RULE SECTION 3) GAME RULES - SCRIPT & BUILDING LIMITS
1) Be mindful of scripts
Keep an eye on server performance when using your programmable blocks, especially more intense scripts such as Isy's Inventory Manager. If you notice a dip in performance, attempt to slow down the script and/or don't use that script. Programmable Blocks may be turned off automatically if they exceed limits defined in #scripts-cleanup.
2) Livable Conditions
All large grid ships must be pressurized on the inside, at least where the pilot is. (with the exception of drones) I.e. you can't just stack 10x oxygen bottles for a fight, you have to be able to survive naturally while piloting your ship.
3) Realistic Entrances
Entrances must be realistic in how to get in them. For example, you can not have a maze of thrusters to get in the door. This applies to both ships and stations.
4) Meta-armor
Using blocks that can take more damage than armor (gates, gyros, hangar doors) as the armor of your ship is strictly prohibited.
5) Grid Weapon Size
No Sub-grid weapons are allowed. Large Grids can only use Large Grid weapons and Small Grids can only use Small Grid Weapons.
6) Beacons
All grids MUST have a beacon that is well protected. The broadcast range is controlled by the class system. Grids without a beacon will be removed automatically every hour.
7) Disabled/Banned Blocks
- Safe Zone
- Specific Weapons, see Class Sheet for info
8) Weapon Restrictions
All ships have a ‘Max Weapon Class’, which indicates the groups of weapons they can use, with smaller ships being unable to use larger guns. More information about weapon categories can be found on the class spreadsheet in #server-info. Additionally, certain classes might have specific weapons restricted, this will be noted on the class sheet if applicable.