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To install a Torch plugin, stop the Space Engineers server, upload the plugin’s .zip file unchanged to the active Torch Plugins folder, add the plugin’s GUID to that instance’s Torch.cfg (or select it in Torch’s plugin browser), then save and restart. Players do not automatically need the plugin: server-only features work from the server, while a plugin that includes a client component must be installed by each player as its author specifies.
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The important details are using the correct Torch instance, keeping the archive compressed, registering the exact GUID, and treating every plugin as executable third-party software. The procedure below is for a Windows Torch-managed server, with container paths and native dedicated-server differences called out separately.
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Torch is a server framework that hosts Space Engineers and its plugin system. Installing a plugin has two separate parts:
- File deployment: the plugin archive is placed in the
Pluginsdirectory belonging to the Torch instance that will run the world. - Registration: Torch is told which plugin to load by its GUID, either through the plugin browser, a direct
Torch.cfgedit, or the documented-pluginscommand-line form.
Putting a ZIP in an unrelated folder, extracting it when the host expects an archive, or registering a GUID in another instance’s configuration will not produce a working installation. Torch reads the selected plugin list during startup, so the server must be restarted after the file and configuration changes are complete.
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Prerequisites and safety checks
Install Torch’s Windows prerequisites
Torch’s installation documentation lists these requirements for the Windows host:
- .NET Framework 4.8
- Microsoft Visual C++ Redistributable for x64
- The High DPI compatibility package
Install them before diagnosing Torch launch failures. These are host prerequisites, not plugins, and installing a game-server plugin will not supply missing runtimes.
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A plugin is executable code. The Space Engineers Wiki warns that plugins can access the computer, its files, network connections, and the game world. Its 2026 guidance also reports that there was no trusted, endorsed plugin repository at that time. Download only from a source you trust, inspect the plugin’s release notes, and confirm that its stated Torch and Space Engineers versions fit your server before copying anything.
The step-by-step ZIP procedure published by Host Havoc on June 9, 2026 uses the plugin listing at torchapi.com/plugins and obtains the GUID from the plugin page URL. Treat that as an example workflow rather than proof that every plugin is safe or compatible.
Install or identify the Torch server
New Torch installation
- Download the Torch release and extract it into its own directory rather than mixing its files with unrelated applications.
- Launch
Torch.Server.exe. - During setup, Torch can download the Space Engineers dedicated server through SteamCMD.
Torch may therefore maintain the game server inside its own directory structure. Keep track of the directory that contains the active Torch instance; that is where its Plugins folder and Torch.cfg will be found.
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Existing dedicated-server installation
If Space Engineers is already installed, Torch can be extracted into the directory containing DedicatedServer64, or it can remain in a separate Torch directory and use the existing server files. A normal Steam or SteamCMD installation contains DedicatedServer64SpaceEngineersDedicated.exe. SteamCMD identifies the Space Engineers Dedicated Server with application ID 298740.
Do not assume that the first Plugins folder found on disk is active. A host can have multiple worlds, test instances, or Torch copies. Open the configuration and file directories associated with the instance that actually starts your public server.
Find the correct plugin and instance folders
Standard Windows layout
On a conventional Windows host, open the Torch installation or instance directory used by the running server and locate its Plugins subfolder. The same instance should contain the Torch.cfg file that controls loaded plugins. If your host panel exposes a file manager, use the path shown for the active Torch service instead of browsing an older backup or test installation.
Containerized deployment
One documented container layout uses:
/games/spaceengineers/Pluginsfor plugin archives/games/spaceengineers/instance/for instance configuration
Those are image-specific mapped paths, not universal Windows locations. A different container image may mount the same data elsewhere. Follow the image’s active-volume mapping and make sure the Plugins directory and Torch.cfg belong to the same instance.
| Deployment | Plugin location | Configuration location | What to verify |
|---|---|---|---|
| Windows Torch directory | Active Torch Plugins folder |
Torch.cfg in that instance |
The directory launches the server you intend to modify |
| Existing SteamCMD server managed by Torch | Torch’s Plugins folder, not merely the game’s installation root |
The Torch instance configuration | Torch is starting the DedicatedServer64 installation you expect |
| Container image example | /games/spaceengineers/Plugins |
/games/spaceengineers/instance/ |
The paths are mapped to the running container, not a stopped or different instance |
Install a plugin step by step
1. Stop the server cleanly
Stop the Torch-managed server before uploading the archive or editing configuration. This prevents Torch or the game from writing the same files while you are changing them and gives you a stable point for rollback.
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2. Download and inspect the plugin archive
Download the plugin from a source you have evaluated. Keep the original filename and note the plugin’s GUID. In the Host Havoc procedure, the GUID is taken from the plugin page URL. Read the author’s version notes for required Torch builds, game versions, dependencies, and any client-side component.
3. Upload the ZIP without extracting it
Open the host file manager or an FTP connection, enter the active Torch Plugins folder, and upload the downloaded .zip unchanged. Do not unpack it into a directory unless that specific plugin’s documentation explicitly requires a different format. The documented Torch-hosting procedure expects the archive itself.
4. Register the GUID in Torch
Open the active instance’s Torch.cfg in the host configuration editor. Add the plugin GUID inside a <guid>...</guid> entry, with one entry per plugin. Preserve the surrounding XML structure and copy the identifier exactly; a missing character, extra space, or edit to another instance will prevent loading.
A conceptual entry looks like this:
<guid>PLUGIN-GUID-HERE</guid>
Use the Torch plugin browser instead when it is available and lists the plugin you want. Torch’s own documentation describes that browser as a way to select plugins and write their GUIDs into configuration automatically.
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- Save
Torch.cfgin the active instance. - Start the Torch server.
- Watch the Torch and Space Engineers server logs during startup for a load error, dependency error, or malformed configuration message.
- Once the world is running, check the plugin’s documented commands, settings, or administration panel rather than assuming that a successful server start means every feature initialized.
A plugin that fails to load may leave the server running, stop startup entirely, or expose only part of its functionality. The log and the plugin’s own documentation determine which case you have.
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Three ways to register plugin GUIDs
| Method | Best for | Advantages | Risks and limitations |
|---|---|---|---|
| Torch plugin browser | Administrators with access to Torch’s UI | Reduces typing errors and writes the selection to configuration | The browser may not list a newly released, incompatible, or privately distributed plugin |
Direct Torch.cfg edit |
Host panels without Torch’s browser or automated deployments | Works with a plain file editor and is easy to back up or review | An incorrect GUID, XML edit, or inactive instance causes a failed load |
-plugins command-line form |
Scripts, repeatable provisioning, and operators who do not use the UI | Can make the selected plugin set reproducible across deployments | The exact syntax and supported behavior depend on the Torch version; follow Torch’s current documentation |
These methods register the same kind of Torch plugin selection. Do not register the same plugin repeatedly through several mechanisms unless Torch’s documentation for your version explains how duplicates are handled.
Do players need to install the plugin?
There is no universal answer. The plugin author’s description determines whether the code is server-side, client-side, or split between both:
- Server-only: the multiplayer administrator installs it on the Torch server. Players connect normally and do not install a separate component unless the author says otherwise.
- Client-only or client component included: each player may need the matching client installation before the feature works for that player.
- Both: install the server portion through Torch and follow the author’s instructions for distributing or installing the client portion.
Explain client requirements to your players before enabling a feature. A server can load correctly while clients lack the component needed to display interfaces, process controls, or participate in a synchronized feature.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Troubleshoot a plugin that does not load
The plugin is not detected
- Confirm the server was stopped when the archive was uploaded.
- Check that the file is still a
.zipin the active TorchPluginsfolder and was not placed in a similarly named game or backup directory. - Verify that the GUID in
Torch.cfgexactly matches the plugin’s published identifier. - Make sure the edited configuration belongs to the instance that launches the world.
The configuration reverts or the GUID disappears
Recheck the active instance path and the host panel’s save behavior. Some panels expose a generated configuration view rather than the file Torch actually reads. Also verify that the plugin’s documented configuration format matches your Torch version. There is no universal compatibility matrix covering every plugin and Torch release, so use the plugin maintainer’s release notes for version-specific guidance.
The server starts but players cannot use the feature
Determine whether the plugin requires a client component. If it does, installing only the server archive cannot supply the missing client code. Check the author’s stated client version and installation method, then have affected players install the matching component.
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The server will not start after adding the plugin
- Stop the service if it is still repeatedly restarting.
- Remove the new GUID from
Torch.cfgor move the newly uploaded ZIP out of the activePluginsfolder. - Start Torch again to confirm that the failure is associated with the new plugin.
- Inspect the startup log for the first error, including missing dependencies, incompatible versions, or malformed XML.
- Contact the plugin maintainer with the relevant log excerpt and version details.
Because plugins can access files and the network, do not keep retrying an untrusted or suspicious package merely to force it to load.
A feature works intermittently
Compare the plugin’s settings with the running instance and check whether another plugin changes the same command, event, or world data. Confirm that only one intended copy of the plugin is present and that the server is not alternating between separate Torch directories after an update or restart.
Updating, disabling, and rolling back safely
Update procedure
- Record the currently installed plugin filename, GUID, Torch version, and server build.
- Back up
Torch.cfg, the plugin archive, and the relevant instance data. - Stop the server.
- Read the new plugin release notes for changed GUIDs, dependencies, settings, or client requirements.
- Replace the old archive only after confirming that the new version is intended for your Torch and Space Engineers builds.
- Keep the existing GUID entry unless the author explicitly supplies a different identifier.
- Start the server and inspect logs and in-game behavior before announcing the update to players.
Disable or remove a plugin
For a reversible test, stop the server, remove its GUID entry from the active Torch.cfg, and move the archive to a backup directory outside Plugins. Retain both files until you have confirmed that the world runs correctly without the plugin. This gives you a clear rollback path without deleting evidence needed for troubleshooting.
Torch plugins versus a vanilla dedicated server
Torch plugins are designed for a Torch-managed server and use Torch’s plugin folders and GUID configuration. Space Engineers’ native dedicated-server documentation separately describes a -plugin <filepath> option for DLL plugins. That native option is not interchangeable with adding a Torch plugin GUID to Torch.cfg.
If you are running only the vanilla dedicated server, first determine whether the package you downloaded is a native DLL plugin or a Torch plugin. Installing a Torch archive and GUID into a server that never launches Torch will not activate it. Conversely, forcing a native dedicated-server plugin entry into Torch configuration can produce a format or startup error.
Administrator checklist
- Windows prerequisites are installed: .NET Framework 4.8, Visual C++ Redistributable x64, and High DPI compatibility support.
- Torch launches the intended Space Engineers installation and world.
- The server is stopped before file and configuration changes.
- The plugin source and release notes are trusted and compatible with the current server.
- The original
.zipis in the active TorchPluginsfolder. - The exact GUID is registered once in the active
Torch.cfg, through the browser, direct XML, or the documented command-line method. - A backup exists before replacing or removing a working plugin.
- Startup logs show whether the plugin loaded and whether dependencies failed.
- Players have been told about any required client installation.
Following those checks separates the two issues most often confused as one: Torch not knowing which plugin to load, and the plugin itself being incompatible or unsafe. The first is corrected by the proper archive location and GUID registration; the second requires version review, log analysis, rollback, or help from the plugin maintainer.
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