TVTropes' definition of a Logic Bomb.
It's also relevant to real-world computing, too - it's High Nerdish for 'a frickin' paradox.' For instance, think about, "This statement is false!" The statement says that it's false, yet it can't be because it is what it says. It's a paradox.
The recent update added a message displayed to server admins/moderators when a large amount of logic/door/lights are toggled all at once. In this case 'Logic bomb' would be someone creating a logic contraption with the distinct purpose of slowing down the server.
You can safely ignore that message.
MAX_LOGIC_SIGNAL_QUEUE_PER_OBJECT = 250000 //max logic trace queue allowed
MAX_LOGIC_ACTIVATIONS_AT_ONCE_PER_OBJECT_WARN = 10000 //warn about objects that activate more than x blocks at once
MAX_LOGIC_ACTIVATIONS_AT_ONCE_PER_OBJECT_STOP = 50000 //stop logic of objects that activate more than x blocks at once. They will enter a logic cooldown of 10 seconds to prevent servers from overloading
You can adjust the sensitivity in the server.cfg in case it is too severe for you.
Code:MAX_LOGIC_SIGNAL_QUEUE_PER_OBJECT = 250000 //max logic trace queue allowed MAX_LOGIC_ACTIVATIONS_AT_ONCE_PER_OBJECT_WARN = 10000 //warn about objects that activate more than x blocks at once MAX_LOGIC_ACTIVATIONS_AT_ONCE_PER_OBJECT_STOP = 50000 //stop logic of objects that activate more than x blocks at once. They will enter a logic cooldown of 10 seconds to prevent servers from overloading
You can safely double/triple the values for:I am not confident enough in my setting editing skills to do that, lol. I would like to edit it though, I just don't know what a reasonable number would be.
MAX_LOGIC_ACTIVATIONS_AT_ONCE_PER_OBJECT_WARN = 10000
MAX_LOGIC_ACTIVATIONS_AT_ONCE_PER_OBJECT_STOP = 50000
MAX_LOGIC_SIGNAL_QUEUE_PER_OBJECT = 250000
thanks for the info, one question more, instant pulses count for the max signals per second? because i plan to re-do many thing i alrready finnish, and dont want to exceess that limit ( or in other words, i dont want create a logic bomb )Unfortunately an entity has no way of finding out if something is accumulating or just a one time thing. If can only look at the amount of signals it has to process which might inflate due to branching.
Delayed signals don't add to that count, only when they are firing.