We're sending a lot of RCON messages to the server constantly, even when things aren't changing. Because of an implementation detail on the Factorio internals, this means it must advance the game one tick for every call. This means the server is counting forward while "paused".
If we dramatically reduce the number of calls when the game is paused, it will mitigate this problem to the point of not being an issue.
As described here: https://forums.factorio.com/viewtopic.php?f=23&t=98285&p=545459
We're sending a lot of RCON messages to the server constantly, even when things aren't changing. Because of an implementation detail on the Factorio internals, this means it must advance the game one tick for every call. This means the server is counting forward while "paused".
If we dramatically reduce the number of calls when the game is paused, it will mitigate this problem to the point of not being an issue.