Hello, first of all, this mod is great! Very GREAT! Only a few mods can give me real challenges, and the resulting motivation and happiness.
Here we have two issues, where I guess the first UPS issue might also be the cause of the second desync issue.
1) UPS: I played this mod for 1 hour in single player and then hosted it on a server. For my single-player save, or the multiplayer save when all players are in one force, the orbs mod scripting takes around 7ms per frame (which is very high, as we only have 16.6 ms per frame), but it is at least playable. When players spawn in different forces (using Factorio’s built-in PVP scenario), it takes 14ms or more. This made us finally have to be in one team (just a regular free play setting, not a PVP scenario). These three cases are all at very early stages (first two science packs), where no scripting content can be found (I am not quite sure about Defense Wizard; the UPS cost was still high when no Defense Wizard was placed). Deleting all chunks (and entities on them) using Delete-Chunk Tool-cannot alleviate this problem. Removing all entities (probably including some hidden ones) using the editor can lower the time used from 7ms to 2ms.
2) Multiplayer desync: We (in a regular same-team free play) first played this for around 4 hours. During this period, people (around 10) could join without any problems. Then I went to sleep while some people stayed to make the third science pack. This morning, within 10 seconds of me joining the server, the problem started. Basically, people could join the server but would be quickly kicked out by the desync issue (in contrast to desync cases seen in other mods, where people simply cannot join). Restarting the server could solve this urgent problem, but I don’t know when it will happen again.
BTW, desyncs start at the beginning of the multiplayer multi-team case: clicking the "Start Round" button or joining the server has a very high chance of resulting in being kicked out by desyncs.