Players taking long time to join after adding workshop addons to script

I have a server with various addons, some of those being WAC, Scars, and FA:S 2.0. This is the file that enables them all to be downloaded;


addonIds = {
	"106926982", -- bike for scars 2.0
	"104487316", -- scars basic
	"104492363", -- scars extra
	"104483020", -- scars slim

	"201027186", -- fas 2.0 alpha sweps - misc
	"181283903", -- fas 2.0 alpha sweps - pistols
	"181656972", -- fas 2.0 alpha sweps - rifles
	"183140076", -- fas 2.0 alpha sweps - shotguns
	"183139624", -- fas 2.0 alpha sweps - smgs
	"201027715", -- fas 2.0 alpha sweps - u. rifles
	"180507408", -- fas 2.0 alpha sweps

	"104990330", -- wac aircraft
	"108907015", -- wac community 1
	"108909229", -- wac community 2
	"109977794", -- wac community 3
	"128559085", -- wac community 4
	"139224513", -- wac community 5
	"141486806", -- wac community 6
	"162016658", -- wac community 7
	"178945066", -- wac halo
	"185480079", -- wac mh-x stealthhawk
	"116014889", -- wac roflcopter

	"107590810", -- drivable yacht
	
	"123277559", -- nyan gun
	
	"160250458" -- wiremod
}

for k, v in ipairs(addonIds) do
	resource.AddWorkshop(v)
end

It seems like a lot of players are timing out before they can enter the game. I wasn’t having this problem before I created this script.

Yeah I’d imagine multiple gigabytes of content might make it take awhile to join.

How about only send one SCAR, one FAS, and one WAC? I can assure you that will cut down loading times by 75%

Does it really force players to download every single addon, even if they’re already subscribed to some? Because I figure these are popular addons to have on a server, and most players will already be subscribed to at least a few of them.

No, it does not. But if they are popular, doesn’t mean everyone has those.

Well, i’ll remove wac from it and see how it goes.