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
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
2 chain breaks, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.
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.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 23 others share it. Ranked list.
Lifecycle hooks carry 81% of this mod's structural load. 0.000 ms/s in all.
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.
OnEnterCalculations · OnExitCalculations
Only this class is affected. Matters only if another mod in your stack patches the same class.
1 class
Hit_MeatBones2 locations
GoreZ.pbo::3_game\Effects\EffectParticle\BulletImpactBase\hit_meatbones.c:140GoreZ.pbo::3_game\Effects\EffectParticle\BulletImpactBase\hit_meatbones.c:191Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.
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.
| method | surface | server | super() | 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
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
PlayerBase.EEKilled | T3 | 0.1 | placeholder | 0.0000 |
Includes 0.000 ms/s from placeholder-rated surfaces.
census 1.1 · findings 1.1 · hash a939c76563186b92