Space Engineers

Space Engineers

Browse, discover, and download player-created worlds and blueprints. Saved world can be published from the Main Menu Load Game screen. Blueprint can be published as a copy of the grid added to the Blueprint screen.

Find the game on Homepage, Steam, Xbox.

Steam to - Blueprints (unofficial)

Tips to upload blueprints from steam to


Posted by on (updated ago)

First of all, read this guide about publishing:

This guide is a non-exhaustive list of tips to make a PC blueprint a Xbox compatible one and port it to, based on the few feedbacks I have on my builds and some discovery made using a controller recently acquired. If it looks simple in a first sight, it often ends in an incomplete blueprint or, in the worst case, the blueprint will simply not load ingame.

I. Anatomy of a blueprint

A blueprint is a folder located in C:\\{user}\AppData\Roaming\SpaceEngineers\Blueprints\, including 3 or 4 files:

  • bp.sbc: raw and readable data of the blueprint. Fun fact: it is possible make a blueprint undestructible by modifying a tag in this file (works only when spawning the blueprint).
  • bp.sbcb5: compressed bp.SBC file used by the game. Note: every sbcb extensions below sbcb5 (sbcb2 for example) are obsoletes and a sbcb5 file will be automatically generated when loading an old blueprint.
  • metadata.mod: automatically generated when the blueprint is published on steam workshop.
  • thumb.png: the thumbnail (<1Mb, 960px x 540px) of the blueprint also shown in the blueprint list.

Important: After every modifications made in .sbc file, delete the .sbcb5 one. The game will create a new .sbcb5 file with all modifications instead of loading the blueprint without.

II. Info and tips


Scripts does not work on Xbox, except in dedicated servers. Scripted builds may not work properly.


Mods using scripts does not work on Xbox. Builds using these will not work. Be sure the mods used on steam blueprint are also available on


Toolbars have 4 actions on Xbox controllers and 9 on keyboards. A slot in Xbox toolbars will be automatically set with an action which has been set in the associated empty slot in keyboard toolbars, but will not be updated if the slot on keyboard toolbar is already filled.

To solve this issue quickly instead of assigning every actions ingame or if you don't have a controller, follow these steps for each cockpit/remote controls:

  1. Open the bp.SBC file with a notepad.
  2. Using the search tool (ctrl+f), look for the line containing the tag <Toolbar>
  3. Copy the content of <Slots> in <SlotsGamepad>
  4. Save but DON'T close.
  5. Delete the file bp.sbcb5
  6. Load the blueprint ingame.
  7. If the load fails, return to the notepad and look if you didn't forget to close a tag, missed an indent or used tabulation to make indents instead of space. Else, close the notepad.

Keyboard to controller

The <SlotGamepad> content may not be the same as the <Slots> one, simply replace it.

Rovers and gyroscopes

On Xbox controllers, the gyroscope's actions are merged with the rover's directions, which means that if you take a turn with your rover you will also order your active gyroscopes to rotate the rover in the same direction which result in an unstable and often awful driving experience.
Simply add the "Gyroscope (alone or group) - control" option in the toolbar.

III. Steam to


Create a dedicated folder where you copy/paste all blueprints you want to publish on and, for all blueprints located in the folder, remove the bp.sbcb5 and metadata.mod files.

About rovers and gyroscopes

Without modifying the original blueprint, disable the gyroscope control option:

  1. Open the bp.SBC file with a notepad.
  2. Using the search tool (ctrl+f), look for the line containing the tag <Toolbar>
  3. Create a new line above.
  4. Add <ControlGyros>false</ControlGyros>
  5. Save and close.

Set the Gyrocontrol to false

Indents must be made using spacebar, not tabulation


Compress the remaining files into a .zip archive and upload the archive to

Also, in the description (optional but recommended):
- Add a link to the workshop content and if possible a link to the new content in the workshop content's description.
- Add all informations about used mods/scripts.
- Add if the grid is not destructible.


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pavel8127 @pavel8127


NeuroSplash @neurosplash

Wonderful ! Thanks a lot !

Sonicstonic00 @sonicstonic00

Wish this was about a month ago, Thanks.