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1Scan for outdated or missing drivers - takes under a minute2Repair Windows errors before they cause bigger problems3Fix the driver behind crashes, sound loss and screen glitchesSet asteroid density when you create the world. In the normal Space Engineers world-settings interface, Asteroid amount is a generation-time choice and is not available to change after the save already exists. On a dedicated server, the corresponding numerical control is ProceduralDensity: the documented server GUI range is 0 to 1, and 0 disables automatic asteroid spawning.
Prefer not to run the server on your own PC? Godlike.Host offers hosted Space Engineers servers with free DDoS protection and up to three free backups a day.
If you need to alter an established save, treat configuration-file editing as a host- and version-dependent workaround, not a guaranteed regeneration tool. Stop the server, back up the world, confirm which configuration file your host actually uses, change only a documented value, restart, and verify the result. Asteroids that players have already visited or mined should not be expected to move or be rebuilt simply because the number changed.
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What the asteroid settings actually control
Space Engineers has two related but different concepts that are easy to confuse:
- Asteroid amount is the world-generation setting that determines how densely asteroids are generated in space. The World Settings reference treats it as a creation-time option; the ordinary existing-world settings screen does not provide a retroactive control for it.
- ProceduralDensity is the numerical setting used for procedural asteroid density. The SessionSettings reference lists a dedicated-server GUI range of 0 to 1. A value of 0 disables automatic asteroid spawning.
- ProceduralSeed is a separate starting seed for procedural content. It is not a second way to choose density, and the available documentation does not establish a safe, universal recipe for changing it on an established save.
Density and seed therefore solve different problems. Density controls how much procedural asteroid generation is requested; the seed controls the starting pattern used by procedural generation. Changing one should not be described as changing the other.
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Choose the supported path: set density while creating a world
For a new multiplayer world, world creation is the reliable route because the game applies the generation settings before it builds the save.
- Open the world-creation screen rather than loading an existing save.
- Open Advanced world settings.
- Locate Asteroid amount and choose the density you want for the new world.
- Review the rest of the world options, then create the world.
- For a server, publish or copy that newly created world to the dedicated-server setup according to your host’s procedure.
A Steam reply from a user marked as a Space Engineers developer also points administrators to the advanced settings during world creation and notes that the option disappears after creation. That behavior is why changing a slider in the existing-world interface is not an available solution.
When starting over is practical
Recreating the world is the cleanest answer when the current save is new, lightly populated, or contains no builds that must be preserved. It gives you a known generation state and avoids uncertainty about areas that have already been explored. Before deleting or replacing anything, export or back up the existing save so you can recover builds and settings if needed.
When starting over is not practical
If a community has invested hours in bases, ships, scripts, or exploration, a new world may be unacceptable. In that case, keep the original save, make a separate backup copy, and use the troubleshooting section below. Do not promise players that an edit will redistribute asteroids throughout the existing map.
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Dedicated server versus a player-hosted world
A dedicated server is a separate server process with its own world and session configuration. A world hosted directly by a player can expose different menus, file locations, and limits. Instructions written for one arrangement may not match the other.
| Situation | Best first action | What to expect |
|---|---|---|
| Creating a new world | Use Advanced world settings and set Asteroid amount before creation. | The setting is applied during generation and is supported by the normal interface. |
| Existing world with no important progress | Create a replacement world with the desired amount, then move the server to it. | You get a clean generation state, but existing builds and exploration do not automatically transfer. |
| Existing dedicated-server world that must be preserved | Check the host’s controls for ProceduralDensity; if unavailable, investigate the server configuration while it is stopped. | Results depend on the game version, host, files in use, and the save’s existing asteroid data. |
| Player-hosted or locally managed world | Use the creation settings first; do not assume dedicated-server file names or limits apply. | The interface and storage layout can differ from a dedicated server. |
The dedicated-server guide warns that numeric values outside the ranges accepted by the game GUI are untested and officially unsupported. Staying inside the documented range is the sensible baseline, especially on a public server where an unexpected performance or gameplay change affects other players.
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What ProceduralDensity means on a dedicated server
ProceduralDensity is the setting to inspect when a dedicated-server administrator needs a numerical procedural asteroid-density value. The documented dedicated-server GUI range is 0–1:
- 0: automatic procedural asteroid spawning is disabled.
- Any value above 0 within the GUI range: allows automatic procedural asteroid spawning at the selected density. The available references do not provide authoritative asteroid counts for each value.
- Values outside 0–1: not recommended. They are described as untested and unsupported and may have serious effects on gameplay or performance.
There is no source-backed “best” number. A lower or higher value may suit a particular server’s travel style, building space, or performance budget, but the references do not provide comparative measurements for low, normal, and high presets. Choose within the supported range, observe the world, and adjust expectations rather than promising a fixed number of asteroids.
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Why an existing world may not change after an edit
Procedural generation and already stored world data are not the same thing. Community reports about editing Sandbox_config.sbc caution that asteroids players have already interacted with or drilled are not simply replaced by changing a density value. An edit may influence future procedural generation, but it should not be presented as a command to regenerate, reposition, or refill every asteroid in a populated save.
That distinction explains several common results:
- A server restarts successfully, yet areas players already explored look unchanged.
- Newly generated areas appear different while old mining sites remain as they were.
- A host panel appears to accept a value, but the world reverts because another configuration file or saved-world setting is being loaded.
- A change seems to do nothing because the value was set to 0, which explicitly disables automatic spawning.
These are reasons to verify the active configuration and test with a backup, not reasons to use unsupported numbers.
Careful configuration-file troubleshooting
Manual editing is a community-reported workaround. It is not the same as an option guaranteed by the ordinary game interface, and exact paths and access vary by hosting company, operating system, game version, and control panel.
- Stop the server completely. Do not edit a file while the server process is running; the process can overwrite your change or leave the save inconsistent.
- Make a full backup. Save a copy of the world and the relevant server configuration before changing anything. Keep the original separate from the working copy.
- Confirm the host exposes the file. Community instructions commonly refer to
Sandbox_config.sbc, but your host may use a different directory, a generated file, or a panel-only setting. If you cannot identify the active file, ask the host rather than guessing. - Find the procedural-density entry. Change the value associated with
ProceduralDensity, and keep it within the documented 0–1 range unless you are deliberately conducting an unsupported experiment. Do not substituteProceduralSeed; it serves a different purpose. - Check for duplicated configuration. User reports describe settings appearing in more than one server or world configuration file. This is a diagnostic possibility, not a universal file checklist. If a panel or saved world keeps reverting, compare the files your host identifies as active.
- Save, restart, and inspect. Start the server normally, join the world, and check an area that was not already mined or heavily interacted with. Record the original and new values so you can roll back.
- Restore the backup if necessary. If the server fails to start, the setting reverts, or gameplay becomes unstable, return to the backed-up file and contact the host with the exact value and game version.
Do not edit a live production world first. Test on a copy whenever the host permits it, because the effect on existing procedural content cannot be guaranteed from a file edit alone.
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Troubleshooting: no asteroids are spawning
1. Check whether spawning is explicitly disabled
Inspect ProceduralDensity. A value of 0 disables automatic asteroid spawning by definition. On a dedicated server, verify the value in the host’s actual configuration rather than relying only on a local copy of the file.
2. Confirm you changed the right world
Dedicated servers can contain multiple worlds or saved sessions. Verify the world name, save slot, and server instance selected by the control panel. A correct value in an unused save will not affect the world players are joining.
3. Check for a second configuration source
If the value returns to its previous state after restart, look for duplicated server/world configuration entries or a panel that regenerates files. Because file layouts differ, ask the host which file takes precedence instead of applying a generic path from another setup.
4. Test in an unvisited area
Do not judge a density change solely by looking at an asteroid that players have already drilled or interacted with. Existing asteroid data may remain unchanged. Travel to an area that was not previously generated, using a backup or test copy of the world when possible.
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5. Verify that the server is actually dedicated
Instructions for a player-hosted session may not apply to a separate dedicated-server process. Confirm which type you are running and use the corresponding interface and configuration controls.
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If someone entered a value outside the documented GUI range, restore a supported value before diagnosing anything else. The dedicated-server guide says out-of-range numbers are untested and unsupported and can affect gameplay or performance seriously.
7. Escalate access problems to the host
Some managed hosts do not expose the relevant file or silently regenerate it. Provide the host with the world name, the setting you need, the current game version, and the time of your restart. Ask whether its panel supports ProceduralDensity and which configuration source is authoritative.
ProceduralSeed: what not to assume
ProceduralSeed identifies the unique starting seed for procedurally generated content. It is not a density slider, and changing it is not documented here as a safe way to refresh an established world. A seed change could alter future procedural results, but the available references do not establish how an existing save’s already generated or interacted asteroids would be handled. Treat seed changes as a separate, high-risk operation requiring a backup and host-specific guidance.
What about tree density?
The commonly asked question includes tree density, but the documented material for this topic establishes the asteroid settings and their generation-time behavior, not a universal post-creation tree-density procedure. Do not assume that an asteroid setting controls trees or that a dedicated-server asteroid edit changes terrestrial vegetation. Check the exact world-setting entry for the feature you want and follow the same precautions: identify whether it is a creation-time option, stay within documented controls, and back up before any manual edit.
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A practical decision checklist
- Can you recreate the world? If yes, set Asteroid amount in Advanced world settings before creation.
- Must you preserve the current save? If yes, back it up and treat any file edit as a workaround.
- Are you running a dedicated server? Use the documented
ProceduralDensitycontrol and confirm the host’s active configuration source. - Is the value inside 0–1? Keep it inside that GUI-supported range; do not recommend unsupported numbers.
- Has the area already been explored or mined? Expect existing asteroid data to complicate visual verification.
- Can you access the required file? If not, ask the hosting provider rather than editing an unknown or inactive file.
Common mistakes to avoid
- Looking for Asteroid amount in the settings of an already-created world and assuming the option was removed by a bug.
- Using ProceduralSeed as though it were a density control.
- Setting ProceduralDensity to 0 and then diagnosing the absence of asteroids as a server failure.
- Editing files while the server is running.
- Changing one visible file when the host loads another configuration source.
- Testing only in a mined area and concluding that a change failed or regenerated old asteroids.
- Presenting out-of-range values as performance tips when the dedicated-server documentation calls them unsupported.
- Promising an exact asteroid count or claiming that one preset is universally best; the available references provide no such measurement.
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