TranslatePress plugin delayed translated language loading?

I installed the TranslatePress plugin on a website to translate the site into one language using manual translation only. This setup was tested on a dev site and all seemed to work well. However, on the live site there is a delay of around 2-3 seconds where the translated pages initially display the default language before then displaying the translated text. This looks terrible and I need to find a fix.

I have cleared all website caches, browser cache, saved permalinks, set file permissions & ownership, and tried different server settings without success.

Debugging the issue, it seems to relate to the TranslatePress ajax call (trp-ajax) returning no data, which in turn appears to be the result of a database call being blocked at line 26 of the trp-ajax.php file, causing the error output to display from line 38, which I verified via logging.

I copied the website in full onto a very similar server, which doesn’t display the problem, which is therefore pointing me towards an issue with the server environment. However, nothing seems amiss.

Delayed or Asynchronous DML Trigger Execution

I have created a DML trigger (AFTER INSERT, UPDATE, DELETE) on a table
Trigger’s logic takes about 30 seconds to execute

So if you change even 1 row, it takes about 30 seconds due to trigger execution
Developer asked me "Is there a chance that the trigger could be a fire & forget action?"

I said no, but is it really so ?

Question:

Can trigger be executed in "asynchronous" mode?
Application updates couple of rows in few ms, and thinks that transaction is completed, and then trigger is silently executed under the hood ?

I understand that this actually does not look good from consistency point of view, but still, is it possible ?

Do you double the delayed damage for Melf’s Acid Arrow after a critical hit?

The spell Melf’s Acid Arrow does 4d4 on hit and 2d4 next turn (I’m ignoring what happens for a miss). If you roll a 20 for your spell attack roll, you double the 4d4 to 8d4.

What about the 2d4 next turn? Does that get doubled too or does that just stay at 2d4 because it occurs on the next turn?

I know that How does extra damage work for critical hits? covers additional kinds of damage during a critical hit, but this is the same substance that did critical damage, continuing its damage in a later round.

How to make Rigidbody.AddForce less delayed in Unity3D?

I’m trying to make it so that when the player in my game moves left or right, he lightly jumps from his current position to his new position. The way I have it set up now, the jump occurs once he has arrived at his new position. What can I do to make it so that the jump happens sooner so that it appears that he jumps to his new position? Here is the code I have that controls that part of his movement:

if (Input.GetKeyDown(KeyCode.LeftArrow) && transform.position.x > minXPos)     {         targetPos = new Vector3(transform.position.x - xIncrement, transform.position.y, transform.position.z);         rb.AddForce(Vector3.up * jumpForceTwo, ForceMode.Impulse);         transform.position = Vector3.MoveTowards(targetPos, transform.position, speed);         isHorizontalingLeft = true;     } else if (Input.GetKeyDown(KeyCode.RightArrow) && transform.position.x < maxXPos)     {         targetPos = new Vector3(transform.position.x + xIncrement, transform.position.y, transform.position.z);         rb.AddForce(Vector3.up * jumpForceTwo, ForceMode.Impulse);         transform.position = Vector3.MoveTowards(targetPos, transform.position, speed);         isHorizontalingRight = true;     } 

Here is a video showing what is happening (sorry it’s blurry): https://youtu.be/rPewtb8QywE

What happens to a spell cast by a target affected by the delayed effect of the Slow spell when he saves?

Part of the description of the Slow spell says:

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

The affected spellcaster casts a spell and is hindered by the Slow spell so that his spell does not go off until his next turn, but he saves against the Slow spell at the end of his turn.

Can you use the Sorcerer’s Extended Spell Metamagic option with the Delayed Blast Fireball spell to get an extra 10d6 damage?

The Sorcerer can get the Metamagic, Extended Spell.

Extended Spell (PHB p. 102)

When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 sorcery point to double its Duration, to a maximum Duration of 24 hours.

Delayed Blast Fireball (PHB p. 230-231)

…The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6…

Extended Spell would extend the spell duration to up to 2 minutes. This would add a possible ten more rounds which would be 10d6 damage.

Is this possible for only 1 sorcery point? This would make the damage from a full duration delayed blast fireball 32d6 (192) or an average of 112 damage.

Does the damage for Delayed Blast Fireball increase each round?

The damage for the spell delayed blast fireball is listed as:

The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

The spell’s duration is “Concentration, up to 1 minute”.

Does this damage increase repeat on each of your turns throughout the spell’s duration?
Or does it only apply to the turn when you cast the spell?

I tried to draw comparison to the 3.5e version of the spell, but according to the d20 SRD, there is no damage bonus for delaying the blast; the spell is simply more powerful than fireball.

Can a caster end the spell Delayed Blast Fireball immediately after the turn they cast it? [duplicate]

This question already has an answer here:

  • When exactly can a caster stop concentrating on a spell? 4 answers

The spell Delayed Blast Fireball states:

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

According to the concentration rules of The Rules of Magic (emphasis mine):

You can end concentration at any time (no action required).

Is it possible for a caster to cast Delayed Blast Fireball on their turn, end their turn (increasing the damage by a d6 by doing so), and immediately end the spell during the start of the next creature in the initiative order’s turn?