The length is just a maximum size to the script itself, the code. That has nothing to do with the script's performance. The allowed instruction count is there to prevent stack overflows that kill the game, it's not there and is not good enough to deal with performance. It's a tool to help the scripter. It's the scripter's job to optimize their scripts. You can't determine their "max possible demand" without writing a system to scan through every single possible route the script can run. That's complicated enough. Now, considering that the complexity of the script will also potentially change depending on what grid it's running on, how that grid is built and so forth... It's a massive undertaking and simply not worth the effort. Add to that the priority Keen has historically put to the programmable block and you're completely out of luck. Pressure management is the minimum requirement I would have to survival gameplay in a space game. This is why I say it'll be a game ender for me if it stays out. It's also an engineering thing, to make sure the oxygen is properly piped... creates a reason to engineer airlock systems (no, I don't just slap two sliding doors against each other), same reason I only use hydrogen thrusters (except on planets). I can't understand how it's not used. There's plenty of people who do. The reason some people choose to switch it off is the performance impact it has had. I wonder, are you aware that the oxygen/pressure system was something that was strongly requested by the community? We campaigned for a long time before Keen caved and gave it to us. That should say something.