← modperf · analyzed mods

ToxicZone

THIS MOD ADD TOXIC ZONE IN DAYZ, A GREEN MIST WILL BE SHOWN INSIDE THOSE AREAS. DONATION -This mod has been coded with love for this game and I'm happy that people like it. If you like my work and want more content, don't hesitate to donate, it's always motivating ;) LINK:https://www.paypal.me//thedmitri FIXED TOXIC ZONE: -By default, Kamenks Military Base and Tisy are fixed toxic zone, you will need a full NBC Set… (more)

THIS MOD ADD TOXIC ZONE IN DAYZ, A GREEN MIST WILL BE SHOWN INSIDE THOSE AREAS. DONATION -This mod has been coded with love for this game and I'm happy that people like it. If you like my work and want more content, don't hesitate to donate, it's always motivating ;) LINK:https://www.paypal.me//thedmitri FIXED TOXIC ZONE: -By default, Kamenks Military Base and Tisy are fixed toxic zone, you will need a full NBC Set and a GasMask to survive in the zone. GasMask will need a filter or charcoal tablets in order to survive in it. If at some point, some parts of your suits are ruined or missing, you'll start to cough and get sick at some point. After getting the sick notification, you'll start to loose blood, vomit and cough randomly. You've got about 30min before dying of blood loss. The only thing that can save you is the toxiccure, inject it into yourself and you'll be cured and take 40 Health damage during the process. (I know, I'm a psychopath.. :p) DYNAMIC TOXICZONE -If you want to go a llitle bit deep with this mod, you can set a moving toxic Zone, it will looks like a moving green smoke and move and move across the map following the set parameters in the json file. For now, You can define a trajectory between two sets of point and make zone with a radius of 150m. YOU CAN NOW SET AS MANY MOVING ZONE THAT YOU WANT AND FOLLOW THEIR POSITIONS WITH LOGS AND ADMIN CHAT. CRATE'S SYSTEM -Inside those area, you will find some crate called "ToxicCase" that contain really good gear. By default, a crate spawn every hour randomly in each toxicZone of the server. Those crate are hidden inside buildings, bunkers, heli platform and back's dead military cars. You can set new crates positions inside the .json file. The loot system has been changed to a probability\chance system to allow attachment and weapons to spawn at the same time to be more efficient. Moreover, you can set different set of loot for each zone and each crate ! TOXIC'S GRENADE -We all have met people camping buildings for hours without any way to let kill them. Now, You can throw a toxic grenade to them and they will start vomiting and dying if they don't wear a gasmask. Each grenade, the red,green, purple, yellow and yellow has a 8meters radius. The toxicity start 30s after unpin so don't keep it in hand to long lo; .Enjoy this little smoking boys) INSTRUCTIONS: -After downloading the mod, Open the file and open the Readme.txt, it contain information about the mod. -D'ont forget to copy the ToxicZone file located in serverprofile inside your serverprofile. .You can set everything with the Json fils located in your \ToxicZone\TZConfig. There is a txt file called explanation.txt with explanation about the variables. -if something doesn't work, check inside the ToxicZone log located in \ToxicZone\TZLogs. -If you don't find those folder, you can create each of them following the right path indicated up there and a new config file will be generated after the start of your server. PLANNED FEATURES -None at this time, feel free to propose yours in the discord ;) CONTACT - ASSISTANCE Thanks for all your interrest about the mod, for now on, I'll ask u to contact me on my discord for talking with me: -This discord will have channels for all my current mods and my future ones, don't hesitate to come for talking about your ideas and GET HELP (COMMENTS SECTION ISN'T MADE FOR THAT) ... BUG REPORT AND FEATURES REQUEST Here is the trello dedicated to the mod, you can reports bugs, propose features, fund features there. ] CREDITS I want to thank my colleague LaGTek for helping fixing a lot of bugs and also the log systèm, Feel free to check his work ;) I also want to thanks Ducky form DayZ RP for making the texture of the toxic grenade, feel free to check his work too :) RIGHTS YOU ARE ALLOW TO USE THIS MOD ON A MONETIZE SERVER. I DO NOT ALLOW REPACK FOR THIS MOD. I DO NOT ALLOW ANY REWORK OR RE USE OF MY WORK WITHOUT MY CONSENT. Pls report bugs and server fps to help me fix the mod thanks

Workshop 1752669393 · mod updated 2022-02-18 · analyzed 2026-10-03 02:29 UTC · history · 41 script files

EnvironmentEquipmentMechanicsSound 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 85% of 328 scripted mods analyzed.

0.042% of each server frame at 100 players (0.420 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; 25 others share it. Ranked list.

20
40
60
  • 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
  • 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
  • This mod
  • 27 mods
    0.46 to 1 ms/s · grade A
  • 9 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

Repeating timers carry 100% of this mod's structural load. 0.420 ms/s in all.

Event hooks · <0.1%
1 hook · 0.0002 ms/s
Lifecycle hooks · <0.1%
2 hooks · 0.000004 ms/s
100%Repeating timers · 100%
3 timers · 0.42 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 1 hook 0.0002 ms/s <0.1% PlayerBase.EEHitBy
Lifecycle hooksrun when an entity is created, loaded or deleted 2 hooks 0.000004 ms/s <0.1% MissionServer.CreateCharacter, MissionServer.InvokeOnConnect
Repeating timersstay in the timer queue, which is walked every frame 3 timers 0.42 ms/s 100% 2 × every 60 s, every 2 s

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.

EEHitBy on PlayerBase
per event
no I/O, timers or RPC

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 8 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 ✓ ToxicZone.pbo::scripts\4_World\classes\Useractionscomponent\ActionConstructor.c:3
ActionGiveBloodSelf.OnEndServer — yes conditional ToxicZone.pbo::scripts\4_World\classes\Actions\ActionGiveBloodSelf.c:3
ActionGiveBloodTarget.OnEndServer — yes conditional ToxicZone.pbo::scripts\4_World\classes\Actions\ActionGiveBloodTarget.c:3
MissionServer.InvokeOnConnect T3 yes ✓ ToxicZone.pbo::scripts\5_Mission\MissionServer.c:12
MissionServer.CreateCharacter T3 yes ✗ none ToxicZone.pbo::scripts\5_Mission\MissionServer.c:51
ModifiersManager.Init — yes ✓ ToxicZone.pbo::scripts\4_World\classes\Playermodifiers\modifiersmanager.c:3
PlayerBase.Init — yes ✓ ToxicZone.pbo::scripts\4_World\entities\ManBase\PlayerBase.c:25
PlayerBase.EEHitBy T2 yes ✓ ToxicZone.pbo::scripts\4_World\entities\ManBase\PlayerBase.c:85
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.EEHitByT2 8.0placeholder0.0002
MissionServer.InvokeOnConnectT3 0.1placeholder0.0000
MissionServer.CreateCharacterT3 0.1placeholder0.0000

Repeating timers

period (ms)residency ms/sfiring ms/swhere
20000.1400 0.000012ToxicZone.pbo::scripts\4_World\classes\SystemTZHandler\Core\TZToxicZoneClient.c:31
600000.1400 0.000000ToxicZone.pbo::scripts\4_World\classes\SystemTZHandler\Core\TZMovingToxicZoneClient.c:38
600000.1400 0.000000ToxicZone.pbo::scripts\4_World\classes\SystemTZHandler\Core\TZToxicZoneClient.c:30

Includes 0.000 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.

TZDefine.pbo

  • TZDefine requiredVersion 0.1 — no requiredAddons

ToxicZone.pbo

  • ToxicZone_Script requiredVersion 0.1 — requires TZDefine, DZ_Scripts

ToxicZone_Data.pbo

  • ToxicZone_Data_Script requiredVersion 0.1 — requires DZ_Characters, DZ_Characters_Backpacks, DZ_Characters_Pants, DZ_Characters_Tops, DZ_Gear_Containers, DZ_Characters_Masks, DZ_Characters_Headgear, DZ_Data

census 1.1 · findings 1.1 · hash 8ce1fd80df1dc70e