Author Topic: Increased schedule limit  (Read 3726 times)

I am finding it harder and harder these days to be able to do ship-wide stuff with my spaceships because i keep getting the stupid error "too many events at once" when i just want to light up some hallways. Once version 21 comes along, im sure we will see a boom in spaceship building of some sort, and im sure that blockland spaceships are going to become bigger now that there will be less lag.

The problem for me is that for things such as putting on a Red Alert or activating internal ship lighting, i cant do it anymore, because the ship is too big for all the lights to be lit at once due to the 1,000 schedule limit. I was just hoping that maybe in version 22 or something the schedule limit could be increased, so this would no longer be a problem.

Having the ability to up the schedule limit would be nice to have back.
What was the reasoning behind hardwiring a limit at 1000 anyways? To stop idiots from crashing themselves?

Having the ability to up the schedule limit would be nice to have back.
What was the reasoning behind hardwiring a limit at 1000 anyways? To stop idiots from crashing themselves?
The more events you have running at one time, the slower each event will run. I believe the limit is there for two reasons. First, if your computer can't handle it (as in, massive amount of projectile or effect events), it won't crash Blockland. Second, people won't complain about really slow events.

My computer was fine with 5000 to 8000 events/relays at a time.
This was hardwired because kids kept complaining about lagging.

less lag!? where did you hear this :o

less lag!? where did you hear this :o
V21 (as far as we know) doesn't touch any of the game's physics processing.

V21 (as far as we know) doesn't touch any of the game's physics processing.
he said there can be bigger spaceships due to less lag? did the devs post this somewhere?

I don't think he knows that me means by "less lag".
I just would like the schedule limit to be free.

The game will crash if there is a large amount of schedules at a time, however I do agree that 1000 is a rather small limit for small servers.

There's already a few badly coded events/combinations of unrelated mods which let you form 0-ms event schedules. If there were no hardcoded limit these would probably instantly crash servers if abused.

Consider using a lot of deferred relays to turn on sections at a time.

he said there can be bigger spaceships due to less lag? did the devs post this somewhere?
it would be much easier to build larger spaceships because the game wouldn't lag as much, since the removal of interiors and terrains would increase brick performance, like kompressor said.

Consider using a lot of deferred relays to turn on sections at a time.
i dont know what you mean, but that sounds helpful :o

how would i do that?

how would i do that?
fire a relay to one brick which turns on a whole bunch of lights
fire a relay to another brick, with a delay, that turns on a whole bunch of lights.
etc

fire a relay to one brick which turns on a whole bunch of lights
fire a relay to another brick, with a delay, that turns on a whole bunch of lights.
etc
oh yeah, haha, thats a great idea dude.
ill be sure to do that now :D
it will work great since my ships are going to always have computer cores now for the events

There's already a few badly coded events/combinations of unrelated mods which let you form 0-ms event schedules. If there were no hardcoded limit these would probably instantly crash servers if abused.

Having a limit where the host can adjust it would result in the hosts fault for server failure via schedules. You wouldn't set the schedule limit too high depending on the server.

Free build: low limit

TDM/RPG: high limit