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GoreZ

This mod adds blood particleeffects for both players and zombies including: hit particles bloodpuddles wallsplatter flies on dead bodies includes @BleedTrail. Bullet holes in walls. (removed) Setup: copy key from keys folder to server keys folder. For both Clientside and serverside. I recommend using DZSA Launcher. !!! DO NOT USE WITH @BLEEDTRAIL !!! Repacking is not allowed. If you would like to donate you can do… (more)

This mod adds blood particleeffects for both players and zombies including: hit particles bloodpuddles wallsplatter flies on dead bodies includes @BleedTrail. Bullet holes in walls. (removed) Setup: copy key from keys folder to server keys folder. For both Clientside and serverside. I recommend using DZSA Launcher. !!! DO NOT USE WITH @BLEEDTRAIL !!! Repacking is not allowed. If you would like to donate you can do that here: https://discord.gg/NQn8hgW

Workshop 1648967877 · mod updated 2020-06-30 · analyzed 2026-10-03 10:12 UTC · history · 12 script files

CharacterServer 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
2 by design

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

Structural footprint 1.1
A
2 by design
Heavier than 0% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.000 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; 23 others share it. Ranked list.

20
40
60
  • This mod
  • 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
  • 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

Lifecycle hooks carry 81% of this mod's structural load. 0.000 ms/s in all.

81%Lifecycle hooks · 81%
1 hook · 0.000002 ms/s
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s 81% PlayerBase.EEKilled

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

2 overrides 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
Family · Hit_MeatBones and its 4 vanilla subclasses
Hit_MeatBones replaced on 2 methods · 2 overrides

OnEnterCalculations · OnExitCalculations

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

1 classHit_MeatBones
2 locationsGoreZ.pbo::3_game\Effects\EffectParticle\BulletImpactBase\hit_meatbones.c:140
GoreZ.pbo::3_game\Effects\EffectParticle\BulletImpactBase\hit_meatbones.c:191
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 5 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
Hit_MeatBones.CalculateStoppingForce — yes ✗ none GoreZ.pbo::3_game\Effects\EffectParticle\BulletImpactBase\hit_meatbones.c:24
Hit_MeatBones.Event_OnStarted — yes ✓ GoreZ.pbo::3_game\Effects\EffectParticle\BulletImpactBase\hit_meatbones.c:56
Hit_MeatBones.OnEnterCalculations — yes ✗ none GoreZ.pbo::3_game\Effects\EffectParticle\BulletImpactBase\hit_meatbones.c:140
Hit_MeatBones.OnExitCalculations — yes ✗ none GoreZ.pbo::3_game\Effects\EffectParticle\BulletImpactBase\hit_meatbones.c:191
PlayerBase.EEKilled T3 yes ✓ GoreZ.pbo::4_world\entities\ManBase\PlayerBase.c:105
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.EEKilledT3 0.1placeholder0.0000

Includes 0.000 ms/s from placeholder-rated surfaces.

census 1.1 · findings 1.1 · hash a939c76563186b92