I noticed this on the very first base I built, a simple thing with 5 Claytronics and 5 Hull Parts, and all resources required to support that without buying resources. It was minor.
After making a sizeable fortune, I started making my current standard style base, which has 10 Claytronics, 10 Smartchips, 6 Hullparts, 3 of each component type (field coils, missile components, drone components, etc). This base cost about 870 million in materials, and fits in a 6x6x8 km box (it's bounded by 4 E piers on the bottom, and 4 on the top). With this base, the pausing is quite noticeable, lasting about a second when a module is completed.
After building a few of those, I've now turned to the PHQ. I've built one of those ontop of the Unknown Module, and have started work on a second, below it. It's about three quarters of the way through. I'm not exactly sure how long the pause is now, but it's in the ball park of 30 seconds.
I'm not sure if this level of base size is considered excessive, but recall I am the guy who volunteered to port X3:AP to 64-bit, on the grounds my base building in that game was hitting the 4Gb limit of 32-bit mode, so for me this was completely inevitable. (offer is still open btw, would love to make X3:AP compile for 64-bit).
I should also mention, that the "Storage" panel in the Information page for a base such as this breaks, and displays large blocks of black where it should show bars depicting current resource levels.
If it helps, here's a saved game featuring the problem at it's worse. Throw on SETA and it will pause in no time. Grand Exchange is the station causing the problem in this saved game.
https://drive.google.com/file/d/1Xy7NvA ... sp=sharing
1.50 FREEZE Larger Base Building Freeze on Module Completion
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1.50 FREEZE Larger Base Building Freeze on Module Completion
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