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Base Fortifications

Fortify your base or set up road blocks. This mod adds some extra items to help protect and defend your base. Some of the items are ideal for RP roadblocks/Checkpoints. To construct: Military Nest - 20 x Empty Sandbags + 15x Wooden Planks Concrete Bunker - 10x Cement Bags + 20x Scrap Metal Door Barricade - 5x Wooden Planks + 20x nails Window Barricade - 5x Wooden Planks + 20x Nails Dragon Tooth - 2x Cement Bags + 5x… (more)

Fortify your base or set up road blocks. This mod adds some extra items to help protect and defend your base. Some of the items are ideal for RP roadblocks/Checkpoints. To construct: Military Nest - 20 x Empty Sandbags + 15x Wooden Planks Concrete Bunker - 10x Cement Bags + 20x Scrap Metal Door Barricade - 5x Wooden Planks + 20x nails Window Barricade - 5x Wooden Planks + 20x Nails Dragon Tooth - 2x Cement Bags + 5x Scrap metal Hedgehog - 1x Dismantled Hedgehog + Wrench (Wrench not destroyed) Razorwire Fence - 1x Wooden Log + 1x Barbed Wire Concrete Road Barrier - 5x Cement Bags + 10x Scrap Metal Long Sandbag Fence - 10x Empty Sandbags + Shovel (Shovel not destroyed) Round Sandbag Fence - 10x Empty Sandbag + Shovel (Shovel not destroyed) Wooden Watchtower Part - 20x Wooden Planks + 40x Nails Full Wooden Watchtower - Combine 2 Watchtower parts Hesco Barriers are found only (Cannot be crafted) Craftable Ingredients: Disassembled Hedgehog - 3x Scrap Metal + 3x Scrap Metal (Gives 1x Disassembled Hedgehog) Scrap Metal - 5x Metal Ore + 5x Metal Ore (Gives 5x Scrap Metal) (You will need the optional Plus200_Mining mod installed to mine Metal Ore, Instructions below) To Dismantle: Military Nest - Hatchet (Ingredients returned) Concrete Bunker - Sledgehammer (No ingredients returned) Door Barricade - Hatchet (Ingredients returned) Window Barricade - Hatchet (Ingredients returned) Dragon Tooth - Sledgehammer (No ingredients returned) Hedgehog - Crowbar (Ingredients returned) Razorwire Fence - Pliers (Ingredients returned) Concrete Road Barrier - Sledgehammer (No ingredients returned) Long Sandbag Fence - Hatchet (Ingredients returned) Round Sandbag Fence - Hatchet (Ingredients returned) Wooden Watchtower - Hatchet (Ingredients returned) Hesco Barriers 1,3 & 5 - Hatchet (Kit returned) Server Owner Instructions: Copy the @BaseFortifications folder to your server Copy the key from the Keys folder to your servers Keys folder. Add -mod=@BaseFortifications; to your startup. Copy and paste the contents of types.xml from the info folder to your servers types.xml If you use the Trader mod from DrJones then copy the TraderConfig.txt contents to your servers TraderConfig.txt OPTIONAL: NOT NECESSARY FOR BASE FORTIFICATIONS TO WORK For ore mining to work: Due to a mod conflict with DayzOresAndGems, I have removed my own mining script. To enable mining ores from rock you will require the Plus200_Mining mod located here: Then: - Run the server with the mod - Go to "your_server_profile_directory\Plus200\Mining" - Open file config.json - At the bottom of the config, add "MetalOre": 200 below "Stone": 200, (remember to add the comma after "Stone": 200) - restart server You will then have Metal Ores spawning with the mined Stones. You can change the Ore probability using the guide on the Plus200_Mining Workshop page. Credits: Big thanks to Chopper for the insight and guidance in setting up strong side object placement Thanks too goes to DaddyPrapor for the assistance in getting this mod ready. Thanks to Fragility on Discord for assistance with increasing stacks for Wooden Planks. Assets: Various Purchased assets. Free Assets: Metal Beam - https://sketchfab.com/3d-models/free-iron-rod-8047c37dfde346258a5452e8da740ae7 Cement Bag - https://www.turbosquid.com/3d-models/free-3ds-model-cement-bag/609963 Empty Sandbags - https://sketchfab.com/3d-models/sand-bag-pile-232b9407f5ad46f68764093f134591f4 Placing Kit Box - https://sketchfab.com/3d-models/ammoweapon-crate-134d0d1134b34649a2cc8b8a51d8f0bf Hedgehog - https://www.cgtrader.com/free-3d-models/military/other/free-czech-hedgehog-anti-tank-trap-pbr Road Barrier - https://www.turbosquid.com/3d-models/road-blockades-max-free/1015436 Razorwire wooden Posts - https://sketchfab.com/3d-models/wood-spike-d31579c34a8a41dc8040fe483a8849b1 Arma 2 asset ports - Dragon Tooth & Hesco Barriers THIS MOD CANNOT BE ADDED TO A SERVER MOD PACK OR RE-UPLOADED HERE OR ELSEWHERE.

Workshop 1849039435 · mod updated 2021-03-23 · analyzed 2026-10-03 03:41 UTC · history · 48 script files

EconomyEnvironmentEquipmentProps 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 34% 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; 32 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
  • This mod
  • 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
  • 26 mods
    0.22 to 0.46 ms/s · grade A
  • 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

Event hooks carry 99.8% of this mod's structural load. 0.001 ms/s in all.

99.8%Event hooks · 99.8%
4 hooks · 0.00079 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 4 hooks 0.00079 ms/s 99.8% Crowbar.SetActions, Hatchet.SetActions, Pliers.SetActions and 1 more

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.

SetActions × 4 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 11 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 ✓ BaseFortifications.pbo::Scripts\4_World\ActionConstructor.c:3
ActionDeployObject.OnEndServer — yes conditional BaseFortifications.pbo::Scripts\4_World\Actions\ActionDeployBaseFortificationKits.c:3
Crowbar.SetActions T2 yes ✓ BaseFortifications.pbo::Scripts\4_World\Fort_Tools.c:32
Hatchet.SetActions T2 yes ✓ BaseFortifications.pbo::Scripts\4_World\Fort_Tools.c:4
Hologram.ProjectionBasedOnParent — yes conditional BaseFortifications.pbo::Scripts\4_World\Fort_Hologram.c:113
Hologram.PlaceEntity — yes ✗ none BaseFortifications.pbo::Scripts\4_World\Fort_Hologram.c:162
Hologram.EvaluateCollision — yes conditional BaseFortifications.pbo::Scripts\4_World\Fort_Hologram.c:181
PlayerBase.Init — yes ✓ BaseFortifications.pbo::Scripts\4_World\entities\manbase\playerbase.c:3
Pliers.SetActions T2 yes ✓ BaseFortifications.pbo::Scripts\4_World\Fort_Tools.c:41
PluginRecipesManagerBase.RegisterRecipies — yes ✓ BaseFortifications.pbo::Scripts\4_World\Recipe\RegisterRecipies.c:3
SledgeHammer.SetActions T2 yes ✓ BaseFortifications.pbo::Scripts\4_World\Fort_Tools.c:21
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
Hatchet.SetActionsT2 8.0placeholder0.0002
SledgeHammer.SetActionsT2 8.0placeholder0.0002
Crowbar.SetActionsT2 8.0placeholder0.0002
Pliers.SetActionsT2 8.0placeholder0.0002

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.

BaseFortifications.pbo

  • Base_Fortifications_Base requiredVersion 0.1 — requires DZ_Data, DZ_Scripts, DZ_Gear_Containers, DZ_Gear_Crafting, DZ_Gear_Tools
  • Base_Fortifications_Base_Kit requiredVersion 0.1 — requires DZ_Gear_Containers, DZ_Gear_Crafting, DZ_Gear_Tools, DZ_Data

census 1.1 · findings 1.1 · hash dd7e59241d6cfe43