Block limits are necessary for consoles and so this feature won't be removed altogether. However, some refinements or fixes may be in order, with respect to issues highlighted below. (Disclaimer, I don't have a console, so all my info is second hand. Mostly from @Heketea.)
(1) Can't place down SCUs or anchors to collect loose blocks after block drops (for an example) put the player over the limit:
(2) Resources count against the limit while on techs (on Collectors, Conveyors, Silos, etc), but not while on the ground. (Does this make a loose resource stockpiling style base an appropriate strategy?)
(3) Anchors/anchoring takes up a big chunk of extra allowance (200). I don't understand the reasoning for this, seeing as techs on fixed anchors have physics optimisations that substantially reduce the processing burden of their blocks. Surely this shouldn't be discouraged? (Are there increased world loading overheads caused by them...?)
Also, it sounds like this will make it virtually impossible to set up the kind of mining operations that would be needed to make crafting worth while.
(4) Block limit may be too low at early/mid stages of the game (I've no idea). The starting limit and gradient of increase could presumably be increased, without raising the max limit (which is a harder limit for the sake of performance).
(5) Limit doesn't take into account substantial differences in capability between different console models:
Information from this "Community Help" thread, and this "Suggestions" thread.
Please try to keep comments on this thread specific to issues with the current implementation and avoid branching out too far into potential solutions and suggestions.
(1) Can't place down SCUs or anchors to collect loose blocks after block drops (for an example) put the player over the limit:
I cannot place a blackhole due to BA limits to collect the lootz, and I also cannot attach the items to my tech for the same reason.
(2) Resources count against the limit while on techs (on Collectors, Conveyors, Silos, etc), but not while on the ground. (Does this make a loose resource stockpiling style base an appropriate strategy?)
You can watch the BA number change as resources enter the refinery (-1) and then as it exits the refinery (+1). [...] I drop a collector and the resource load, the BA drops like a rock.
(3) Anchors/anchoring takes up a big chunk of extra allowance (200). I don't understand the reasoning for this, seeing as techs on fixed anchors have physics optimisations that substantially reduce the processing burden of their blocks. Surely this shouldn't be discouraged? (Are there increased world loading overheads caused by them...?)
Also, it sounds like this will make it virtually impossible to set up the kind of mining operations that would be needed to make crafting worth while.
Is this definitely *per* anchor, and not per anchored tech, as a whole?If you want to auto-mine 4 nodes, then you will chew up 800BA without doing anything.
If you build a base, any anchor block that decides to deploy it's anchor due to the proximity it is to the 'ground' will chew up an extra 200BA each time this happens.
(4) Block limit may be too low at early/mid stages of the game (I've no idea). The starting limit and gradient of increase could presumably be increased, without raising the max limit (which is a harder limit for the sake of performance).
A player has to choose between a base with 1 or 2 small techs, or 1 larger tech.
(5) Limit doesn't take into account substantial differences in capability between different console models:
Perhaps an amenable compromise (if possible) would be to code different block allowances for the base versions of both Xbox1 / ps4 against their enhanced (PS4 pro / Xbox 1x ) versions given their vastly improved performance (in TFlops) as mentioned here.
Information from this "Community Help" thread, and this "Suggestions" thread.
Please try to keep comments on this thread specific to issues with the current implementation and avoid branching out too far into potential solutions and suggestions.