Yeah, actually is something like that.
Cause of the chunk-processing, once a tile is placed/removed, the entire chunk where the tile is/was will be recalculated.
If you manage to place TOO MUCH tiles before the timer goes down, then it will process all of those chunks, with no exceptions, even the ones where only 1 was placed/removed.
However, there is a counter measure for this, a forcing timer, wich cannot be reset, and stops the timer from resetting for long times.
The forcing timer is x10 the delay time of the normal timer.
So, my best guess is that you manage to place all those tiles inside the time frame of the forcing timer (10 seconds in normal mod settings), and cause of that, all the lag.
The forcing timer allows to keep placing tiles for long times (even when its pourpose is the contrary) because it makes the mod process the already placed tiles.
Think about it like this: You wanna keep placing tiles? Alr, just let me work with the already placed ones, so i dont have to do it later.
It is a one time trade also, once you put the tiles, the mod processes them, and then nothing else happens.
Its the best performance saver method that i could think of ...