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A forum post by skillphiliac

How do procedural creations impact this? Let's say I have a modular house and have a grid of tags laid out, each representing one house. I then emit these houses when I get close enough to a tag and broadcast the exact parameters with it (as I don't want randomization for this example).

Will any subsequent emissions be as costly as the entirety of the modular asset in the emitter? Or will this incur additional costs and treat every building as unique, thus capping very soon?

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