Please Never Use Repeaters (and a guide on looping)

However, if you are using a trigger for that sole purpose, wire repeaters are more memory efficient.

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…unlike the repeater

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Not going to lie, but this guide is kind of true. Repeaters = :face_vomiting: (unless you’re a new Gim and like using the 10 repeaters you get). And of course, you can just use wire repeaters (like what WhoAmI said), which is probably the easiest.

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there’s a repeater limit? didn’t know that existed. well, time to add that to my triple-venn-pro-con-diagram anyways gotta eat dinner bye

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Yeah, you can only place down 10 repeaters. That’s when I found out triggers and wire repeaters and deleted every single one of them.

cya

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another thing that’s infuriating about repeaters is the 10-placement limit. repeaters are 400 memory, so 400 x 10 = 4,000 memory. JUST 4,000?!?!? A TAG ZONE HAS A LIMIT OF 6.

if that wasn’t clear enough for you,

6!!!

tag zones are 1.5k memory each. so SIX of those would be… NINE THOUSAND MEMORY?!?!?!

HOLY COW!

in summary, they let us place 4,000 memory’s worth of repeaters and yet they let us place 9,000 memory’s worth of tag zones! in fact,

ok, so more math.

triggers

a trigger is 40 memory.
100000/40=2500.
that means you can have an entire map’s worth of triggers RIGHT THERE!

checker

a checker is 35 memory.
100,000/35=~2857.
2857 x 35 = 99,995!

99,995 > 4,000

WHAT?!?!?!

so we can place 2857 checkers and seemingly INFINITE triggers and only TEN repeaters?!?!?!

okay so maybe that’s not the repeater’s fault but it’s still worth mentioning

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And you can have practically infinite triggers and checkers. Yep, it’s weird.

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just added the math there. time to update my diagram.

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See, Wingwave said in an old post that there’s a 100,000 trigger limit, which makes no sense.
Meantime, I did once go and place a few thousand checkers to see if there was a limit. My game crashed before I hit a limit.

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Wingwave eventually reached either 1000 or 100,000 before crashing his computer. (See his profile for the picture)

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yes i saw it but i doubt it’s 100000 triggers

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OH YOU’RE BACK!!!

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Yeah, just remember to remain on-topic

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hey cheese i need your help with some stuff. first, can you make a thumbnail with fishing, somthing to do with getting xp, and a pvp with blasters? (if you wouldnt mind, please dont add logo or atleast make it fainter then the other thumbnails) number 2. mind making me a template or like a outline of a gim so i can make custom ones? ill add credits

please post that on the wix (that is, if cheesebox has an account there which is like, 99% guaranteed)

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Probably because Josh wanted to balance things out a bit.

i guess so…

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just some small flaws and stuff I noticed:

  1. even if we divided the memory usage by 10, it would still be quite useless
  2. um, i highly doubt most gkc players know how to loop triggers anyway (i only learned a lot because i joined the forums and my brother probably doesn’t know how to use a property)

ok, but do we have concrete evidence besides the wire/channel caps? if we do, then better state that

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1: That’s almost true. There are a few niche use cases where a 50 memory repeater would be actually useful, but otherwise, yeah.

2: do people really not know how to do that lol it seems so simple

3: I tested the concurrent tasks thing in my own time. Not gonna make a big deal about it because it’s pretty small by itself. Also, all it really shows anyways is that the concurrent tasks limit isn’t… actually a thing. At least, not one that will ever be significant. If whatever concurrent tasks limit there is gatekept (for lack of a better term) by the caps, then we can run however much we want and it doesn’t matter—as long as we don’t send 300 signals a second.

thanks for the feedback ig lol

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Yeah, I found out that the “max concurrent tasks” limit is only there to probably prevent lag, and you can easily create a system that does the same thing but way better. Like 0 to 1000 on a counter in less than a minute better.