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For a dedicated Space Engineers server, install and configure the dedicated-server software first, then use a loader that explicitly supports server plugins—such as Magnetar or a compatible Torch/dedicated-server mechanism. The discontinued original Plugin Loader is not a current server solution. Pulsar is its open-source hard fork and is primarily the current client-loader path.
The critical decision is where the plugin runs. A client-only plugin belongs on each player’s game installation; a server plugin must be installed by the administrator in the server runtime. Installing a client loader cannot add server functionality to a multiplayer world.
What the old Plugin Loader status means
The original sepluginloader project has been shut down and no longer receives updates. Treat guides that tell you to install that repository as historical instructions, not as a supported setup method.
Pulsar describes itself as an open-source hard fork of the discontinued loader. Its README documents three executable tracks: Legacy for Space Engineers 1 on .NET Framework, Interim for Space Engineers 1 on .NET 10, and Modern for Space Engineers 2 on .NET 10. Select the executable that matches both your game build and the plugin’s stated support. A loader built for a different runtime can start without loading anything, or can prevent the game from starting.
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First decide where the plugin must run
Read the plugin’s own documentation before downloading a loader. “Plugin” describes executable code, not a single installation type.
| Plugin target | Where it is installed | Who must install it | Typical result |
|---|---|---|---|
| Client-only | The player’s Space Engineers installation through a client loader such as Pulsar | Each player who wants the feature | Changes the local interface, input, rendering or other client behavior; it does not add server-side logic |
| Server-only | The dedicated-server runtime through a server-capable loader such as Magnetar or a supported launch option | The server administrator | Runs for the world and can enforce or provide server behavior |
| Dual-target | Both the dedicated server and the clients, following the plugin’s instructions | The administrator and, where required, every player | Server and client components cooperate; installing only one side is incomplete |
A player can use a client-only plugin while joining a server without changing that server. Conversely, a server administrator cannot make a client-only plugin active for everyone by copying its files to the server. The plugin author must explicitly support the runtime you intend to use.
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- Access to the machine that will run the dedicated server, with permission to install software and edit its launch configuration.
- A supported Windows or Linux environment for the chosen server and loader.
- A backup of the world, configuration and any custom scripts before introducing executable code.
- The plugin’s documented target (client, server or both), supported Space Engineers version and required loader.
- A separate test world or copy of the production save for the first launch.
Do not begin by placing a random DLL into a game folder. First identify the active server data directory and confirm which executable actually launches the instance. A service wrapper, container or hosting panel may use a different home or configuration path than an interactive desktop launch.
Install and configure the dedicated server
Steam Library/Tools installation
- Open the Steam Library and enable the Tools filter.
- Install Space Engineers Dedicated Server. Keen Software House states that owners can install a dedicated server without an additional Steam account.
- Launch
SpaceEngineersDedicated.exeand complete the server configuration, including the world, networking and administrative settings. - Start the unmodified server once. Confirm that it creates its normal data and log files and that the test world loads before adding a plugin.
SteamCMD installation
SteamCMD uses app ID 298740 for the Space Engineers dedicated server. A basic installation session is:
steamcmd +login anonymous +app_update 298740 validate +quit
Use the account and authentication method required by your environment if anonymous installation is not accepted. The exact install directory is determined by the force_install_dir setting or by the wrapper you use, so record it rather than assuming a default.
Verify the active executable and data root
Find the directory containing SpaceEngineersDedicated.exe and the directory that contains the active world, configuration and logs. If the server is started by a service, inspect that service’s working directory and command line. A plugin copied into an unused Steam library, an old test directory or a stopped instance will appear to be “missing” even though the files are present.
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Choose a server-capable loading method
Magnetar
Magnetar is a server-loader option with its own data-root model. Its active root is named MagnetarData and contains directories such as Local, Sources and Profiles. Server builds are deployed into the Local plugin directory according to Magnetar’s documentation.
Use Magnetar when the plugin specifically documents Magnetar support. Do not assume that a DLL written for another loader can be dropped into Local; loader APIs, dependency handling and runtime versions differ.
Vanilla dedicated-server launch option
Some dedicated-server/plugin combinations support a direct DLL argument:
-plugin <filepath>
Replace <filepath> with the full path to the supported plugin DLL. This is not a universal loader. The server build and the plugin must both implement and document this mechanism. If the plugin’s documentation names Magnetar, Torch or another loader instead, follow that path rather than adding an unsupported switch.
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Torch or another documented mechanism
Torch-based and other community server mechanisms may provide their own plugin directories, profiles and launchers. Install the loader version named by the plugin author, then use that loader’s documented directory and update process. Never combine two server loaders in one instance unless the loader documentation explicitly says they can coexist.
Installing a server plugin with Magnetar
- Install the dedicated server and complete a successful vanilla start.
- Install Magnetar beside or in the location specified by its documentation, then identify the generated
MagnetarDataroot. - Stop the server before copying executable plugin files.
- Place the server build in
MagnetarData/Local(or the platform-equivalent path) only when the plugin’s release notes identify it as a Magnetar server plugin. - Keep any required dependency files in the locations documented by the plugin. Do not rename assemblies or remove files that appear unused.
- Start the server through Magnetar’s documented launcher or service command.
- Read the startup log and verify that the plugin is discovered, loaded and initialized. A line showing only that the server started is not proof that the plugin loaded.
- Join with an administrator account and exercise the plugin’s feature in the test world. Stop the server and restore the backup if the world behaves unexpectedly.
Magnetar’s directory layout is a deployment convention, not a guarantee of compatibility. The plugin release must state the supported Space Engineers branch, .NET runtime and loader version.
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Installing the client loader with Pulsar
Use Pulsar only for plugins that are documented as client-side or that require a client component.
- Download the Pulsar release that matches your Space Engineers branch and plugin support.
- Extract it to a dedicated folder that does not contain important personal data or unrelated game files.
- Run the matching Legacy, Interim or Modern executable. Legacy and Interim target Space Engineers 1; Modern targets Space Engineers 2.
- Install or enable the client plugin through the method documented by that plugin. Pulsar’s README officially endorses PluginHub for vetted plugins and warns that additional sources carry their own risk.
- If desired, configure Steam launch options so Steam starts Pulsar instead of launching the game directly. Use the exact command and path format supplied with the Pulsar release; do not invent arguments from an older loader guide.
- Launch the game and check Pulsar’s log for the plugin name and initialization result before joining a server.
Client loader data is separate from the dedicated-server data. On Windows, the documented Pulsar data location is %AppData%Pulsar. On Linux it is $XDG_CONFIG_HOME/Pulsar, normally ~/.config/Pulsar. A custom configuration or home argument can change the effective location, so verify the path in the launch command and logs.
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Windows and Linux paths
The server-plugin template uses these concepts when describing a deployment:
| Path or name | Meaning |
|---|---|
Bin64 |
Directory containing SpaceEngineers.exe, the client executable |
Dedicated64 |
Directory containing SpaceEngineersDedicated.exe |
Pulsar |
Client-loader directory |
Magnetar |
Server-loader installation tree |
MagnetarData |
Active server-loader configuration/data root, including Local, Sources and Profiles |
On Windows, the template places the Magnetar tree next to the server installation and documents %AppData%Pulsar for Pulsar data. On Linux, it documents $XDG_CONFIG_HOME/Pulsar (normally ~/.config/Pulsar) and $XDG_CONFIG_HOME/Magnetar (normally ~/.config/Magnetar). These are documented defaults, not proof of your instance’s active paths. A custom configuration, container volume or service account can redirect them.
Runtime compatibility: Legacy, Interim and Modern
| Pulsar executable | Game/runtime described by Pulsar | Use it when |
|---|---|---|
| Legacy | Space Engineers 1 on .NET Framework | The game and plugin explicitly target the older Space Engineers 1 runtime |
| Interim | Space Engineers 1 on .NET 10 | The plugin supports the newer Space Engineers 1 runtime path |
| Modern | Space Engineers 2 on .NET 10 | The game and plugin explicitly support Space Engineers 2 |
Do not select a runtime solely because it is the newest file in the download. Match the game build, loader branch and plugin release notes. A server loader has an equivalent compatibility requirement even when it does not use Pulsar’s executable names.
How to confirm that the plugin loaded
- Stop any old server process so you are testing the intended installation.
- Start the server with the chosen loader or documented
-pluginargument. - Open the current startup log, not a stale file from a previous run.
- Look for the loader initialization, plugin discovery, assembly load and plugin initialization messages.
- Check for warnings about missing dependencies, unsupported runtime versions, duplicate assemblies or access permissions.
- Connect to the test world and exercise a feature that requires the plugin.
- Restart once more. A plugin that works only on the first launch may be writing to a temporary location or failing during reload.
Keep the first successful log with the plugin version and server build. It gives you a known-good comparison when a game update or plugin update changes behavior.
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Troubleshooting: the server starts but the plugin does not
The DLL is in the wrong directory
Confirm that the launcher you started owns the directory you edited. For Magnetar, check the active MagnetarData root and its Local folder. For a direct launch, verify the full path passed to -plugin. Relative paths can resolve against a service working directory rather than the folder containing the executable.
The plugin is client-only
Read the plugin description for server support. If it mentions interface, HUD, input or local rendering features and does not provide a server build, it cannot run as server logic. Players may still use it locally, but it will not appear in the dedicated-server log.
The runtime or game branch is wrong
Compare the plugin release’s supported game version and .NET target with the loader executable. Switch between Legacy and Interim only when the plugin documentation supports that branch. A Modern build is for Space Engineers 2, not a generic replacement for Space Engineers 1.
A dependency or permission is missing
Use the first error in the log as the starting point. Restore required dependency files, grant the service account read access to the loader and plugin directories, and avoid running one copy as an administrator while another runs as a restricted service. Do not “fix” a missing dependency by downloading an unrelated DLL from an untrusted site.
The server crashes during startup
Stop the server, remove or disable the new plugin, and confirm that the vanilla server starts. Restore the test-world backup, then contact the plugin maintainer with the server build, loader version and relevant log excerpt. For client startup failures, hold Escape while the game is loading to temporarily disable plugins, as recommended by the community plugin documentation, then remove or update the failing client plugin.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Do all players need the plugin?
No. A server-only plugin is installed by the administrator and runs for the world; players generally do not install that server component. A client-only plugin must be installed by each player who wants its local feature. A dual-target plugin requires both sides when its documentation says so. Installing a client plugin does not grant permission to use an administrator-only server feature.
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Plugins are executable code. Keen Software House warns: “A plugin could potentially harm your system, damage, corrupt, or delete data outside the game or even install secondary software.” The company also states that plugins are not permitted on Steam Workshop or Mod.io and directs the community toward an open-source GitHub solution.
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- Use the loader or repository named by the plugin author, not a repackaged binary from an unendorsed mirror.
- Back up the world, configuration and server directory before every plugin or loader update.
- Run the server under a restricted operating-system account where practical, with access limited to its data directories.
- Review changes between plugin versions and remove plugins that are abandoned or incompatible with the current game build.
- Keep a rollback copy of the previous loader, plugin and known-good world.
Do not expose administrative ports or credentials while testing an unfamiliar plugin. A plugin that can read files or make network requests should be treated like any other third-party executable.
When managed hosting is the better option
If you do not want to maintain SteamCMD updates, service accounts, firewall rules, backups and loader directories, a managed Space Engineers server can handle much of that operational work. Confirm with the host that it supports the specific server loader and plugin before paying: generic mod support does not imply executable-plugin support, and hosted environments may restrict custom DLLs or launch arguments. You still need to verify the plugin’s compatibility and maintain backups.
A repeatable maintenance checklist
- Record the current Space Engineers build, loader version, plugin version and active data paths.
- Back up the world and configuration.
- Test the update on a copy of the world or a separate instance.
- Update one component at a time so a failure has a clear cause.
- Read the complete startup log and test the plugin’s key feature.
- Only then schedule the production restart and retain the previous versions for rollback.
Frequently Asked Questions
Can I use the original Plugin Loader on a dedicated server?
The original project is discontinued and receives no further updates. Use a server-capable loader documented by the plugin, such as Magnetar or a supported dedicated-server mechanism.
Where should I put a server plugin DLL?
There is no universal folder. Magnetar server builds go in its active MagnetarData/Local directory; a compatible direct-launch setup may use -plugin <filepath>. Follow the plugin and loader documentation and verify the path in the startup log.
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Why does the server start normally without the plugin?
The usual causes are a client-only plugin, an inactive data directory, an unsupported runtime, a missing dependency or a launch command that does not include the loader or DLL. Check the current startup log and the plugin’s supported game branch.
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