DisableGardenPlots
Disables the ability to create Garden Plots with the shovel and the pickaxe, because they actually can be used to build stairs. Also tries to fix random bugged areas as it seems to be related to garden plots. Support @ https://www.paypal.me/groston1 Alternative mod that doesn't remove the actions but blocks building stairs : https://steamcommunity.com/sharedfiles/filedetails/?id=2040409254
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
1 chain break, 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; 25 others share it. Ranked list.
Event hooks carry 99.8% of this mod's structural load. 0.000 ms/s in all.
2 hooks · 0.0004 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 2 hooks | 0.0004 ms/s | 99.8% | Pickaxe.SetActions, Shovel.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.
RunDayZBat
Only this class is affected. Matters only if another mod in your stack patches the same class.
1 class
DayZTool1 location
Scripts.pbo::Workbench\Plugins\?Цїеъ..c:3Where 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.
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.
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 3 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 |
|---|---|---|---|---|
DayZTool.RunDayZBat |
— | yes | ✗ none | Scripts.pbo::Workbench\Plugins\?Цїеъ..c:3 |
Pickaxe.SetActions |
T2 | yes | ✓ | Scripts.pbo::4_World\entities\ItemBase\юцЮЫќ*Члфќџ..c:3 |
Shovel.SetActions |
T2 | yes | ✓ | Scripts.pbo::4_World\entities\ItemBase\оЦѝ?уэчщњѓр..c:3 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
Pickaxe.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Shovel.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Includes 0.000 ms/s from placeholder-rated surfaces.
census 1.1 · findings 1.1 · hash d5c4b98b0eb40786