As a game regenerates, making new parts and removing them, etc. etc., does the physics slow down? How do you get rid of this lag-with-age problem, or can we? Wait() yields appear to take longer and humanoids begin to move slower.
This used to happen in Deathrun too. I went through all scripts and replaced :Remove() with :Destroy()
Now instances can run for days without any problems.
What about calls to Debris:AddItem()?
That’s pretty old, so I’d imagine it poses the same issues as remove. I actually just chucked a RemoteEvent inside RepStorage and then called it to remove my items with Destroy after a certain time had passed.
When removing items ‘instantly’, use Destroy().
If you need to delay the removal (via Debris:AddItem()) be aware that the items are not removed if the script is destroyed before the delay is over. This can cause problems when using Debris:AddItem() in local scripts. (if I’m not mistaken, this is why footsteps in Murder Mystery wouldn’t dissapear sometimes)
My whole game lives on the server so it wouldn’t be hard to make a debris service script which uses Destroy.