Importing an Existing World

If you already have an existing Space Engineers world that you want to run on Nexus, you can import it into the controller. This brings your world data, mods, and game settings into the Nexus cluster system.

There are two import workflows:

Both workflows start with the same preparation steps, then diverge based on your needs.

Important

All servers must be offline before importing a world save. The controller will reject the import if any servers are connected.

Prerequisites link

Before starting, ensure you have:

  1. Cluster created — At least one cluster in the controller (see Cluster & Sector Setup)
  2. Controller running — The Nexus Controller must be active
  3. All servers offline — Stop all torch instances connected to the controller
  4. World files accessible — You have access to the world save folder on your local machine or existing server

Preparation: Locate and Copy World Files link

Step 1: Locate Your World Files link

Your world files are stored in one of two locations:

On an existing Torch Server:

On a Local Space Engineers Installation:

Step 2: Copy World Folder to Your Controller Machine link

Copy the entire world folder to a temporary location on your controller machine:

Source: <Torch Install>\Saves\<WorldName>\
Destination: C:\Temp\<WorldName>\  (or any accessible location)

This gives you easy access to the Sandbox_config.sbc file for the next step.

Step 3: Extract Settings and Mods via Config Group link

Before copying files to servers, extract the world settings and mod list:

  1. Go to Server Configs in the controller
  2. Create a new Config Group
  3. In the Game Settings tab, drag and drop Sandbox_config.sbc (from Step 2)
  4. The controller extracts all game settings automatically
  5. Check the Mods tab — all detected mods are now listed

Tip

This is the only way to extract settings and mods from existing worlds. The actual world data (grids, players) is handled separately in the steps below.

Single-Server Import link

If you’re running the world on a single server, follow these steps.

Step 1: Copy World Folder to Server link

Copy the entire world folder to your torch server:

Source: <Temp Location>\<WorldName>\  (from Preparation Step 2)
Destination: <Torch Install>\Saves\<WorldName>\  (on the torch server machine)

Step 2: Assign Config Group and Start Server link

  1. Go to Server Setup and select your server
  2. Assign the Config Group you created (Preparation Step 3)
  3. Assign the server to a cluster in Cluster Setup
  4. Start the server through the controller

Important

The first server start will initialize the world data. This can take several minutes for large saves.

Step 3: Verify Single-Server Import link

After the server starts:

  1. ✅ Check Online Servers — server should show as “Running”
  2. ✅ Connect ingame — verify world data, grids, and players are present
  3. ✅ Check mods — verify all expected mods are loaded
  4. ✅ Check player data — verify characters and factions are present

Multi-Server Distribution link

If you want to use multiple servers to host different regions of your world, follow these steps.

How Multi-Server Distribution Works link

When servers start with the same world folder and defined sectors:

  1. All grids load — Each server loads all grids from the shared world file
  2. Sectors are checked — The Nexus plugin scans each grid’s position against sector boundaries
  3. Grids are distributed — Grids are kept, moved, or removed based on configuration:
    • Correct sector — Grid stays on this server
    • Wrong sector + WipeGridsInIncorrectSectorsOnStartup: true — Grid is removed
    • Wrong sector + WipeGridsInIncorrectSectorsOnStartup: false — Grid transfers to correct server during gameplay

Note

Important: Voxels (asteroids, planets) are NOT transferred between servers, only grids. Each server has a copy of all voxels. Grids embedded in voxels may become buried or corrupted if voxel geometry differs between servers.

Step 1: Copy World Folder to All Servers link

Copy the entire world folder to each torch server in your cluster:

Source: <Temp Location>\<WorldName>\  (from Preparation Step 2)
Destination: <Torch Install>\Saves\<WorldName>\  (on each torch server machine)

Important

Each server must have an identical copy. Missing or corrupted files on any server will cause sync failures.

Step 2: Create Sectors in Controller link

  1. Go to Cluster Setup and select your cluster
  2. Create sectors for different regions (planets, asteroid fields, etc.):
    • Define cubic sector boundaries
    • Assign each sector to a different server
    • Example: “Planet 1 Sector” → Server A, “Asteroid Field” → Server B

See Cluster & Sector Setup for detailed sector configuration.

Tip

Use rectangular sectors aligned to Space Engineers coordinates for predictable behavior. Avoid overlapping sectors.

Step 3: Configure Torch Settings (Before Starting Servers) link

Important

Configure these settings in `torch.cfg` on each server BEFORE starting the servers. Changes after startup may not take effect until restart.

On each torch server, edit the Nexus plugin settings in torch.cfg:

Strict Mode (Recommended for Multi-Server):

# torch.cfg - Nexus Plugin Settings
WipeGridsInIncorrectSectorsOnStartup: true
TransferStaticGrids: false
AllowInboundNPCs: true
AllowOutboundNPCs: true

Grids in wrong sectors are removed on startup. Only grids in the correct sector survive.

Dynamic Mode (Grids Transfer During Gameplay):

WipeGridsInIncorrectSectorsOnStartup: false
TransferStaticGrids: false
AllowInboundNPCs: true
AllowOutboundNPCs: true

Grids automatically transfer to correct servers as they cross boundaries.

Configuration Options Explained:

Note

Enabling `TransferStaticGrids: true` can impact performance on servers with many stations. Monitor server load carefully.

Step 4: Start Servers in Sequence link

  1. Start the lobby server first (if designated)
  2. Start sector servers one at a time
  3. Allow 1-2 minutes for each server to initialize and sync
  4. Grids will automatically distribute to their correct sectors on startup

Important

The first server to start performs initial synchronization. Subsequent servers align to match. Large worlds may take several minutes.

Step 5: Verify Grid Distribution link

After all servers are running:

  1. Connect to different servers and verify grids are in correct sectors
  2. Check controller logs for grids that were removed (if using strict mode)
  3. Monitor server logs for transfer messages (if using dynamic mode)

Grid Transfer Behavior Reference link

Once servers are running and sectors are assigned, different grid types behave as follows:

Static Grids (Stations):

Dynamic Grids (Ships):

Warning

Grids embedded in voxels that transfer between servers will NOT transfer with the voxels. The grid arrives on the destination but may be buried or corrupted if voxel geometry differs. Remove grids from voxels before boundaries or use strict wipe mode.

Player Grids:

NPC/Faction Grids:

Example Grid Behavior:

Grid Type Strict Mode Dynamic Mode TransferStaticGrids: true
Dynamic ship (wrong sector) ❌ Removed ✅ Transfers ✅ Transfers
Station (wrong sector) ❌ Removed ⏸️ Stays ✅ Transfers
NPC grid (AllowInbound: true) ❌ Removed ✅ Transfers ✅ Transfers
Player ship ✅ With player ✅ With player ✅ With player

Verification & Troubleshooting link

Verification & Troubleshooting link

Common Issues link

Server Won’t Start After Import link

Cause: Mods are incompatible, or torch config doesn’t match controller.

Solution:

  1. Check server logs for specific error messages
  2. Verify Server ID in torch plugin matches controller config
  3. Verify controller IP/ports match in torch plugin config
  4. Remove incompatible mods from Config Group and retry

Grids/Players Missing After Import link

Cause: World data not fully synchronized before checking.

Solution:

  1. Wait for all servers to complete initial startup sync (check logs)
  2. Disconnect and reconnect ingame
  3. Verify correct Config Group is assigned to server

Grids Removed When Expected to Transfer link

Cause: Server is using strict mode (WipeGridsInIncorrectSectorsOnStartup: true) and grids were in wrong sectors at startup.

Solution:

  1. To preserve grids, switch to dynamic mode: WipeGridsInIncorrectSectorsOnStartup: false
  2. To debug, check server logs for which grids were removed and why

Grid Stuck or Buried After Transfer link

Cause: Grid was embedded in voxels; voxel geometry differs between servers.

Solution:

  1. Use strict wipe mode to remove grids near sector boundaries
  2. Or manually remove grids from voxels before crossing boundaries
  3. Check Grid Transfer Behavior Reference for voxel limitations

What Gets Imported / What Doesn’t link

Data Imported Notes
Grids/Ships/Stations ✅ Yes All entities are preserved across servers
Players & Identities ✅ Yes Player histories and relationships maintained
Factions ✅ Yes Faction data and relationships synced
Mods ✅ Yes Detected and added to Config Group via drag-drop
Game Settings ✅ Yes Inventory multipliers, block limits, etc.
Custom Blocks ✅ Yes Including mod-specific custom blocks
GPS Markers ⚠️ Partial Ingame GPS preserved; shared GPS may need reconfiguration
Voxels ✅ Yes Each server maintains identical voxel copies
Grids-in-Voxels ⚠️ Risky Grids embedded in voxels may become buried if geometry differs

Post-Import Considerations link

Setting Up Lobbies link

If using multiple servers, set up a lobby:

  1. Go to Cluster Setup and select your cluster
  2. Set the Lobby Server ID to the server players spawn on
  3. See Lobby Setup for details

Enabling Sync Features link

In your Config Group’s Nexus Settings, consider enabling:


Example Workflows link

Single-Server Import Example link

  1. Copy <WorldName> folder to: C:\Torch\Saves\<WorldName>\
  2. Go to Server Configs → Create Config Group
  3. Drag-drop Sandbox_config.sbc into Game Settings tab
  4. Go to Server Setup → Assign Config Group
  5. Start server
  6. ✅ Done — World is running on single server

Multi-Server Distribution Example link

Scenario: World with Planet A and Planet B. Want to split across 2 servers.

  1. Copy <WorldName> folder to both servers:
    • ServerA:\<Torch Install>\Saves\<WorldName>\
    • ServerB:\<Torch Install>\Saves\<WorldName>\
  2. Go to Server Configs → Create Config Group
  3. Drag-drop Sandbox_config.sbc into Game Settings

  4. Go to Cluster Setup → Create 2 Sectors:
    • Sector A (Planet A): X: -500000 to 0, Y: -500000 to 500000, Z: -500000 to 500000
    • Sector B (Planet B): X: 0 to 500000, Y: -500000 to 500000, Z: -500000 to 500000
  5. Assign Sector A → Server A, Sector B → Server B

  6. Edit torch.cfg on both servers:
    WipeGridsInIncorrectSectorsOnStartup: true
    TransferStaticGrids: false
    AllowInboundNPCs: true
    AllowOutboundNPCs: true
    
  7. Go to Server Setup → Assign Config Group to both servers

  8. Start Servers in order: Server A first, then Server B

  9. ✅ Grids on Planet A stay on Server A, grids on Planet B stay on Server B