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OP_BaseItems

Lockers / Storage Cabinets Slots for bulky clothing and your weapon that you can visually see inside. *Lockable with codelock via compatibility mod* Charcoal BBQ Grill The BBQ can cook up to eight pieces of meat at a time that you can see cook on the grill. Lighting the BBQ requires a charcoal sack for fuel and a ignitition source. Rainwater Procurement Kit Procure rainwater at your base once a rainbarrel is… (more)

Lockers / Storage Cabinets Slots for bulky clothing and your weapon that you can visually see inside. *Lockable with codelock via compatibility mod* Charcoal BBQ Grill The BBQ can cook up to eight pieces of meat at a time that you can see cook on the grill. Lighting the BBQ requires a charcoal sack for fuel and a ignitition source. Rainwater Procurement Kit Procure rainwater at your base once a rainbarrel is attached. To craft the kit you need a long wooden stick and a tarp. Sleeping Bags Deployable bags to keep warm with on the cold Chernarus nights. 3 Texture variants (Camo, grey and blue) Gardening Box / Gardening Pot To create the filled version of the garden pot/box place the item and you should see a "Fill" user action. Attaching/Watering/Disinfection can be done by looking at the dirt with the appropriate item in hand NOTE: The action to empty the box/pot will only be seen if there are no seeds attached! Spotlight Generators A toggleable light source that can be used by server owners to provide light at locations such as traders or during events. 3 Variants, a collapsed version, an extended, and an automatic variant which turns on/off based on day/night cycle (To be spawned via init.c) Grass and Dirt Mound - Dig minimal cover in otherwise open locations. A Field shovel can dig two dirtmounds before being destroyed. You can only dig a dirtmound with a FieldShovel. Water Storage Kit A water supply for your base. The waterbarrel can hold 10,000ML and can be attached to the barrel frame to create the finished kit. You can remove the waterbarrel to fill it up again by the "remove" user action which is under the Drink Action - Big thanks to @Windstride for the model! Four different Camping tents that use the vanilla place, cluttercutter and packing mechanics. Pocket watch: - Check the time of day on the go (minute hand moves fast due to accelerated time) Banner Mount/Banners - A deployable kit that you can attach banners to. Inside the mod folder is a "Info" subfolder which includes the recipes, types.xml, and trader config. Server Owner Instructions 1. Paste the mod folder into your server root 2. Grab the OPMODS.Bikey from the keys folder and place it in your servers key folder. 3. Include @OP_BaseItems; with your other mods in your server launch parameters. 4. Merge the types.xml entries with your servers types.xml your DB (IMPORTANT! have a look after every update to see if they've been overwritten) This is WIP, It's my first mod and I work on this in my spare time. I will my best try to bring updates frequently! Issues? PM OP#9663 on Discord No reuploads or repacking allowed.

Workshop 1617874376 · mod updated 2023-02-01 · analyzed 2026-10-03 02:30 UTC · history · 35 script files

Equipment Workshop tags, chosen by the author

Stall risks
None found

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

Compatibility
1 by design

1 chain break, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.

Structural footprint 1.1
A
1 by design
Heavier than 29% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.001 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 32 others share it. Ranked list.

20
40
60
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • 7 mods
    0.0000046 to 0.00001 ms/s · grade A
  • 1 mod
    0.00001 to 0.000022 ms/s · grade A
  • 1 mod
    0.000022 to 0.000046 ms/s · grade A
  • 37 mods
    0.0001 to 0.00022 ms/s · grade A
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • This mod
  • 22 mods
    0.001 to 0.0022 ms/s · grade A
  • 13 mods
    0.0022 to 0.0046 ms/s · grade A
  • 10 mods
    0.0046 to 0.01 ms/s · grade A
  • 5 mods
    0.01 to 0.022 ms/s · grade A
  • 18 mods
    0.022 to 0.046 ms/s · grade A
  • 17 mods
    0.046 to 0.1 ms/s · grade A
  • 41 mods
    0.1 to 0.22 ms/s · grade A
  • 26 mods
    0.22 to 0.46 ms/s · grade A
  • 28 mods
    0.46 to 1 ms/s · grade A
  • 8 mods
    1 to 2.2 ms/s · grade A to B
  • 10 mods
    2.2 to 4.6 ms/s · grade B
  • 1 mod
    4.6 to 10 ms/s · grade B to C
A316
B11
C1
D0
E0
ms/s, log scale: each labelled step is ten times the one before. Letter grade and mods holding it below the axis.
Where the load comes from

Event hooks carry 99.8% of this mod's structural load. 0.001 ms/s in all.

99.8%Event hooks · 99.8%
3 hooks · 0.00059 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 3 hooks 0.00059 ms/s 99.8% Edible_Base.SetActions, FieldShovel.SetActions, PlayerBase.SetActions

Counts how often each hook is dispatched and how many timers stay alive, not what the code inside does. Some rates are order-of-magnitude estimates; the methodology lists which.

Chain breaks, by consequence

1 override that skip super(), ranked by how much they can affect. On any server a break replaces vanilla's behaviour on that method and silences every earlier-loaded mod hooking it.

By design
Leaf class · ModItemRegisterCallbacks
ModItemRegisterCallbacks replaced on 1 method · 1 override

RegisterOneHanded

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classModItemRegisterCallbacks
1 locationScripts.pbo::4_World\ModdedClasses\ModItemRegisterCallbacks.c:4

Where this mod runs often

Hooks on per-frame and high-rate surfaces, with what their bodies call. Body work, not the hook itself, is what costs frame time.

SetActions × 3 classes
per event
no I/O, timers or RPC

Other findings

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 12 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
ActionConstructor.RegisterActions — yes ✓ Scripts.pbo::4_World\ModdedClasses\ActionConstructor.c:4
Edible_Base.SetActions T2 yes ✓ Scripts.pbo::4_World\OP_BBQ\OP_BBQ.c:441
FieldShovel.CanMakeDirtmound — yes ✗ none Scripts.pbo::4_World\ModdedClasses\Itembase.c:15
FieldShovel.CanMakeGardenplot — yes ✗ none Scripts.pbo::4_World\ModdedClasses\Itembase.c:19
FieldShovel.SetActions T2 yes ✓ Scripts.pbo::4_World\ModdedClasses\Itembase.c:23
Hologram.GetProjectionName — yes conditional Scripts.pbo::4_World\ModdedClasses\Hologram.c:3
Hologram.EvaluateCollision — yes conditional Scripts.pbo::4_World\ModdedClasses\Hologram.c:13
ModItemRegisterCallbacks.RegisterOneHanded — yes ✗ none Scripts.pbo::4_World\ModdedClasses\ModItemRegisterCallbacks.c:4
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ Scripts.pbo::4_World\ModdedClasses\ModItemRegisterCallbacks.c:9
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ Scripts.pbo::4_World\ModdedClasses\ModItemRegisterCallbacks.c:19
PlayerBase.SetActions T2 yes ✓ Scripts.pbo::4_World\ModdedClasses\PlayerBase.c:3
PluginRecipesManager.RegisterRecipies — yes ✓ Scripts.pbo::4_World\ModdedClasses\recipegenerate.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
FieldShovel.SetActionsT2 8.0placeholder0.0002
PlayerBase.SetActionsT2 8.0placeholder0.0002
Edible_Base.SetActionsT2 8.0placeholder0.0002

Includes 0.001 ms/s from placeholder-rated surfaces.

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.

Assets.pbo

  • OP_FOOD_AI requiredVersion 0.1 — requires DZ_Data
  • BannerColorBase requiredVersion 0.1 — requires DZ_Data
  • OP_BaseBuilding requiredVersion 0.1 — requires DZ_Data, DZ_Weapons_Melee, DZ_Gear_Camping
  • OP_BaseItems requiredVersion 0.1 — requires DZ_Data, DZ_Scripts
  • OP_Dirtmound requiredVersion 0.1 — requires DZ_Data, DZ_Gear_Tools
  • OP_Gardenbox requiredVersion 0.1 — requires DZ_Data, DZ_Gear_Cultivation, DZ_Structures_Residential
  • OP_Lightbox requiredVersion 0.1 — requires DZ_Data, DZ_Scripts
  • OP_BBQ_Food requiredVersion 0.1 — requires DZ_Data, DZ_Scripts
  • OP_Clock requiredVersion 0.1 — requires DZ_Data
  • OP_Raincatcher requiredVersion 0.1 — requires DZ_Data
  • OP_Sleepingbags requiredVersion 0.1 — requires DZ_Data
  • OP_SOUNDS requiredVersion 0.1 — requires DZ_Data
  • OP_Tents requiredVersion 0.1 — requires DZ_Data
  • OP_WoodStorage requiredVersion 0.1 — requires DZ_Data

Scripts.pbo

  • OP_BaseItems requiredVersion 0.1 — requires DZ_Data, DZ_Scripts

census 1.1 · findings 1.1 · hash 32f36c3e6517e80f