I'm assuming destroyed GameObjects are cleaned up from memory to avoid memory issues, but maybe that's not the case? So, if I spawn ~10 shock bursts per .75 seconds for an hour or so, will it keep indexing new memory and eventually run out? I'm also curious if timers each run on their own thread (which seems excessive) or if they all poll from a single thread or even the main thread? So, if I have, say, 100 timers running at the same time is that likely to tax the engine noticeably?
I tried putting down a large number of timers to see if it had any effects, and it didn't seem to, but I'm not sure if A) that's just my machine handling the load well or B) there's maybe some optimization done to virtually "disable" timers that have no connectors?
I know this is probably hard for anyone but the devs to answer, but I'd appreciate any observations. I'm curious if I'm planning too much and will be stuck with a mod that chugs by the time I've gotten to the end of it.
Thanks.

EDIT: I didn't actually see before that timers seem to slow down when the party leaves the area the timer is set to. This is interesting, but I'm really curious as to how it all works.
