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. Is this definitely *per* anchor, and not per anchored tech, as a whole? (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.