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Could be wrong, but it seems the game calculates plant growth/spread in the time you were in any editor sometimes rather then pausing and that can really slow things down, especially because when it does this it tends to spawn several of the same plant in the same spot so you have a ♥♥♥♥ ton suddenly to render at once, not helping further that the game automatically unpauses when leaving the editor so it has to process more 'actively' at such a time.
I have frequently reached a point on a new sandbox game where i have to use task manager to kill the game's process and that's without plants/animals reaching over 5k population and having the rendered models as low as possible.
i experience the same thing
Anyway, I have to say I haven't really encountered problems like this with the new update, so I'm clearly using the game differently than you all. I have two possible explanations for this:
1. This is the kind of problem that only shows up with large scale evolution simulations, which has not been my focus so far (it will be though, planning a long term stream on Twitch)
2. There is something about what you did in the editors that the game didn't like.
Let me know if you think these explanations could be correct.
When loading from a save I've had plants only viewable from a distance. All of them disappear only showing fungi when zoomed in and reappear when zooming out, not sure if that's related to plant duplication when leaving the animal editor though and its always resolved after the next world reload.