Creating a ModuleCurator_F mid-session takes ~10x longer than normal units.
When mods are loaded and manually activated at the start of the mission with activateAddons, the time for ModuleCurator_F increases massively, to the point where the game freezes for roughly a quarter of a second. When using an on-the-fly curator login system, this becomes quite ugly, as each person who logs in creates a quarter second freeze for the entire server.
Large modset without activating addons:
Large modset and manually activating all addons:
This effect is seen in all modes of play.
Manually activating the addons at mission start for the login system is done so singleplayer has access to all addons, instead of just the official addons, as using activateAddons mid-game is not possible.
My thought is something behind the scenes with the curator simulation type with a lot of addons activated is causing this delay. Whether this can be prevented or lessened is what I'm trying to find out. To clarify, creating a curator without forcing any addons to load is relatively slow as well compared to a normal unit.