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BaseRaidToolsV2

Added a config to control damage to tools A config will automatically be created within the RaidTools folder in your servers profile folder. You can change the values to anything between 0 and 1 The default settings are: { "FenceDam": 1, "LockDam": 1 } An updated version of my baseraidtools mod. This is an updated version for servers that run codelock. If you don't use that mod then you don't need to use this… (more)

Added a config to control damage to tools A config will automatically be created within the RaidTools folder in your servers profile folder. You can change the values to anything between 0 and 1 The default settings are: { "FenceDam": 1, "LockDam": 1 } An updated version of my baseraidtools mod. This is an updated version for servers that run codelock. If you don't use that mod then you don't need to use this version of the mod Limits tools that can destroy fences, gates and locks to the "Base Raid Hammer" and the "Base Raid Saw" Entries for types.xml are included in the mod folder Any questions or problems feel free to contact me here or on discord Square#1638 Discord Donations

Workshop 1759532301 · mod updated 2020-05-04 · analyzed 2026-10-03 08:08 UTC · history · 15 script files

EnvironmentEquipmentMechanics 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 44% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.001 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; 21 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
  • This mod
  • 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

Event hooks carry 99% of this mod's structural load. 0.001 ms/s in all.

99%Event hooks · 99%
7 hooks · 0.0014 ms/s
Lifecycle hooks · 0.3%
2 hooks · 0.000004 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 7 hooks 0.0014 ms/s 99% FirefighterAxe.SetActions, Hacksaw.SetActions, HandSaw.SetActions and 4 more
Lifecycle hooksrun when an entity is created, loaded or deleted 2 hooks 0.000004 ms/s 0.3% MissionServer.InvokeOnConnect, MissionServer.OnInit

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
2 leaf classes
2 classes replaced on 1 method · 2 overrides

OnFinishProgressServer

Only these classes are affected. Matters only if another mod in your stack patches the same classes.

2 classesActionDestroyCombinationLock, ActionDestroyPart
2 locationsBaseRaidTools2.pbo::Scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\ActionDestroyCombinationLock.c:4
BaseRaidTools2.pbo::Scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\ActionDestroyPart.c:5

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.

SetActions × 7 classes
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 17 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
ActionDestroyCombinationLock.OnFinishProgressServer — yes ✗ none BaseRaidTools2.pbo::Scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\ActionDestroyCombinationLock.c:4
ActionDestroyPart.OnFinishProgressServer — yes ✗ none BaseRaidTools2.pbo::Scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\ActionDestroyPart.c:5
DayZGame.DeferredInit — yes ✓ BaseRaidTools2.pbo::Scripts\3_Game\DayZGame.c:3
FirefighterAxe.IsMeleeFinisher — yes ✗ none BaseRaidTools2.pbo::Scripts\4_World\Entities\Entities\Itembase\firefighteraxe.c:7
FirefighterAxe.SetActions T2 yes ✓ BaseRaidTools2.pbo::Scripts\4_World\Entities\Entities\Itembase\firefighteraxe.c:12
Hacksaw.SetActions T2 yes ✓ BaseRaidTools2.pbo::Scripts\4_World\Entities\Entities\Itembase\hacksaw.c:3
HandSaw.SetActions T2 yes ✓ BaseRaidTools2.pbo::Scripts\4_World\Entities\Entities\Itembase\Gear\tools\handsaw.c:3
Hatchet.SetActions T2 yes ✓ BaseRaidTools2.pbo::Scripts\4_World\Entities\Entities\Itembase\hatchet.c:3
MissionServer.OnInit T3 yes ✓ BaseRaidTools2.pbo::Scripts\5_Mission\Mission\MissionServer.c:3
MissionServer.InvokeOnConnect T3 yes ✓ BaseRaidTools2.pbo::Scripts\5_Mission\Mission\MissionServer.c:9
Pickaxe.CanMakeGardenplot — yes ✗ none BaseRaidTools2.pbo::Scripts\4_World\Entities\Entities\Itembase\pickaxe.c:3
Pickaxe.IsMeleeFinisher — yes ✗ none BaseRaidTools2.pbo::Scripts\4_World\Entities\Entities\Itembase\pickaxe.c:8
Pickaxe.SetActions T2 yes ✓ BaseRaidTools2.pbo::Scripts\4_World\Entities\Entities\Itembase\pickaxe.c:13
SledgeHammer.IsMeleeFinisher — yes ✗ none BaseRaidTools2.pbo::Scripts\4_World\Entities\Entities\Itembase\sledgehammer.c:3
SledgeHammer.SetActions T2 yes ✓ BaseRaidTools2.pbo::Scripts\4_World\Entities\Entities\Itembase\sledgehammer.c:8
WoodAxe.IsMeleeFinisher — yes ✗ none BaseRaidTools2.pbo::Scripts\4_World\Entities\Entities\Itembase\Gear\woodaxe.c:3
WoodAxe.SetActions T2 yes ✓ BaseRaidTools2.pbo::Scripts\4_World\Entities\Entities\Itembase\Gear\woodaxe.c:8
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
FirefighterAxe.SetActionsT2 8.0placeholder0.0002
HandSaw.SetActionsT2 8.0placeholder0.0002
WoodAxe.SetActionsT2 8.0placeholder0.0002
Hacksaw.SetActionsT2 8.0placeholder0.0002
Hatchet.SetActionsT2 8.0placeholder0.0002
Pickaxe.SetActionsT2 8.0placeholder0.0002
SledgeHammer.SetActionsT2 8.0placeholder0.0002
MissionServer.OnInitT3 0.1placeholder0.0000
MissionServer.InvokeOnConnectT3 0.1placeholder0.0000

Includes 0.001 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.

BaseRaidTools2.pbo

  • BaseRaidTools requiredVersion 0.1 — requires DZ_Weapons_Melee, DZ_Gear_Tools

census 1.1 · findings 1.1 · hash 3fad30dcb2b668a4