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To disable PCU and block limits on an existing Space Engineers dedicated-server world, stop the server, back up the save, open that world’s Sandbox_config.sbc, set BlockLimitsEnabled to NONE, save the file, and restart. When this value is NONE, the game ignores TotalPCU, MaxGridSize, and MaxBlocksPerPlayer limits. Verify the setting in-game and watch server performance after loading a large build.

What setting removes the PCU limit?

BlockLimitsEnabled = NONE is the switch that turns off the PCU limit and the associated block-limit system. PCU (Performance Cost Units) is the game’s budget for how much construction a world, player, faction, or server may place, depending on the selected limit mode. Setting the value to NONE removes that budget for the world.

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With NONE active, you do not need to set TotalPCU, MaxGridSize, or MaxBlocksPerPlayer to zero. Those values remain in the file, but the game ignores them while block limits are disabled. This applies to the world save loaded by a dedicated server; changing an unrelated template or a different world will not change the running save.

Before you edit the server

  • Stop the server completely. Do not edit a save while the process is writing it. A running server can overwrite your change or leave a partially written file.
  • Make a copy of the save. Keep a full backup of the world folder, not just the configuration file. If the server fails to start or the setting behaves unexpectedly, restore the backup.
  • Identify the world actually being loaded. The relevant file is inside the save directory, usually Saves/<WorldName>/Sandbox_config.sbc. Replace <WorldName> with the folder name of the active world.
  • Use a plain-text editor. Do not open the XML file in a word processor that can add formatting or change quotation marks.
  • Record the original value. It may be GLOBALLY, PER_FACTION, PER_PLAYER, or NONE. Keeping the original makes rollback straightforward.

Set BlockLimitsEnabled to NONE

  1. Stop the dedicated server through your host panel or service manager. Wait until its status is stopped and no server process is still writing the save.
  2. Back up the world directory. Download it or copy it to a separate location before changing any XML.
  3. Open the save folder. Navigate to Saves/<WorldName>/ and locate Sandbox_config.sbc. The capitalization shown here is the usual filename; use the file that exists in your installation.
  4. Search for the setting. Find the XML element or attribute named BlockLimitsEnabled. The surrounding structure can vary slightly between game releases, so change only the value and leave the tags intact.
  5. Replace the existing mode with NONE. The resulting value should be equivalent to BlockLimitsEnabled = NONE. Do not add spaces, punctuation, or a second copy of the setting.
  6. Save the file as plain text. Confirm that the editor did not append an extra extension such as .txt and that the file remains named Sandbox_config.sbc.
  7. Start the server again. Allow the world to finish loading before connecting.
  8. Check the result in-game. Inspect the world’s configuration or attempt a controlled build that previously exceeded the PCU allowance. A successful test confirms that the running server loaded the edited save.

The setting is world-specific. If you run several worlds, repeat the edit in each world’s own save directory; changing one save does not affect the others.

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How the four block-limit modes differ

BlockLimitsEnabled determines who shares the limit pool and whether the related size and block-count limits are enforced. The practical differences are:

Mode Who shares the limit Are MaxGridSize and MaxBlocksPerPlayer enforced? Performance implication
NONE No block-limit pool; the goal when removing PCU limits No. Both settings are ignored. Maximum building freedom, with no PCU safeguard against very large builds.
GLOBALLY One shared pool for everyone in the world Yes, when their values impose limits. One player or faction can consume capacity needed by others.
PER_FACTION Each faction has its own shared pool Yes, when their values impose limits. Factions are isolated from one another, but members still compete within a faction.
PER_PLAYER Each player has a separate pool Yes, when their values impose limits. Players receive independent allowances; solo and cooperative builds can behave differently.

On console worlds, selecting NONE reverts to GLOBALLY. That console behavior does not describe a Windows or Linux dedicated server, where the save can use NONE when the game version supports it.

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What happens to the related settings?

MaxGridSize

MaxGridSize controls the maximum number of blocks permitted in one grid when block limits are active. The community wiki lists a default of 50,000; a value of 0 means no limit. Either way, the setting is ignored while BlockLimitsEnabled is NONE, so editing it is unnecessary for the PCU-removal procedure.

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MaxBlocksPerPlayer

MaxBlocksPerPlayer limits the number of blocks attributed to a player when block limits are active. A value of 0 means no limit in that system. It is also ignored under NONE; changing it separately can create confusion without changing the result.

TotalPCU

TotalPCU is the numeric PCU cap used by the active limit mode. Community hosting guides list conflicting defaults—600,000 in one list and 500,000 in another—so neither number should be treated as a universal current default. Check the value in your own save if you later re-enable limits. While the mode is NONE, the cap is not applied.

Existing worlds versus new worlds

For an existing world, edit the Sandbox_config.sbc inside that world’s Saves/<WorldName> directory. A dedicated-server configuration used to create or seed worlds is not a substitute for changing the loaded save. A third-party server guide describes the dedicated configuration as affecting new worlds only, which is why an edit there may appear to do nothing to an established map.

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If you create a new world after changing a host panel’s default or dedicated configuration, inspect the newly generated save and confirm that its own Sandbox_config.sbc contains the intended value. Treat the generated file as the final authority for that world.

Verify that the server really loaded the change

  1. Confirm a clean startup. The server should reach its normal running state without XML or world-load errors.
  2. Check the active world, not only the panel setting. Make sure the server started the save whose file you edited.
  3. Test above the former cap. Use a controlled creative-mode or administrative test and build a grid that would have exceeded the old PCU allowance. Do this only after making a backup.
  4. Observe the build tools and server behavior. The absence of a PCU-limit warning indicates that the limit is no longer blocking placement, but it does not prove the server has unlimited performance.
  5. Watch simulation speed and load. Monitor sim speed, CPU usage, memory, and any host-side load indicators while large grids are present. Remove or roll back the test build if the server becomes unstable.

If the change has no effect

You edited the wrong file

The most common cause is editing a template, a different world, or a similarly named configuration outside the active save. Stop the server, identify the world name shown in the startup or host panel, and inspect that world’s Saves/<WorldName>/Sandbox_config.sbc. Check the file timestamp after saving and confirm that your editor did not create a second extension.

The server restored the old value

Some hosting panels regenerate configuration files when a server is started or when a setting is changed in the panel. Stop the server again, inspect the file after the failed start, and determine whether the value was rewritten. If it was, apply the change through the panel’s supported file manager or disable the panel option that regenerates the save, if available. Keep a backup before experimenting.

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A dedicated-server file is taking precedence

File priority is not completely settled across community documentation. One older community discussion says that SpaceEngineers-Dedicated.cfg, Sandbox.sbc, and Sandbox_config.sbc may all need to be edited. A newer guide states that the world’s own Sandbox_config.sbc is the file that loads. Because these reports conflict and can vary by release or hosting setup, start with the world file. If the setting still does not load, stop the server, back up the relevant files, and compare the value in all three locations. Do not delete unrelated settings; change only the block-limit value and document every edit so you can revert it.

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The game version changed the key or default

Configuration keys and defaults can change between releases. If the key is absent, appears under a different XML section, or produces a startup error, check the configuration format for the exact game version running on the server. Do not copy a complete configuration from an older release, because it can overwrite newer options. Add or change only a documented value after confirming that the current version recognizes it.

You are on a console world

Console worlds revert NONE to GLOBALLY. If you are administering a console-hosted world rather than a dedicated server, an edit intended for a dedicated-server save will not provide the same result. Confirm the platform before troubleshooting file priority.

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Performance and operational trade-offs

Removing PCU limits removes a safety mechanism, not the simulation cost of the blocks you build. Large grids, complex mechanical systems, scripts, physics interactions, and many active entities can reduce simulation speed or increase server load. Community hosting guidance warns that unrestricted large builds can hurt performance, but it does not provide an official Keen Software House threshold or a guaranteed safe grid size.

Plan an administrative policy before enabling NONE on a public or cooperative server. For example, retain scheduled backups, define a maximum practical grid size even though the game will not enforce it, and ask players to report falling sim speed before adding more machinery. If performance degrades, pause construction, remove the heaviest grids, restore a pre-change backup if necessary, and consider returning to GLOBALLY, PER_FACTION, or PER_PLAYER with an appropriate PCU cap.

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Choosing the right mode instead of disabling limits

  • Choose NONE when unrestricted construction is an explicit server rule and you are prepared to monitor load manually.
  • Choose GLOBALLY when the server needs one shared budget that prevents the whole world from exceeding a planned capacity.
  • Choose PER_FACTION when factions should receive separate budgets but their members should still share resources.
  • Choose PER_PLAYER when each player should have an independent allowance.

When using any mode other than NONE, set and review TotalPCU, MaxGridSize, and MaxBlocksPerPlayer together. A zero value for the latter two means no limit for those individual settings, but it does not by itself disable the active block-limit mode or its total PCU behavior.

Quick rollback checklist

  1. Stop the server and preserve the current save as a new backup.
  2. Restore the previous copy of Sandbox_config.sbc, or change BlockLimitsEnabled back to the recorded mode.
  3. Start the server and confirm that the original world loads.
  4. Check that the expected PCU warning or build restriction returns.
  5. Review sim speed and server logs before allowing players to continue.

Important source and version qualifications

The commonly cited wiki page is labeled “Official,” but its search description identifies it as community-maintained rather than a publication from Keen Software House. Hosting guides and community discussions also disagree about defaults and file priority. The safe practice is therefore to inspect the value in the save that your current server version actually loads, keep a backup, and verify the result after restarting. Treat figures such as the 50,000 wiki-listed grid-size default and the 500,000 or 600,000 third-party PCU examples as reference values, not promises about every release or host.

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