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Why does the tag limit exist?


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Probably for bandwidth reasons, as all tags are strings but are utilized as bools...

Because tags are synced on client and server at all times. They are commonly used as a quick way to provide commonality for prefabs in stuff like findentities.

Historically a long time ago the limit was even lower something like 31 tags and this made it incredibly difficult for modding. As players have a lot of tags by default for their various compoments etc. 63 should only really become a issue if mods add a ton of tags somehow...which is not a ideal way to sync client and server data unless you plan to use tag support like findentities.

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On 4/8/2023 at 9:55 PM, IronHunter said:

Probably for bandwidth reasons, as all tags are strings but are utilized as bools...

Because tags are synced on client and server at all times. They are commonly used as a quick way to provide commonality for prefabs in stuff like findentities.

Historically a long time ago the limit was even lower something like 31 tags and this made it incredibly difficult for modding. As players have a lot of tags by default for their various compoments etc. 63 should only really become a issue if mods add a ton of tags somehow...which is not a ideal way to sync client and server data unless you plan to use tag support like findentities.

I also ask. Is there a way to make the limit higher (like maybe to 70)?

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