# Node Graph Properties

* The per-Script-Brain node limit is 128 nodes, but can be less depending on how many entities you have present in that graph, as each node contributes differently and each pin with data set and each connection are also considered entities.
* Deleting objects doesn't immediately refund the budget because that object is still in the undo stack. The best way to truly refresh your budget is to save your map, leave the Forge session, and then load into the map again in Forge.
* There is no intended "invisible" limit on script brains -- the only limit we have is 128 nodes per script brain, the simulation budget, and the file size limit.
* A script that has been deleted might still run after deletion, its node graph can't be accessed, and persists across saves/sessions. This is known as a "ghost brain". Moving to a new canvas is generally recommended at this point, if possible, but it is also possible to access that rogue node graph and delete the offending nodes.

## Notable Updates

Season 3 added a budget check whenever a player added node graph content in order to reduce the incidence of “Dedicated Server Failed to Load” errors.

* If your map has too many “node graph entities” (nodes + connections + properties), this check will prevent you from adding nodes, duplicating nodes, or adding more connections.
* This resulted in a functional global budget of about 200-250 nodes per map after the Season 3 update, which is a pretty low ceiling.
* A hotfix raised the Node Graph Entity limit from 800 to 2048.
* Most players should now be able to add nodes and connections to any map that was functioning during the Winter Update.
* Maps should be able to comfortably hold scripts with up to 512 nodes before running into the duplication limit or the “Dedicated Server Failed to Load” bug.

Season 4 added a budget check when saving that prevented the save if the file was larger than 2 MB, the long-time size of the file-size buffer for allocating RAM when a server is being set up for a play session.

* Previously, files could be saved above that file size and would not be able to be loaded anymore.
* This would allow for around 400 nodes on fully arted levels and around 600 nodes on blank levels.

A few days into Season 5, there was a server-side update that increased the 2 MB buffer to 10 MB and updated the on-save budget check to this new value as well. There was also a change to how node graph data is stored in level files (.mvar files) that decreased the space that nodes/connections take up, which further increased the boost to scripting beyond the 5x file size increase.

#### Contributors

Captain Punch
