayers&gt;\n    &lt;AutoSaveInMinutes&gt;5&lt;\/AutoSaveInMinutes&gt;\n    &lt;TotalPCU&gt;100000&lt;\/TotalPCU&gt;\n    &lt;BlockLimitsEnabled&gt;PER_PLAYER&lt;\/BlockLimitsEnabled&gt;\n    &lt;ExperimentalMode&gt;false&lt;\/ExperimentalMode&gt;\n  &lt;\/SessionSettings&gt;\n  &lt;LoadWorld&gt;C:\\ProgramData\\SpaceEngineersDedicated\\MyInstance\\Saves\\MyWorld&lt;\/LoadWorld&gt;\n  &lt;IP&gt;0.0.0.0&lt;\/IP&gt;\n  &lt;SteamPort&gt;8766&lt;\/SteamPort&gt;\n  &lt;ServerPort&gt;27016&lt;\/ServerPort&gt;\n  &lt;GroupID&gt;0&lt;\/GroupID&gt;\n  &lt;ServerName&gt;My Space Engineers Server&lt;\/ServerName&gt;\n  &lt;WorldName&gt;MyWorld&lt;\/WorldName&gt;\n  &lt;PauseGameWhenEmpty&gt;false&lt;\/PauseGameWhenEmpty&gt;\n&lt;\/MyConfigDedicated&gt;<\/code><\/pre>\n<h3 id=\"space-engineers-server-settings-explained\">Space Engineers server settings explained<\/h3>\n<table>\n<thead>\n<tr>\n<th>Setting<\/th>\n<th>What it does<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td><code>GameMode<\/code><\/td>\n<td><code>Survival<\/code> or <code>Creative<\/code>.<\/td>\n<\/tr>\n<tr>\n<td><code>OnlineMode<\/code><\/td>\n<td><code>PUBLIC<\/code>, <code>FRIENDS<\/code>, <code>PRIVATE<\/code> or <code>OFFLINE<\/code>.<\/td>\n<\/tr>\n<tr>\n<td><code>MaxPlayers<\/code><\/td>\n<td>Max players at once. Keen recommends 16; the <code>-maxPlayers<\/code> argument overrides it.<\/td>\n<\/tr>\n<tr>\n<td><code>InventorySizeMultiplier<\/code> \/ <code>BlocksInventorySizeMultiplier<\/code><\/td>\n<td>Engineer inventory size, and the inventory of blocks such as cargo containers.<\/td>\n<\/tr>\n<tr>\n<td><code>AssemblerSpeedMultiplier<\/code>, <code>RefinerySpeedMultiplier<\/code>, <code>WelderSpeedMultiplier<\/code>, <code>GrinderSpeedMultiplier<\/code><\/td>\n<td>How fast production, welding and grinding run.<\/td>\n<\/tr>\n<tr>\n<td><code>AutoSaveInMinutes<\/code> \/ <code>MaxBackupSaves<\/code><\/td>\n<td>How often the world saves, and how many backups it keeps.<\/td>\n<\/tr>\n<tr>\n<td><code>TotalPCU<\/code> \/ <code>BlockLimitsEnabled<\/code><\/td>\n<td>The world&#8217;s performance budget (100,000 PCU by default), applied <code>GLOBALLY<\/code>, <code>PER_FACTION<\/code>, <code>PER_PLAYER<\/code> or <code>NONE<\/code>.<\/td>\n<\/tr>\n<tr>\n<td><code>MaxGridSize<\/code> \/ <code>MaxBlocksPerPlayer<\/code><\/td>\n<td>Caps on blocks per ship or station (100\u201350,000) and per player (300\u2013100,000). Off by default.<\/td>\n<\/tr>\n<tr>\n<td><code>MaxFloatingObjects<\/code><\/td>\n<td>Loose items and debris before the oldest are deleted. Default 56; more than 64 isn&#8217;t recommended.<\/td>\n<\/tr>\n<tr>\n<td><code>ViewDistance<\/code> \/ <code>SyncDistance<\/code><\/td>\n<td>How far players see (15 km by default) and how far the server syncs objects. Lower is lighter.<\/td>\n<\/tr>\n<tr>\n<td><code>ProceduralDensity<\/code><\/td>\n<td>Asteroid density in procedurally generated space. It only applies to new worlds.<\/td>\n<\/tr>\n<tr>\n<td><code>EnvironmentHostility<\/code><\/td>\n<td>Meteor showers: <code>SAFE<\/code>, <code>NORMAL<\/code>, <code>CATACLYSM<\/code> or <code>CATACLYSM_UNREAL<\/code>.<\/td>\n<\/tr>\n<tr>\n<td><code>EnableSpectator<\/code> \/ <code>EnableCopyPaste<\/code><\/td>\n<td>Spectator camera and blueprint pasting for everyone. Most survival servers keep both off.<\/td>\n<\/tr>\n<tr>\n<td><code>WeaponsEnabled<\/code>, <code>EnableJetpack<\/code>, <code>PermanentDeath<\/code><\/td>\n<td>Weapons, jetpacks, and whether death is permanent.<\/td>\n<\/tr>\n<tr>\n<td><code>EnableEconomy<\/code><\/td>\n<td>NPC trading stations, contracts and Space Credits.<\/td>\n<\/tr>\n<tr>\n<td><code>FoodConsumptionRate<\/code><\/td>\n<td>Multiplier for how fast engineers use up food.<\/td>\n<\/tr>\n<tr>\n<td><code>ExperimentalMode<\/code> \/ <code>EnableIngameScripts<\/code><\/td>\n<td>Experimental features, including Programmable Block scripts and higher player and PCU counts. Players must turn experimental mode on to join such a server.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Progression, the tree that unlocks blocks as you build, is on by default. Turn it off in the world&#8217;s advanced settings if your crew wants every block from the start.<\/p>\n<h3 id=\"how-do-i-change-the-server-settings\">How do I change the server settings?<\/h3>\n<p>Stop the server, change the setting in the Server Manager or in <code>SpaceEngineers-Dedicated.cfg<\/code>, then start it again. Changed a value but nothing happened? By default the server reloads the last saved session, and an existing world carries its own settings. The <code>-ignorelastsession<\/code> launch option ignores the last automatic save and uses the values in the config file.<\/p>\n<h3 id=\"best-server-settings-for-your-kind-of-server\">Best server settings for your kind of server<\/h3>\n<p>There&#8217;s no single best setup. These are starting points for the server styles people run most:<\/p>\n<table>\n<thead>\n<tr>\n<th>Server style<\/th>\n<th>Settings to start from<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Small co-op crew<\/td>\n<td>Inventory, assembler and refinery at 3x, autosave every 5\u201310 minutes, block limits per player.<\/td>\n<\/tr>\n<tr>\n<td>PvE server<\/td>\n<td>Cargo ships and encounters on, <code>EnvironmentHostility<\/code> at <code>NORMAL<\/code>, and a rule that factions stay at peace.<\/td>\n<\/tr>\n<tr>\n<td>Faction war (PvP) server<\/td>\n<td><code>BlockLimitsEnabled<\/code> at <code>PER_FACTION<\/code>, a <code>MaxGridSize<\/code> cap, spectator and copy-paste off.<\/td>\n<\/tr>\n<tr>\n<td>Rover-only planet server<\/td>\n<td>No setting bans ships, so it runs on rules and admin checks. Turning the jetpack off and capping grid size helps.<\/td>\n<\/tr>\n<tr>\n<td>Economy server<\/td>\n<td><code>EnableEconomy<\/code> on, so trading stations and contracts appear.<\/td>\n<\/tr>\n<tr>\n<td>Roleplay (RP) server<\/td>\n<td>Server rules in the MotD, spectator off, and copy-paste off so ships are built, not pasted.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h2 id=\"space-engineers-dedicated-server-ports-and-port-forwarding\">Space Engineers dedicated server ports and port forwarding<\/h2>\n<p>Players connect to a Space Engineers dedicated server on one port: UDP 27016, the default game port. Forward it on your router to the server PC, and allow incoming UDP on that port in the firewall. The Steam port (<code>SteamPort<\/code>, 8766 in most default configs) is used for the Steam server list. The Remote API port only matters if you manage the server remotely.<\/p>\n<table>\n<thead>\n<tr>\n<th>Port<\/th>\n<th>Protocol<\/th>\n<th>Used for<\/th>\n<th>Open it?<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>27016<\/td>\n<td>UDP<\/td>\n<td>Game traffic (<code>ServerPort<\/code>)<\/td>\n<td>Yes<\/td>\n<\/tr>\n<tr>\n<td>8766<\/td>\n<td>UDP<\/td>\n<td>Steam server list (<code>SteamPort<\/code>)<\/td>\n<td>Yes, for a public Steam server<\/td>\n<\/tr>\n<tr>\n<td>8080 (Keen&#8217;s example)<\/td>\n<td>TCP<\/td>\n<td>Remote API for the VRage Remote Client (<code>RemoteApiPort<\/code>)<\/td>\n<td>Only for remote admin from outside<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Running several servers on one machine? Each instance needs its own port. Keen also notes that you need a static public IP for people across the internet to reach you. Without one, the server still works on your LAN.<\/p>\n<h3 id=\"cant-port-forward-lan-and-hamachi\">Can&#8217;t port forward? LAN and Hamachi<\/h3>\n<p>Players in your house can join through the <em>LAN<\/em> tab with no port forwarding. For friends elsewhere, some groups use a virtual LAN tool such as Hamachi and join through <em>Direct Connect<\/em> with the server&#8217;s virtual IP. Keen doesn&#8217;t document or support that setup, so a forwarded port or a hosted server is the dependable route.<\/p>\n<h2 id=\"how-to-add-mods-to-a-space-engineers-dedicated-server\">How to add mods to a Space Engineers dedicated server<\/h2>\n<p>To add mods to a Space Engineers dedicated server, open the Mods tab in the Server Manager and add them from your Steam subscribed mods, or type them as <code>Service:ID<\/code>, such as <code>Steam:<\/code> followed by the Workshop ID. Mods are saved with the world. The server downloads them when it starts, and players download them automatically when they join.<\/p>\n<ol>\n<li>Subscribe to the mods on the Steam Workshop, and click <em>Connect to Steam<\/em> in the Server Manager so it can see your subscribed list.<\/li>\n<li>On the Mods tab, add each mod to <em>Active Mods<\/em>, or enter it by ID.<\/li>\n<li>Back up the world, then <em>Save &amp; start<\/em> and watch the console while the mods download.<\/li>\n<li>Join and check the mod works. The first join takes longer while the mods download.<\/li>\n<\/ol>\n<ul>\n<li><strong>Mods not working for Xbox or PlayStation players?<\/strong> Consoles can only use mods hosted on mod.io, and only server-side scripts run for them. A mixed PC and console server should use mod.io mods only.<\/li>\n<li><strong>&#8220;Unable to download mods&#8221; on a self-hosted server:<\/strong> the Space Engineers wiki traces this to outdated Steam files shipped with the server. Copy <code>steamclient64.dll<\/code>, <code>tier0_s64.dll<\/code> and <code>vstdlib_s64.dll<\/code> from an up-to-date Steam or SteamCMD install into <code>DedicatedServer64<\/code>, overwriting the old ones.<\/li>\n<li><strong>Script mods<\/strong> may need experimental mode on the server, and every player then needs it on to join.<\/li>\n<\/ul>\n<h2 id=\"plugins-and-the-torch-server\">Plugins and the Torch server<\/h2>\n<p>Torch is a free, community-made wrapper for the Space Engineers dedicated server and the successor to SE Server Extender. It runs the server inside its own Windows interface, with in-game chat and commands from the window, an entity manager for stopping grids or changing blocks without joining, a configuration editor and a plugin system. Keen doesn&#8217;t make it, and its developers still call it early-stage.<\/p>\n<p>Torch server setup:<\/p>\n<ol>\n<li>Download <code>torch-server.zip<\/code> from the Torch site (<a href=\"https:\/\/github.com\/TorchAPI\/Torch\">TorchAPI on GitHub<\/a> links the build).<\/li>\n<li>Unzip it into its own folder and run it. Torch downloads the dedicated server and creates the rest of its files.<\/li>\n<li>Already have the dedicated server? Unzip Torch into the folder that contains <code>DedicatedServer64<\/code> instead.<\/li>\n<\/ol>\n<p>The vanilla server has a simpler <em>Plugins<\/em> tab too: add a plugin assembly (a <code>.dll<\/code>) and select it. Plugins are listed in the config under <code>&lt;Plugins&gt;<\/code>.<\/p>\n<h2 id=\"how-to-become-admin-on-a-space-engineers-dedicated-server\">How to become admin on a Space Engineers dedicated server<\/h2>\n<p>Add your 64-bit Steam ID to the Admins list on the Users tab before you start the server. Or promote yourself while it runs: in the Server Manager, open <em>Remote Client<\/em>, then <em>Admin Tools<\/em>, then <em>Chat and Players<\/em>, select your name under Online and click <strong>Promote<\/strong>. Once you&#8217;re an admin, press <strong>Alt+F10<\/strong> in game for the Admin Screen.<\/p>\n<p>The Admin Screen is where the real admin work happens: search every grid, character and floating object, teleport to them, stop or remove them, set trash removal rules, and revert voxels after a big fight. The standalone <code>VRageRemoteClient.exe<\/code> in the server folder does the same from outside the game, and adds profiles and notifications.<\/p>\n<h3 id=\"space-engineers-dedicated-server-commands\">Space Engineers dedicated server commands<\/h3>\n<p>Vanilla Space Engineers has no admin chat commands. The built-in chat commands only switch channels (<code>\/g<\/code>, <code>\/f<\/code>, <code>\/w \"Player\"<\/code>), toggle <code>\/timestamp<\/code> and show <code>\/help<\/code>. There&#8217;s no save command either: the world saves on its autosave timer and when you stop the server cleanly. Torch plugins add command sets. The server itself takes these command line options:<\/p>\n<table>\n<thead>\n<tr>\n<th>Option<\/th>\n<th>What it does<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td><code>-console<\/code><\/td>\n<td>Skips the instance and configuration dialogs and starts straight in the console.<\/td>\n<\/tr>\n<tr>\n<td><code>-noconsole<\/code><\/td>\n<td>Runs without the black console window.<\/td>\n<\/tr>\n<tr>\n<td><code>-path \"D:\\SE\\MyInstance\"<\/code><\/td>\n<td>Loads the config from that folder and stores every file there.<\/td>\n<\/tr>\n<tr>\n<td><code>-ignorelastsession<\/code><\/td>\n<td>Ignores the last automatic save and uses the config file values.<\/td>\n<\/tr>\n<tr>\n<td><code>-maxPlayers 12<\/code><\/td>\n<td>Overrides the player limit.<\/td>\n<\/tr>\n<tr>\n<td><code>-ip<\/code> \/ <code>-port<\/code><\/td>\n<td>Override the IP and port stored in the config.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h2 id=\"running-a-space-engineers-dedicated-server-on-linux-or-docker\">Running a Space Engineers dedicated server on Linux or Docker<\/h2>\n<p>There&#8217;s no Linux version of the Space Engineers dedicated server: Keen&#8217;s requirements list Windows only. Community projects run the Windows server under Wine, usually in Docker. They work, but Keen doesn&#8217;t support them. The usual pattern is to set up the world with the Windows Server Manager first, then copy the whole instance folder to the Linux machine.<\/p>\n<p>One example is the <a href=\"https:\/\/github.com\/Devidian\/docker-spaceengineers\">Devidian\/docker-spaceengineers<\/a> image. Its compose file, shortened:<\/p>\n<pre><code>services:\n  se-server:\n    image: devidian\/spaceengineers:winestaging\n    restart: unless-stopped\n    volumes:\n      - \/appdata\/space-engineers\/plugins:\/appdata\/space-engineers\/plugins\n      - \/appdata\/space-engineers\/instances:\/appdata\/space-engineers\/instances\n      - \/appdata\/space-engineers\/SpaceEngineersDedicated:\/appdata\/space-engineers\/SpaceEngineersDedicated\n      - \/appdata\/space-engineers\/steamcmd:\/root\/.steam\n    ports:\n      - target: 27016\n        published: 27016\n        protocol: udp\n    environment:\n      - INSTANCE_NAME=MyInstance\n      - PUBLIC_IP=203.0.113.25<\/code><\/pre>\n<p>On start it runs SteamCMD with <code>+@sSteamCmdForcePlatformType windows<\/code> to fetch the Windows build, then launches <code>SpaceEngineersDedicated.exe<\/code> under Wine with <code>-noconsole -ignorelastsession -path<\/code> pointing at your instance. Mods saved in the world download on first start, and <code>.dll<\/code> plugins go in the plugins folder.<\/p>\n<h2 id=\"crossplay-xbox-playstation-and-eos-servers\">Crossplay: Xbox, PlayStation and EOS servers<\/h2>\n<p>Space Engineers crossplay runs through EOS servers. A PC dedicated server can switch to EOS (Epic Online Services) networking with console compatibility on, and it then appears in the multiplayer list on PC, Xbox and PlayStation. A normal Steam server stays PC-only. In the Join Game screen, players switch between the two lists with the Steam\/EOS toggle.<\/p>\n<ul>\n<li><strong>Mods:<\/strong> Xbox and PlayStation players can only use mods from mod.io.<\/li>\n<li><strong>Scripts:<\/strong> mods with scripts run on the dedicated server only if they don&#8217;t need client-side scripts.<\/li>\n<li><strong>Xbox dedicated server:<\/strong> there&#8217;s no console version of the server tool. Xbox and PlayStation players join an EOS server that runs on a PC or at a host.<\/li>\n<li><strong>Space Engineers 2:<\/strong> it has no multiplayer yet, so there&#8217;s no Space Engineers 2 dedicated server. It&#8217;s in Early Access as a single-player game, and Keen lists co-op and large-scale multiplayer as coming in later updates.<\/li>\n<\/ul>\n<h2 id=\"making-a-private-server-passwords-and-friends-only\">Making a private server: passwords and friends only<\/h2>\n<p>To make a private Space Engineers server, set a <em>Password<\/em> in the Server Manager&#8217;s general settings, so only people who know it can join. For a friends-only server, enter a Steam Group ID: the server then only shows up for members of that Steam group. You can use both, and put trusted players on Reserved slots so they always get in.<\/p>\n<p>To find a group ID, join the group, open its Steam page and click <em>Invite Friends<\/em>. The long number after <code>invitegid=<\/code> in the page URL is the ID.<\/p>\n<h2 id=\"how-to-reduce-lag-on-a-space-engineers-server\">How to reduce lag on a Space Engineers server<\/h2>\n<p>Lag on a Space Engineers server is almost always simulation speed, not ping: the server can&#8217;t keep up with the physics of everything players have built. The fixes are the same everywhere. Cap PCU and grid size, clear debris and abandoned grids, lower view distance, and give the server a faster CPU. Watch sim speed on the Remote Client&#8217;s monitoring tab while you change things.<\/p>\n<ul>\n<li><strong>Block limits:<\/strong> keep <code>TotalPCU<\/code> near the 100,000 default and set <code>MaxGridSize<\/code> and <code>MaxBlocksPerPlayer<\/code>. One oversized creation can slow the whole server down.<\/li>\n<li><strong>Trash removal:<\/strong> in the Admin Screen, let the server delete unpowered debris grids, stop drifting grids after 15 minutes (the default), and remove old identities that own nothing.<\/li>\n<li><strong>Floating objects:<\/strong> keep <code>MaxFloatingObjects<\/code> at 64 or less.<\/li>\n<li><strong>View distance:<\/strong> 15 km is the default. 5\u201310 km is the performance-friendly range.<\/li>\n<li><strong>Adaptive simulation quality:<\/strong> leave it on. It lowers voxel deformation and explosion detail when the CPU is struggling.<\/li>\n<li><strong>High ping<\/strong> is a different problem: the server is too far from the players. Host it near most of them.<\/li>\n<\/ul>\n<h2 id=\"backups-how-to-save-load-and-restore-a-world\">Backups: how to save, load and restore a world<\/h2>\n<p>The dedicated server backs the world up as it autosaves. <code>AutoSaveInMinutes<\/code> sets how often, and <code>MaxBackupSaves<\/code> sets how many backups stay in the save folder. Setting it to zero deletes the existing backups. To restore a backup, stop the server, copy the current world folder somewhere safe, replace it with the backup, and start again.<\/p>\n<p>Always back up before an update or a new mod, and before anyone tests something that explodes. To load a different world, select it under <em>Saved worlds<\/em> in the Server Manager, or set <code>&lt;LoadWorld&gt;<\/code> in the config to its folder.<\/p>\n<h2 id=\"troubleshooting-space-engineers-dedicated-server-problems\">Troubleshooting Space Engineers dedicated server problems<\/h2>\n<p>Most dedicated server problems come down to one of five things: the port isn&#8217;t reachable, the server is on a different list or version than the player, a mod is failing, the world is too heavy for the CPU, or the server is still loading. Check the console output first. It usually names the cause before you have to guess.<\/p>\n<table>\n<thead>\n<tr>\n<th>Problem<\/th>\n<th>Most likely cause<\/th>\n<th>Fix<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Server not showing up in the list<\/td>\n<td>Player is on the wrong Steam\/EOS list, Creative servers are filtered out by default, or a Steam Group ID is set<\/td>\n<td>Switch the toggle, change the filters, or use Direct Connect<\/td>\n<\/tr>\n<tr>\n<td>Can&#8217;t connect to the dedicated server<\/td>\n<td>UDP 27016 not forwarded or blocked, no static public IP, or experimental mode off on the player&#8217;s side<\/td>\n<td>Check the port and firewall; turn experimental mode on in the game options if the server uses it<\/td>\n<\/tr>\n<tr>\n<td>&#8220;Server is not responding&#8221; or waiting for the server to respond<\/td>\n<td>The server is still loading the world or downloading mods, or sim speed has collapsed<\/td>\n<td>Wait for the console to finish loading; then see the lag section<\/td>\n<\/tr>\n<tr>\n<td>Crashes when joining<\/td>\n<td>A mod that fails to load or needs experimental mode<\/td>\n<td>Remove the newest mod and rejoin<\/td>\n<\/tr>\n<tr>\n<td>Keeps restarting, or a restart loop<\/td>\n<td>Auto-restart on a world that fails to load because of a broken mod or save<\/td>\n<td>Read the log, remove the mod or load a backup<\/td>\n<\/tr>\n<tr>\n<td>Won&#8217;t start, or the service can&#8217;t start<\/td>\n<td>.NET 4.8 or the Visual C++ packages missing, or the port is taken by another instance<\/td>\n<td>Install the prerequisites; give each instance its own port<\/td>\n<\/tr>\n<tr>\n<td>Unable to download mods<\/td>\n<td>Outdated Steam files in <code>DedicatedServer64<\/code><\/td>\n<td>Copy the three Steam DLLs from a current Steam install<\/td>\n<\/tr>\n<tr>\n<td>No asteroids<\/td>\n<td>Empty World scenario, or the asteroid amount chosen at creation<\/td>\n<td>The asteroid amount can&#8217;t be changed later; start a new world<\/td>\n<\/tr>\n<tr>\n<td>Settings changes don&#8217;t apply<\/td>\n<td>The world reloaded its own saved settings<\/td>\n<td>Edit the world settings, or start once with <code>-ignorelastsession<\/code><\/td>\n<\/tr>\n<tr>\n<td>Dedicated server crashing or lagging after weeks<\/td>\n<td>The world outgrew the RAM or CPU<\/td>\n<td>Add block limits and trash removal; add RAM<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h2 id=\"skip-the-setup-space-engineers-server-hosting\">Skip the setup: Space Engineers server hosting<\/h2>\n<p>Running it yourself means a Windows PC that stays on, a forwarded UDP port, a static IP, and you as the one who fixes it at 2am. If you&#8217;d rather just build, <a href=\"https:\/\/gameteam.io\/space-engineers-server-hosting\">Space Engineers server hosting<\/a> on GameTeam is ready in minutes. You pay per GB of RAM, from $0.49\/GB a week (an 8 GB server is $3.92 a week). Slots are unlimited, and there&#8217;s no port to forward.<\/p>\n<p>The built-in AI copilot handles the XML for you. Tell it &#8220;set inventory and assemblers to 3x, 12 players max and back up every 10 minutes&#8221; and it edits <code>SpaceEngineers-Dedicated.cfg<\/code> and restarts. Ask &#8220;why does sim speed drop when everyone is on?&#8221; and it reads the log and checks your block limits. Or send it two Workshop links, and it backs up the world, adds the mods by ID and restarts the server.<\/p>\n<h2 id=\"faq\">FAQ<\/h2>\n<h3 id=\"can-you-play-multiplayer-on-space-engineers\">Can you play multiplayer on Space Engineers?<\/h3>\n<p>Yes, in Creative or Survival. One player can open their world to others (Online mode Private, Friends or Public), or the group can join a dedicated server from the Join Game screen. Players on the same network can also use the LAN tab.<\/p>\n<h3 id=\"which-server-host-is-best-for-space-engineers\">Which server host is best for Space Engineers?<\/h3>\n<p>Look for a location close to your players, a high clock-speed CPU (the sim is CPU-bound), enough RAM for the world you&#8217;ll grow into, and Workshop mod support. Billing by the week helps if your crew plays in bursts. Keen lists official hosting partners on its site, and any host that meets those points works.<\/p>\n<h3 id=\"how-do-i-access-the-admin-menu-in-space-engineers\">How do I access the admin menu in Space Engineers?<\/h3>\n<p>Press Alt+F10 in game. It only opens once you&#8217;re an admin, either from the Users tab before start or by Promote in the Remote Client while the server runs.<\/p>\n<h3 id=\"how-do-i-find-the-server-config\">How do I find the server config?<\/h3>\n<p>Click <em>Edit config<\/em> in the Server Manager, or open <code>SpaceEngineers-Dedicated.cfg<\/code> in the instance folder: <code>%AppData%\\SpaceEngineersDedicated<\/code> for Local\/Console, or under <code>C:\\ProgramData\\SpaceEngineersDedicated<\/code> for a service.<\/p>\n<h3 id=\"what-consoles-is-space-engineers-on\">What consoles is Space Engineers on?<\/h3>\n<p>Xbox and PlayStation (PS4 and PS5), as well as PC on Steam. All three can play together on EOS crossplay servers.<\/p>\n<h3 id=\"is-space-engineers-2-multiplayer-now\">Is Space Engineers 2 multiplayer now?<\/h3>\n<p>Not yet. Space Engineers 2 is single-player in Early Access, with co-op and full multiplayer planned for later updates.<\/p>\n<h3 id=\"does-a-dedicated-server-need-its-own-copy-of-the-game\">Does a dedicated server need its own copy of the game?<\/h3>\n<p>No. The server runs without a game license, though you need a Steam account that owns Space Engineers to get the server files.<\/p>\n<h3 id=\"how-much-does-a-space-engineers-server-cost\">How much does a Space Engineers server cost?<\/h3>\n<p>Self-hosting is free apart from the hardware and the power. Rented servers are usually priced by RAM or by slot. On GameTeam it&#8217;s per GB of RAM with unlimited slots: 8 GB is $3.92 a week, or $1.99 per GB billed monthly.<\/p>\n","protected":false},"excerpt":{"rendered":"A Space Engineers dedicated server is a copy of your world that runs on its own machine, with&hellip;\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[175],"tags":[],"class_list":["post-3822","post","type-post","status-publish","format-standard","category-space-engineers-tutorials","vision-entry","vision-video-wrap"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Space Engineers Dedicated Server: Setup, Requirements, Ports, Mods and Admin - GameTeam - Blog<\/title>\n<meta name=\"description\" content=\"Set up a Space Engineers dedicated server: requirements, SteamCMD install, SpaceEngineers-Dedicated.cfg, port 27016, mods, admin, Torch, Linux and fixes.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/gameteam.io\/blog\/space-engineers-dedicated-server-guide\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Space Engineers Dedicated Server: Setup, Requirements, Ports, Mods and Admin - 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