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I haven't tested it in multiplayer at all since survival mode came out. I noticed vanilla logic gates have the exact same problem you're describing when changing their state repeatedly.
I'll do some more investigating when I have the time for it.
And yeah we noticed that too, 0 tick logic clocks are pushing the latency really fast.
For a quick fix I'd just change the last else to elseif and compare the current value to the previous as the previous if statements already do that, or just simply wrap it all up in a check if it's changed at all
EDIT: That's under XYZ_Converter.server_onFixedUpdate()
EDIT:
I wrapped a change statement around each update, as mentioned by @Faupi, so it only triggers once, if you press/release the button. That will fix most, if not all lag that would build up. But I didn't tested this yet.
I also found out, that the A and D Converter where broken in survival, because the getPoseWeight() function is out of bounds with the new seats. You have to use getSteeringAngle() to get them work in survival. They output integer between -1 and 1 just like getPower() and work with the old seats, too.
The setPower() function doesn't work with the new survival engines anymore. They require isActive() to receive power with setPower(). You could redefine some function, but changing the WASD Converters back to Logic Output only again and adding Steer and Power Converters for Power Outputs would be the easier approach.