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Gold Nuggets

Gold Nuggets for RP / Trader Server New ID´s (sorry for that) Goldbar_Base Goldbar10k Goldbar20k Goldbar50k Goldbar100k Nugget_Big Nugget_Middle Nugget_Small Now you can craft a some like this : 10 x Nugget Small + Hammer = Nugget Middle 10 x Nugget Middle + Hammer = Nugget Big 10 x Nugget Big + Hammer = GoldBar Sorry for a too late Update . Have Fun… (more)

Gold Nuggets for RP / Trader Server New ID´s (sorry for that) Goldbar_Base Goldbar10k Goldbar20k Goldbar50k Goldbar100k Nugget_Big Nugget_Middle Nugget_Small Now you can craft a some like this : 10 x Nugget Small + Hammer = Nugget Middle 10 x Nugget Middle + Hammer = Nugget Big 10 x Nugget Big + Hammer = GoldBar Sorry for a too late Update . Have Fun ---------------------------------------------------------------------------------------------------------------- @Edit : To spawn the Nuggts in the Wood´s Exmaple for events.xml : <event name="TrajectoryHumus"> <waves>0</waves> <nominal>140</nominal> <min>2</min> <max>4</max> <lifetime>180</lifetime> <restock>0</restock> <saferadius>25</saferadius> <distanceradius>100</distanceradius> <cleanupradius>25</cleanupradius> <flags deletable="0" init_random="0" remove_damaged="0"/> <position>player</position> <limit>parent</limit> <active>1</active> <children> <child lootmax="0" lootmin="0" max="1" min="0" type="AgaricusMushroom"/> <child lootmax="0" lootmin="0" max="1" min="0" type="PleurotusMushroom"/> <child lootmax="0" lootmin="0" max="1" min="0" type="Nugget_Small"/> </children> </event> <event name="TrajectoryConiferous"> <waves>0</waves> <nominal>140</nominal> <min>2</min> <max>4</max> <lifetime>180</lifetime> <restock>0</restock> <saferadius>25</saferadius> <distanceradius>100</distanceradius> <cleanupradius>25</cleanupradius> <flags deletable="0" init_random="0" remove_damaged="0"/> <position>fixed</position> <limit>mixed</limit> <active>1</active> <children> <child lootmax="0" lootmin="0" max="1" min="0" type="BoletusMushroom"/> <child lootmax="0" lootmin="0" max="1" min="0" type="MacrolepiotaMushroom"/> <child lootmax="0" lootmin="0" max="1" min="0" type="Nugget_Middle"/> </children> </event> You can Edit the Max and Min Values (for the spawn rate) ----------------------------------------------------------------------------------------------------------------- Types.xml : <type name="Nugget_Big"> <lifetime>900</lifetime> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="1" deloot="0"/> </type> <type name="Nugget_Middle"> <lifetime>900</lifetime> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="1" deloot="0"/> </type> <type name="Nugget_Small"> <lifetime>900</lifetime> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="1" deloot="0"/> </type> -------------------------------------------------------------------------------------------------------------------- Sni

Workshop 1607030682 · mod updated 2020-10-31 · analyzed 2026-10-03 10:14 UTC · history · 2 script files

Stall risks
None found

No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.

Compatibility
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
No server script overrides, so nothing to rank.

No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

What this report can tell you

Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.

What it cannot

How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.

Everything else

All 1 overrides

Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.

methodsurfaceserversuper()where
PluginRecipesManagerBase.RegisterRecipies — yes ✓ Gold.pbo::Scripts\4_World\recipe.c:3
Load-order constraints (CfgPatches)

What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.

Gold.pbo

  • SEK_Scripts requiredVersion 0.1 — requires DZ_Data
  • Gold requiredVersion 0.1 — requires DZ_Data, DZ_Gear_Medical, DZ_Gear_Consumables

census 1.1 · findings 1.1 · hash 3dea6801bb3eb84b