Many breaks === death to performance

I used my break-generating scripts to add breaks to this goal to the end of time:

I’m not 100% why. First thought was SVG, but that doesn’t seem to be the issue.

Any way Beeminder could fix this so that large, complex roads don’t kill load times?

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Not just breaks, but derailments and any other road changes.
Many of my long-standing goals have horrific load times. :frowning:

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