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Code Lock

Introduction: Code Lock is aimed at simplifying the base combination lock. No longer will you have to scramble to lock a gate that gives access to your base. There are also tons of configurable settings for this mod including logs, raid times, raid settings, client rate limiting and more! ---------------------------------------------------------------------------------------------------- Contributions: Thanks to… (more)

Introduction: Code Lock is aimed at simplifying the base combination lock. No longer will you have to scramble to lock a gate that gives access to your base. There are also tons of configurable settings for this mod including logs, raid times, raid settings, client rate limiting and more! ---------------------------------------------------------------------------------------------------- Contributions: Thanks to WarDog for the new UI! : https://steamcommunity.com/id/officialwardog/ Thanks to OP for implementing the custom model!: https://steamcommunity.com/profiles/76561198379941795/ Model used for Lock: https://sketchfab.com/3d-models/keypad-b9968a00bc9249df927ff1969acf2f7e ---------------------------------------------------------------------------------------------------- LICENSE: PERMISSION IS NOT GRANTED FOR THIS MOD TO BE INCLUDED IN A "SERVER PACK" or "MOD PACK". Use a Collection if you want to include this mod on your server for your users. Monetization while using this mod is NOT approved. Requests for monetization MUST go through Room Service. Copyright 2023 Room Service. This item is not authorized (strictly forbidden) for any of these conditions: - posting on Steam, except under the Steam account theroomservice. - hosting on any download server other than Code Lock's current workshop download. - hosting on any launcher for distribution other than Code Lock's current workshop download. - to be packaged in any form other than Code Lock's current workshop download. - to create derivative works.

Workshop 1646187754 · mod updated 2026-10-15 · analyzed 2026-10-15 21:26 UTC · history · 43 script files

CharacterEnvironmentEquipmentProps 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
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 45% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.002 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; 22 others share it. Ranked list.

10
20
30
40
  • 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
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • This mod
  • 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
  • 40 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 99.7% of this mod's structural load. 0.002 ms/s in all.

99.7%Event hooks · 99.7%
9 hooks · 0.0018 ms/s
Lifecycle hooks · 0.1%
1 hook · 0.000002 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 9 hooks 0.0018 ms/s 99.7% ActionCloseFence.ActionCondition, ActionPackTent.ActionCondition, ActionToggleTentOpen.ActionCondition and 6 more
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s 0.1% MissionServer.InvokeOnConnect

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.

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.

ActionCondition × 3 classes
per event
no I/O, timers or RPC
SetActions × 3 classes
per event
no I/O, timers or RPC
CanReceiveAttachment × 2 classes
per event
no I/O, timers or RPC super() on some paths
CanReceiveItemIntoCargo on TentBase
per event
no I/O, timers or RPC super() on some paths

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 23 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
ActionCloseFence.ActionCondition T2 yes ✓ CodeLock.pbo::scripts\4_world\Actions\interact\ActionCloseFence.c:2
ActionConstructor.RegisterActions — yes ✓ CodeLock.pbo::scripts\4_world\Actions\actionconstructor.c:2
ActionDismantlePart.DismantleCondition — yes conditional CodeLock.pbo::scripts\4_world\Actions\continuous\ActionDismantlePart.c:2
ActionPackTent.ActionCondition T2 yes ✓ CodeLock.pbo::scripts\4_world\Actions\interact\ActionPackTent.c:2
ActionPackTent.OnExecuteServer — yes conditional CodeLock.pbo::scripts\4_world\Actions\interact\ActionPackTent.c:14
ActionToggleTentOpen.ActionCondition T2 yes ✓ CodeLock.pbo::scripts\4_world\Actions\interact\ActionToggleTentOpen.c:2
Fence.CanOpenFence — yes conditional CodeLock.pbo::scripts\4_world\Entities\Fence.c:4
Fence.CanReceiveAttachment T2 yes conditional CodeLock.pbo::scripts\4_world\Entities\Fence.c:11
Fence.OnPartDismantledServer — yes ✓ CodeLock.pbo::scripts\4_world\Entities\Fence.c:22
Fence.OnPartDestroyedServer — yes ✓ CodeLock.pbo::scripts\4_world\Entities\Fence.c:34
Fence.SetActions T2 yes ✓ CodeLock.pbo::scripts\4_world\Entities\Fence.c:50
Hacksaw.SetActions T2 yes ✓ CodeLock.pbo::scripts\4_world\Entities\Hacksaw.c:3
ItemBase.CombineItemsClient — yes conditional CodeLock.pbo::scripts\4_world\Entities\ItemBase.c:13
ItemBase.OnRightClick — yes conditional CodeLock.pbo::scripts\4_world\Entities\ItemBase.c:18
MissionGameplay.CreateScriptedMenu — yes ✓ CodeLock.pbo::scripts\5_mission\MissionBase.c:2
MissionGameplay.OnKeyPress — yes conditional CodeLock.pbo::scripts\5_mission\MissionBase.c:41
MissionServer.InvokeOnConnect T3 yes ✓ CodeLock.pbo::scripts\5_mission\MissionServer.c:31
PluginManager.Init — yes ✓ CodeLock.pbo::scripts\4_world\PluginManager\PluginManager.c:2
TentBase.CanReceiveItemIntoCargo T2 yes conditional CodeLock.pbo::scripts\4_world\Entities\TentBase.c:11
TentBase.CanReleaseCargo — yes conditional CodeLock.pbo::scripts\4_world\Entities\TentBase.c:18
TentBase.CanDisplayAttachmentCategory — yes conditional CodeLock.pbo::scripts\4_world\Entities\TentBase.c:25
TentBase.CanReceiveAttachment T2 yes conditional CodeLock.pbo::scripts\4_world\Entities\TentBase.c:33
TentBase.SetActions T2 yes ✓ CodeLock.pbo::scripts\4_world\Entities\TentBase.c:57
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ActionCloseFence.ActionConditionT2 8.0placeholder0.0002
ActionPackTent.ActionConditionT2 8.0placeholder0.0002
ActionToggleTentOpen.ActionConditionT2 8.0placeholder0.0002
Fence.CanReceiveAttachmentT2 8.0placeholder0.0002
Fence.SetActionsT2 8.0placeholder0.0002
Hacksaw.SetActionsT2 8.0placeholder0.0002
TentBase.CanReceiveItemIntoCargoT2 8.0placeholder0.0002
TentBase.CanReceiveAttachmentT2 8.0placeholder0.0002
TentBase.SetActionsT2 8.0placeholder0.0002
MissionServer.InvokeOnConnectT3 0.1placeholder0.0000

Includes 0.002 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.

CodeLock.pbo

  • GDZ_Codelock requiredVersion 0.1 — requires DZ_Data, DZ_Gear_Camping
  • CodeLock — requires DZ_Data, DZ_Scripts

census 1.1 · findings 1.1 · hash 5b47c50bfe995514