Thanks again to everyone who reported the issue and shared savegames – that helped a ton!
I’ve tracked down the root cause: when the mod was installed midgame (i.e. after the save was already started), it would activate a script that scanned all player entities every single tick, even if no Tarantulator had ever been built or researched. That was obviously not intended and caused massive script overhead, especially in larger saves.
This has now been fixed in version 2.1.15. The mod will no longer activate unnecessary logic unless Tarantulators are actually present. Midgame installs should now run at full framerate again.
Feel free to update and let me know if things are smoother now. And again – huge thanks for helping me catch this one!