How to Configure Your Space Engineers Server

Complete Space Engineers server configuration — SpaceEngineers-Dedicated.cfg reference, SessionSettings, PCU limits, inventory multipliers, performance tuning, and admin setup.

Space Engineers uses an XML config file (SpaceEngineers-Dedicated.cfg) for server settings, and per-world settings in Sandbox_config.sbc. This guide covers both.

Server File Structure

SpaceEngineers-Dedicated.cfg
Sandbox.sbc
Sandbox_config.sbc
SANDBOX_0_0_0_.sbs

Two Config Files, One World

FilePurpose
SpaceEngineers-Dedicated.cfgServer-level settings (name, ports, admins, mods, which world to load)
Saves/<World>/Sandbox_config.sbcPer-world gameplay settings (inventory size, PCU, game mode). Takes priority over the SessionSettings copy in Sandbox.sbc

How to Edit

Stop your server

Go to Console in the XGamingServer Panel and stop the server. The server overwrites config files on shutdown — always stop first.

Open the config file

Click Files in the sidebar. For server settings, open SpaceEngineers-Dedicated.cfg. For gameplay/world settings on an existing world, open Saves/<WorldName>/Sandbox_config.sbc.

Edit and save

Make your changes (maintain valid XML syntax), click Save Content, then start from Console.

Server Configuration Reference

These are in SpaceEngineers-Dedicated.cfg:

<ServerName>My SE Server</ServerName>
<WorldName>Star System</WorldName>
<MaxPlayers>16</MaxPlayers>
<PauseGameWhenEmpty>true</PauseGameWhenEmpty>
<GroupID>0</GroupID>
SettingDefaultDescription
ServerNameName shown in server browser
WorldNameWorld display name
MaxPlayers4Maximum simultaneous players
PauseGameWhenEmptytruePause simulation when no players are connected
GroupID0Steam group ID — only group members can see/join. 0 = no restriction
OnlineModePUBLICPUBLIC, PRIVATE, or FRIENDS

These are in Sandbox_config.sbc (or the <SessionSettings> section of the main config):

SettingDefaultDescription
GameModeSurvivalSurvival or Creative
EnvironmentHostilitySAFESAFE, NORMAL, CATACLYSM, CATACLYSM_UNREAL — controls meteor frequency
AutoHealingtruePlayers slowly regenerate health
EnableCopyPastefalseAllow blueprint copy/paste in multiplayer
WeaponsEnabledtrueEnable weapons and combat
ThrusterDamagetrueThrusters damage nearby blocks and players
CargoShipsEnabledtrueSpawn NPC cargo ships
DestructibleBlockstrueBlocks can be destroyed
EnableVoxelDestructiontrueAllow mining/terrain deformation
PermanentDeathfalseCharacters permanently die (no respawn)
EnableIngameScriptstrueAllow Programmable Block scripts
EnableEconomytrueNPC trading stations and contracts
EnableBountyContractstrueBounty contract system
ExperimentalModetrueRequired for mods and untested features
WorldSizeKm0World boundary in km (0 = unlimited)
SunRotationIntervalMinutes120Day/night cycle length (minutes)
EnableSunRotationtrueEnable day/night cycle

All of these default to 1 (1x speed). Higher values = faster.

SettingDescription
InventorySizeMultiplierPlayer inventory capacity (3x or 10x is common)
BlocksInventorySizeMultiplierCargo container/block inventory size
AssemblerSpeedMultiplierAssembler crafting speed
AssemblerEfficiencyMultiplierAssembler resource efficiency (less waste)
RefinerySpeedMultiplierRefinery processing speed
WelderSpeedMultiplierWelding (building) speed
GrinderSpeedMultiplierGrinding (deconstructing) speed
HackSpeedMultiplierHacking speed

Common Multiplier Presets

StyleInventoryAssemblerRefineryWeld/Grind
Realistic1x1x1x1x
Casual3x3x3x2x
Boosted10x10x10x5x
SettingDefaultDescription
TotalPCU100000Total Performance Cost Units — the global budget for block complexity. Each block type has a PCU cost reflecting its performance impact
BlockLimitsEnabledGLOBALLYGLOBALLY (shared PCU pool), PER_PLAYER (each player gets their own budget), NONE (unlimited)
MaxGridSize0Max blocks per single grid. 0 = unlimited
MaxBlocksPerPlayer0Max total blocks per player. 0 = unlimited
MaxFloatingObjects56Max debris/dropped items. Lower = better performance
ViewDistance15000Client render distance in meters (5000–50000)
SyncDistance3000Network sync distance in meters (1000–20000). Higher = more server load
TrashRemovalEnabledtrueAuto-cleanup floating debris
VoxelTrashRemovalEnabledtrueRemove detached voxel fragments
AdaptiveSimulationQualitytrueAuto-reduce sim quality under heavy load
MaxDrones5Max AI drones simultaneously
AutoSaveInMinutes5Auto-save interval. Saves can cause brief lag spikes on large worlds

Performance Tips

  • PCU is the most important limiter. Set TotalPCU to 50000–100000 for stable performance. PER_PLAYER mode prevents one player from consuming all resources
  • Lower MaxFloatingObjects to 20–30 if you're seeing lag
  • SyncDistance of 3000–5000m is a good balance. Higher causes exponential network load
  • Disable EnableIngameScripts if players' scripts are causing lag (badly written scripts are a common performance killer)
  • ViewDistance is client-side but affects what the server sends. 10000–15000 is reasonable
PortProtocolPurpose
27016UDPGame traffic (primary)
8766UDPSteam communication
8080TCPVRage Remote API (optional)

Both UDP ports must be accessible. The Remote API is disabled by default — enable with:

<RemoteApiEnabled>true</RemoteApiEnabled>
<RemoteSecurityKey>YourHMACKey</RemoteSecurityKey>
<RemoteApiPort>8080</RemoteApiPort>

Admin Setup

Add admin SteamID64s to the config file:

<Administrators>
  <unsignedLong>76561198012345678</unsignedLong>
  <unsignedLong>76561198087654321</unsignedLong>
</Administrators>

Admin Permission Levels

LevelAccess
NoneRegular player
ScripterCan use in-game scripts
ModeratorCan kick/ban players
Space MasterCreative tools + entity management (Alt+F10 menu)
AdminFull access including server settings changes

Admins can promote/demote players in-game via the Alt+F10 Admin menu.

Adding Mods

Add Workshop mods to the config:

<Mods>
  <ModItem FriendlyName="Mod Name">
    <Name>1234567890.sbm</Name>
    <PublishedFileId>1234567890</PublishedFileId>
    <PublishedServiceName>Steam</PublishedServiceName>
  </ModItem>
</Mods>

The PublishedFileId is the number from the Steam Workshop URL. Mods auto-download on server start. ExperimentalMode must be true.

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