Space Engineers world settings are per-save rules that determine who can join, how quickly resources are processed, how much players can carry, how much they may build, and how aggressively debris is removed. They are separate from dedicated-server administration settings. The in-game World Settings screen covers the common controls; a dedicated server can expose additional numeric values and save-file fields, including the exact PCU and block-limit mode.
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What World Settings control
World Settings belong to an individual save. Changing them changes that world rather than every world on the machine. The main groups are access, player capacity, survival and progression, production, inventory, cleanup, block limits and PCU (performance cost units).
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- Access: Offline, Private, Friends or Public.
- Capacity: maximum simultaneous players when the world is multiplayer.
- Production: assembler efficiency and refinery speed.
- Carrying capacity: character and block inventory multipliers.
- Cleanup: the number of floating objects the world keeps.
- Construction budgets: maximum blocks per player, maximum grid size, block-type limits and total PCU.
These controls are not a guarantee of a particular frame rate or player count. Actual performance also depends on the host hardware, network bandwidth, simulation load and complexity of the loaded world.
Online mode and player capacity
Offline
Offline runs the save as a single-player world. The multiplayer player-capacity control is disabled in this mode because no other player can join.
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Private
Private mode allows players you explicitly invite. It is useful for a small group that should not be discoverable to everyone else.
Friends
Friends mode allows the host’s friends to see and join the world. The exact people who can connect still depends on the platform’s friend and privacy settings.
Public
Public mode allows anyone to see and join the session, subject to the configured capacity and any access controls provided by the server or platform.
Maximum players
Maximum players sets the simultaneous-player ceiling for multiplayer modes. It does not mean the world will perform well with that many players: large grids, scripts, physics interactions, inventories and floating debris can reduce practical capacity long before the numerical limit is reached. Increase the cap only after observing simulation performance and network behavior in the actual world.
Assembler, refinery and inventory multipliers
Assembler efficiency
The user-facing documentation lists Realistic, x3 and x10 assembler presets. This setting changes two things at once: production speed and the input resources required for an output. Moving from Realistic to x3 or x10 therefore shortens production queues and reduces the amount of ore or components consumed per result. It is not merely a speed slider.
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Refinery speed
Refinery speed also has Realistic, x3 and x10 presets. It changes how quickly a refinery processes material. It should not be interpreted as an assembler-efficiency setting: the documented effect is processing rate, while assembler efficiency covers both rate and required inputs.
Character and block inventory size
Inventory size has Realistic, x3, x5 and x10 presets. The multiplier applies to the carrying capacity of characters and inventories in blocks. Higher values reduce the number of trips needed to move ore, components or equipment; lower values make logistics more restrictive.
Be careful when lowering inventory size on an existing save. The documentation warns that excess contents can be truncated and deleted when the new capacity is smaller than what is already stored. Empty or redistribute inventories before reducing the multiplier, and make a backup of an important save first.
Floating-object cleanup and construction budgets
Floating-object limit
The floating-object limit controls how many loose objects remain in the world, including debris, components, ingots, rocks and ores. The documented range is 16 to 1,024, with 100 shown as the default on the World Settings page (Space Engineers Wiki, accessed 2026; publication year not stated).
A low limit keeps abandoned material from accumulating and can help a busy survival server stay clean, but it also makes dropped resources more likely to disappear. A high limit preserves more salvage and mining debris at the cost of additional simulation and cleanup work. Choose the lowest value that does not remove objects your players reasonably expect to recover.
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Max blocks per player
Max blocks per player is a per-player construction allowance documented from 300 to 100,000 blocks. Destroyed or ground blocks refund the relevant player’s allocation, so dismantling a structure restores capacity rather than permanently consuming it.
Max Grid Size
Max Grid Size limits the number of blocks in one grid. The documented range is 100 to 50,000 blocks. This is different from Max blocks per player: a player may have room in their personal allocation while still being unable to add to a grid that has reached the per-grid ceiling.
Total PCU
PCU is a performance budget assigned to blocks. Every block contributes to the budget according to the game’s rules, so a world can reach its PCU ceiling even when a player has not reached the raw block-count limit. The World Settings page describes 100,000 PCU as a default in its context.
Do not assume that every interface uses that same default. The SessionSettings reference lists the save-file field TotalPCU with a 600,000 default. These figures come from different documentation contexts; verify the active game version and the interface you are editing before recording a default for a server.
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Block-limit modes: NONE, global, faction or player
The BlockLimitsEnabled setting determines who shares PCU and block-type budgets. The SessionSettings reference exposes four values:
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| Value | How the budget is assigned | Important behavior |
|---|---|---|
NONE |
Limits disabled | PCU and block-type limits are disabled; MaxGridSize and MaxBlocksPerPlayer are ignored. |
GLOBALLY |
One shared world budget | Players draw from the same global allowance. |
PER_FACTION |
One budget per faction | Faction members share their allowance. |
PER_PLAYER |
Separate budget per player | Each player receives an individual allowance. |
Choose the scope based on how you want construction disputes to work. A global budget makes the whole server manage one pool; faction scope ties building capacity to cooperation; per-player scope prevents one player’s projects from consuming another player’s allowance. NONE is the unrestricted option, but it also bypasses the two maximums named above, so use it only when that consequence is intentional.
World Settings versus dedicated-server settings
What the ordinary game interface does
The World Settings screen is designed for editing the common rules of a save: online mode, player capacity, production multipliers, inventory size, cleanup and construction budgets. It is the appropriate place to adjust a hosted or local world when the available presets are sufficient.
What a dedicated server adds
The official Dedicated Servers documentation states that numerical options can be set to any value and that block-limit configuration is exposed in a Block Limits tab. This is more granular than the preset-oriented game interface. A server administrator can therefore use values outside the ordinary x3, x5 and x10 choices when the dedicated-server interface supports them.
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The SessionSettings reference exposes the underlying save fields, including BlockLimitsEnabled and TotalPCU. Save-file editing is useful when a required value is not visible in the GUI, but it is also easier to misconfigure. Stop the server, keep a backup copy of the save, change one field at a time and verify the result after restarting.
How to change settings safely
Editing a local or hosted world
- Make a backup of the save, especially before changing inventory size, PCU or block-limit scope.
- Open the world-management screen and choose the save’s Edit Settings or World Settings command. Labels can vary by game version and platform.
- Set the online mode first. Remember that Maximum Players is unavailable in Offline mode.
- Choose assembler efficiency, refinery speed and inventory size. Treat assembler efficiency as both a speed and resource-consumption change.
- Review Floating Object Limit, Max Blocks per Player, Max Grid Size and Total PCU together; these limits affect different dimensions of construction.
- Save the settings, load the world and test with a small build before inviting the full player group.
Editing a dedicated server
- Stop the server cleanly so the current save is not being written while you edit it.
- Use the dedicated-server configuration interface. The official documentation places block-limit controls in the Block Limits tab and permits numerical values beyond the ordinary GUI presets.
- If you must edit SessionSettings directly, back up the save and change only the intended fields, such as
BlockLimitsEnabledorTotalPCU. - Restart the server and confirm the active values in the server interface or loaded world. If a setting appears unchanged, check that you edited the active save and that another configuration layer did not overwrite it.
- Ask a player to test joining, inventory transfers and block placement. Those checks catch access, capacity and budget mistakes that are not obvious from a configuration file alone.
Choosing a settings profile
| Server goal | Access model | Progression and carrying | Construction policy | Cleanup approach |
|---|---|---|---|---|
| Solo or private engineering | Offline or Private | Realistic for a slower campaign, or x3 production and a higher inventory multiplier for shorter logistics | Per-player or faction limits preserve accountability | Keep a moderate floating-object limit and remove abandoned debris regularly |
| Small cooperative survival | Private or Friends | x3 assembler/refinery presets reduce queue time while retaining resource decisions | Per-faction limits fit a shared base; review PCU before large expansions | Use a limit high enough to recover mined material without allowing unlimited debris |
| Open public world | Public | Choose multipliers only after considering the economy and the number of simultaneous players | Global limits make total construction predictable; set Max Grid Size separately from player budgets | A conservative floating-object limit helps control unattended clutter |
| Unrestricted building sandbox | Offline, Private or Friends | Higher production and inventory settings reduce setup work | NONE removes PCU and block-type limits and ignores Max Grid Size and Max Blocks per Player |
Retain cleanup if large experiments generate debris |
These are decision patterns, not mandatory presets. The right profile depends on whether your priority is scarcity, cooperative logistics, public-server stability or construction freedom.
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Troubleshooting common surprises
Players cannot join even though the server is online
Check Online mode first. Offline disables multiplayer; Private and Friends restrict discovery; Public allows broad discovery but still observes the maximum-player ceiling and platform access rules.
A player can build fewer blocks than expected
Check all three relevant controls: the player’s remaining block allowance, the grid’s Max Grid Size and the available PCU under the selected BlockLimitsEnabled scope. A limit may be shared globally or by faction rather than owned by the individual placing the block.
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If inventory size was lowered, excess contents may have been truncated. Restore the backup if necessary, then redistribute cargo before applying the smaller multiplier again.
The displayed PCU default differs from documentation
Verify the game version and interface. The World Settings page describes 100,000 PCU as a default in its context, while the SessionSettings reference lists 600,000 for the TotalPCU save field. Treat the value shown by the active server configuration as authoritative for that installation.
Raising the player cap made the server unstable
Maximum Players is only a ceiling. Reduce the cap or lower world complexity if hardware, bandwidth or simulation performance cannot sustain the desired number of concurrent players. Also inspect large grids and accumulated floating objects, which can increase simulation work independently of the player count.
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