This isn’t a new thing, but I never used it after the first time it crashed so I never bothered to say anything. Now since I have a button that for some reason no client can see, I need to copy all of it’s connections to a new one. Problem is, I copy all from the first button, and upon clicking paste in the new button, game crashes.
Sadly, the easiest way to do large io copies is manually editing the save file. There seems to be some memory issue related to the game’s copy implementation.
Additionally, it’s best practice to put such large connection lists on a relay, this helps prevent the need for copying entirely.
Would it be better to have like the button start a timer, the timer run the ride startup ones, then after that’s done starts a separate timer that runs the ride ending functions?
Honestly you don’t even need timers, when I don’t need some aspect of timer logic I usually just chain relays together with specific delays between them.