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How to install Space Engineer Workshop mods

Updated July 03, 2026
Space Engineers
Space Engineers: Mods | GameServerKings KB

Space Engineers: Mods

Space Engineers has a strong Steam Workshop. Mods are referenced by their Workshop ID and added to your server config. This guide covers installing them and the most popular ones. Complete Getting Started and Configuration first.

Finding Workshop IDs

Browse the Workshop at steamcommunity.com/app/244850/workshop/. Each mod's ID is in its URL: ?id=2675559574 means the ID is 2675559574.

Adding Mods to the Config

Edit the <Mods> section in SpaceEngineers-Dedicated.cfg:

XML
<Mods>
  <ModItem FriendlyName="Build Info">
    <Name>1500385986.sbm</Name>
    <PublishedFileId>1500385986</PublishedFileId>
    <PublishedServiceName>Steam</PublishedServiceName>
  </ModItem>
  <ModItem FriendlyName="Nanobot Build and Repair">
    <Name>857053359.sbm</Name>
    <PublishedFileId>857053359</PublishedFileId>
    <PublishedServiceName>Steam</PublishedServiceName>
  </ModItem>
</Mods>

For each mod:

  • Name is <WorkshopID>.sbm
  • PublishedFileId is the Workshop ID
  • PublishedServiceName is Steam

The order of mods in this list matters. Some mods must load before others; mod authors usually document the recommended load order on the Workshop page.

If you generate your config locally with the in-game configurator (see Configuration), it builds this <Mods> block for you with the correct format, which avoids hand-editing mistakes.

Applying the Mods

After editing the config, restart the server. On boot, the server downloads each mod from Steam and applies it. Watch the console for download progress and any errors.

Players connecting to the server auto-download the same mods through Steam, so you do not need to distribute anything manually.

  • Build Info: Shows block specs (mass, power, components) in the build menu. Nearly essential
  • Nanobot Build and Repair: Drones that auto-build and repair blocks
  • Concealment: Pauses inactive grids to save CPU (huge performance help)
  • Easy Inventory: Drag-and-drop inventory management
  • Aerodynamic Physics: Atmospheric flight realism
  • Modular Encounters Systems (MES): Adds enemy AI ship encounters
  • AQD - Quality of Life: A bundle of QoL improvements
  • Speed Limit Increase: Raises the top speed cap
  • Industrial Overhaul: Reworks crafting and production chains
  • More NPC Encounters: Adds NPC stations and ships

Backups Before Mod Changes

Always take a panel Backups snapshot before adding or removing a mod. Mod conflicts and removals can corrupt a world, especially mods that add custom blocks (removing the mod orphans every block it provided). See Getting Started for the backup workflow.

Removing a Mod

  1. Take a backup first.
  2. Stop the server.
  3. Remove the mod's <ModItem> block from the config.
  4. Start the server.

If the mod added custom blocks that players placed, those grids may be damaged or removed when the mod is gone. This is why backups before mod changes matter.

Common Issues

  • Mod download fails on boot: Confirm Steam is reachable. Our egg uses SteamCMD; transient network issues usually clear on a restart.
  • Server stuck at "loading world": Often a mod conflict or load-order problem. Remove mods one at a time to find the culprit. The console shows which mod was loading when the hang started.
  • Mod works alone but breaks with others: Two mods conflict. Check each mod's Workshop page for known incompatibilities, and confirm load order.
  • Custom blocks vanished: A mod that provided those blocks was removed or failed to load. Restore from a backup taken while the mod was working.
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