TL:DR- when i reset my minigame, i get the "too many events at once! (onrelay)" message. I do not know where to find the event causing this. The build cannot function with this error.
Yes, i put the tl:dr at the beginning. because I can.
Okay, so I've had this problem before, but this time I cant seem to find the cause.
When I restart my minigame, the message appears that says "Too many events at once! (onrelay)". This is a common error, since the limit was lowered to 1000, but the problem is that I have no idea what brick or bricks have the event that is causing the limit to be passed. The message comes up when the minigame resets, leading me to believe it is derived from a minigame reset event i put somewhere that caused alot of relay events. I do not know what brick is causing this.
I built the bricks that had onminigamereset events in one room, because i learned from previous experiences that if a brick does something undesirable on reset, it is a pain to find since the input can apply to literally any brick if it has the onminigamereset input. I checked the events on all the bricks in this room to see if any were triggering relays anywhere, but I did not find any abnormalities.
As you folks probably know, the schedules limit causes other events to cancel, which has rendered my entire build dysfunctional because things like locked doors and evented item bricks do not re-appear as they should with the onminigamereset trigger (and that trigger is evented on a brick withinin said reset-evented room as "onminigamereset>door>dissapear>0, so the issue is likely not caused by the individual door or item bricks).
If there was a graph or something like the netgraph that showed the number of events fired over several seconds, I could systematically delete sections of the build until i found a significant drop in the number... other than that, I am at a loss. I tried loading earlier saves of the build, which still do not give the error, however the delay experienced when I reset the minigame and the fact that I occasionally had to reset twice for events to work lead me to believe that the problem existed before my earliest save, and only recently crossed the threshold of enough events to trigger the "too many events at once!" error.
Is there a way to measure when schedules are fired? *Is there a tool that will highlight every brick that has an event triggered by onminigamereset? do you have a suggestion for a method to deduce the brick causing overload? Should I clear all events and re-event the entire thing from scratch? How do I narrow my search for the events causing the apparent relays? How do I tell if the relays were caused directly by onminigamereset or by some other series of events that caused it?
*A netgraph for events where you could pick an input and see a graph of how often it is triggered would be a fantastic de-bugging tool. If anyone knows how to do this, they totally should, since it would be useful to so many people. especially if it was able to highlight ann the bricks with the selected input, or make bricks highlight when an event they have is triggered.