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