That makes sense. Like I am glad the mod exists, but until the mod can properly distribute its UPS overhead over the "scan interval" and "update intervals" such that the user can increase those intervals as desired to get an arbitrary performance, it won't really be usable in a pY run at least. Like I said, only having 17 of them was already bringing the spikes up over 7ms. I'm not sure if that's because the deposit had a lot of items, or if its because it's an 800 slot inventory (probably the latter?), but if that 7ms was distributed over something like 600 ticks? Then it would only be a .01ms overhead! So hopefully someday that can be how it works =D (granted, that would only be if somehow the code could distribute the scan over multiple ticks for a single spoilage scanner, which probably can't work. So at least it could divide the 7ms by 17, and get down to .41ms per scanner, and it distributes those 0.41ms updates evenly over the course of the scan interval, so that if you set it to 600 ticks, you could theoretically have up to 600 scanners and it would just do one scan per tick, and then you'd have an overall overhead of only .41ms still)
I totally understand the free time issue and I make no demands, it's a free mod and you are volunteering your time and energy so thank you for even making the mod. I just am saying it probably won't work for me (or probably most pY players) until this particular issue gets resolved. That being said, I will keep the mod installed because even with that issue, I can still use a few of them around my base, I just have to be extremely limited with their usage. I fear I will do the thing with them that I do with rocket launcher ammo in FPS games.... and just never use them :P