I (maybe) got some more information on the memory out of bounds thing.
First of all, the system max count of particles appears to be minimum 256. Even if set to 100, it will spawn up to 256 particles regardless. I don´t think this is what causes the error though (and I don´t really mind it)
The second thing however are some discrepancies of created/destroyed particles that may lead to the issue.
1. The spawnbox I have creates 530 sprites every time... EXCEPT the first time particles are created, where it only creates 529.
2. The first spawn also seems to overlook the first created particle in the destroy action. So one particle will not be destroyed despite fulfilling the conditions. I nailed this down to the conversion of LFJS.ParticleUidFromSprite, it simply seems to be one off. If I add a LFJS.ParticleUidFromSprite - 1 it will destroy all particles but not the last one. (These particles keep flying until reaching the -12k issue)
3. Destroyed particles are not actually destroyed, they are placed offscreen at -1000X -1000Y (I assume they are "stored" for reuse). Now if I just go ahead and check to destroy particles that have a Y lower than 300 it will permanently attempt to destroy those, just nothing happens since LFJS.ParticleUidFromSprite returns -1.
As such I think I figured out the correct way of destroying particles is to filter out all particles that are exactly -1000X -1000Y (that is fine since naturally that will never happen, and even if probably not cause much issues) then use a for each sprite loop AND also use trigger once (Though I´m not sure why the trigger once is important, but it is required. I also tried using the pre world step trigger but that didn´t do anything)
There is an action to clean up these unused sprites (destroy spare sprites) though I didn´t quite figure out a good place to put it. It usually seems to add issues and I don´t think in my case it will be useful. Either way, the discrepancy with the first spawn beeing one off still exists.
4. There is also a weird correlation with this issue between the system max count aswell as Particle group tags. It´s a bit hard to explain. Basically if Group tag "A" causes particles of group tag "B" to despawn due to max count settings it will throw this error. If both tags are the same, it works fine. It also works fine even with different groups as long as the max count setting is "amount of newly created particles + 2"
My conclusion is that this "ghost particle" is likely the root of that issue.
See these two new projects for debugging.
wackytoaster.at/parachute/particleBugs2.zip