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Disease Injectors

What does it do? Disease Injectors is a small mod that adds a total of 8 new medical auto-injectors. 4 which add disease and 4 which cure them. What does it include? -Infection and cure injectors for Kuru. -Infection and cure injectors for Salmonella. -Infection and cure injectors for Influenza. -Infection and cure injectors for Cholera. Item Class Names Example Types.xml can be found within the mod. Config to add… (more)

What does it do? Disease Injectors is a small mod that adds a total of 8 new medical auto-injectors. 4 which add disease and 4 which cure them. What does it include? -Infection and cure injectors for Kuru. -Infection and cure injectors for Salmonella. -Infection and cure injectors for Influenza. -Infection and cure injectors for Cholera. Item Class Names Example Types.xml can be found within the mod. Config to add whichever injectors you want. (I.e Only cures) Disease Injectors KuruInjector SalmonellaInjector InfluenzaInjector CholeraInjector Disease Cures KuruInjectorCure SalmonellaInjectorCure InfluenzaInjectorCure CholeraInjectorCure Server Owner Instructions As with most mods install instructions follow the same patten. - Copy the mod from !Workshop to DayzServer root. - Copy the cooltrain.bikey into your server keys folder. - Add the @Disease Injectors to your server launch parameter. - Merge/add the classnames/types.xml What version does it require? Working on the latest 1.15 stable version | I always do my best to have my mods updated as soon as an update or issue is found. Can I repack this mod? Permission is not granted to reupload to steam or anywhere else, unpack or repack my work | Copyright 2021 Cooltrain Rate, Favorite & Donate

Workshop 1723938994 · mod updated 2019-06-26 · analyzed 2026-10-03 02:14 UTC · history · 26 script files

EquipmentProps 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
No server script overrides, so nothing to rank.

No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

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 2 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 ✓ DiseaseInjectors.pbo::scripts\4_World\classes\useractioncomponent\actionconstructor.c:3
PlayerBase.Init — yes ✓ DiseaseInjectors.pbo::scripts\4_World\entities\manbase\playerbase.c:3
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.

DiseaseInjectors.pbo

  • DiseaseInjectors requiredVersion 1 — requires DZ_Gear_Medical, DZ_Data

census 1.1 · findings 1.1 · hash 2c850e0ad63d07c3