Limits and profiles

What is checked

Check Compared value
PCU Total PCU of all grids
Largest grid PCU PCU of the biggest grid (for servers that limit PCU per grid)
Blocks All blocks
Largest grid Blocks in the biggest grid
Guns Fixed guns + turrets
Turrets Turrets
Cargo (L) Total cargo volume
Type: name Count of blocks with that block pair name (e.g. Assembler, Refinery, JumpDrive)
Rule per grid Blocks matching a grouped rule in the grid that has the most of them
Rule per player Blocks matching a grouped rule in the whole blueprint

Status

Status When
OK below 90 % of the limit
NEAR from 90 % up to the limit
OVER above the limit
INCOMPLETE nothing is over, but blocks from missing mods could not be read
— no limit set

A blueprint's overall status is its worst check. When a profile has only a per-grid limit, the PCU and block gauges use that per-grid check.

Built-in profiles

Profile Source
Vanilla – No limits Always present
Vanilla – world Read from the game's own world presets (CustomWorlds\*\Sandbox_config.sbc); identical presets are merged
Sigma Draconis – Expanse The server's published limit: 50,000 PCU per grid (sigmadraconis.games)
Stone Industries (SI) 40,000 blocks per grid, no PCU limit and SI's 22 grouped rules from the SI Gaming #block-limits channel
Modded server (typical) A starting point for modded survival servers

Built-in profiles are read-only — duplicate one to change it.

Profile files

Your own profiles are saved as JSON (app: SEBlueprintInspector-data\profiles\; website: browser storage, export/import as files). Share them with your server's players:

{
  "Name": "My Server",
  "TotalPcu": 100000,
  "MaxPcuPerGrid": 50000,
  "MaxBlocksPerGrid": 25000,
  "MaxBlocksTotal": null,
  "MaxGuns": 40,
  "MaxTurrets": 30,
  "MaxCargoLiters": 1500000,
  "BlockTypeLimits": { "Assembler": 6, "Refinery": 6, "JumpDrive": 8 }
}

Grouped rules

Many servers limit any combination of blocks — "10 reactors of any tier per grid", "10 drills per player". A grouped rule has a name, a scope, a maximum and the blocks that count:

"GroupLimits": [
  { "Name": "Reactors", "Scope": "Grid", "Max": 10, "Blocks": [ "Reactor" ] },
  { "Name": "T4 + T5 reactors", "Scope": "Grid", "Max": 6, "Blocks": [ "Reactor/*16x", "Reactor/*32x" ] },
  { "Name": "Drills", "Scope": "Player", "Max": 10, "Blocks": [ "Drill", "!Drill/Goliath*" ] },
  { "Name": "Shield Air Pressurizer", "Scope": "Player", "Max": 0, "Blocks": [ "OxygenGenerator/DSSupergen" ] }
]
Part Meaning
Blocks TypeId matches every block of that type; TypeId/Subtype matches one block. * is a wildcard, ! excludes. Case doesn't matter.
Scope: Grid Checked against the grid with the most matching blocks.
Scope: Player Checked against the whole blueprint. Your other grids on the server count too, so leave some room.
Max: 0 The block is not allowed at all.

Block IDs are the ones in the blueprint's bp.sbc (MyObjectBuilder_ removed) — e.g. Reactor/LargeBlockLargeGenerator8x. Rules that are over are listed first in the limit check; rules with no matching blocks are hidden. The profile editor shows the rules read-only — change them by exporting the profile, editing the JSON and importing it again.

null, 0 or a missing field means "no limit". In the profile editor numbers can be typed with or without thousands separators in your system's format (50,000, 50.000, 50 000); invalid input is rejected and the profile is not saved. Block type keys are block pair names as used in a world's BlockTypeLimits setting.

Next: Building and releasing