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Zeroy-FishingZ

Features: - Sea shore fishing for Shells (with digging equipment) - New fish type (Sea: Cod/Mackerel/Salmon/Scallops, Land: Carp/Pike) - Tacklebox item for storage (can be repaired) - Backpacks on which you can attach Cooking equipment, light, binoculars, Canteen, Fish trap, Tacklebox - Many items of clothing in Leaf Camo made by Creep: Bandana, Cap, Boonie, Pants, Raincoat, Jacket, Wellies, T-Shirt - 6X Lures which… (more)

Features: - Sea shore fishing for Shells (with digging equipment) - New fish type (Sea: Cod/Mackerel/Salmon/Scallops, Land: Carp/Pike) - Tacklebox item for storage (can be repaired) - Backpacks on which you can attach Cooking equipment, light, binoculars, Canteen, Fish trap, Tacklebox - Many items of clothing in Leaf Camo made by Creep: Bandana, Cap, Boonie, Pants, Raincoat, Jacket, Wellies, T-Shirt - 6X Lures which do not require bait attached (Thanks Helkhiana!) * You can craft a hook with metal wire + pliers * To dig out shell you need to be in sea water low depth and have a digging tool in hand, prompt should come up. (* this may not work on map other than Chernarus) * Shells can be cooked for maximum nutritional value. Classnames/Types/Trader files: Class names and types file can be found in the Extras folder in the mod. Use the class names file to create your trader files. Known bugs: * Languages translations may not be complete (send me translations!) * Backpack holding animation needs replacing Credits: Big thanks to Helkhiana, Uncuepa, Not_A_Banana, Thurston, Arkensor, Jacob Mango, Camino, Ethan, Wardog, AeryesOG, Ammo, Weyland, Creep, Baroness, Munghard and MortenTardo. Thanks to Mikero for his marvellous tools! Models purchased thanks to donations! Monetization Monetized Servers: I allow for this mod to be run on monetized servers however I do not allow to physically monetize this mod on such servers (no paywall to mod access) Copyright You are welcome to open the mod and study it but NO REPACK ALLOWED Donations If you want to buy me a beer or add to the donation pot for more features on this mod you can do so here:

Workshop 1850623448 · mod updated 2025-02-24 · analyzed 2026-10-03 08:41 UTC · history · 18 script files

EquipmentMechanicsProps 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 39% 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; 22 others share it. Ranked list.

10
20
30
40
  • 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
  • 40 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 99.8% of this mod's structural load. 0.001 ms/s in all.

99.8%Event hooks · 99.8%
6 hooks · 0.0012 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 6 hooks 0.0012 ms/s 99.8% ActionDigGardenPlot.ActionCondition, FarmingHoe.SetActions, FieldShovel.SetActions and 3 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 × 5 classes
per event
no I/O, timers or RPC
ActionCondition on ActionDigGardenPlot
per event
no I/O, timers or RPC
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 13 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 ✓ Z.pbo::fishing\scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\Modded\ActionConstructor.c:3
ActionDigGardenPlot.ActionCondition T2 yes ✓ Z.pbo::fishing\scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\Modded\ActionDigGardenPlot.c:7
ChernarusPlusData.InitYieldBank — yes ✓ Z.pbo::fishing\scripts\4_World\Modded\Worlds\WorldData.c:3
EnochData.InitYieldBank — yes ✓ Z.pbo::fishing\scripts\4_World\Modded\Worlds\WorldData.c:20
FarmingHoe.SetActions T2 yes ✓ Z.pbo::fishing\scripts\4_World\Modded\Tools.c:3
FieldShovel.SetActions T2 yes ✓ Z.pbo::fishing\scripts\4_World\Modded\Tools.c:12
Iceaxe.SetActions T2 yes ✓ Z.pbo::fishing\scripts\4_World\Modded\Tools.c:39
MissionBase.InitWorldYieldDataDefaults — yes ✓ Z.pbo::fishing\scripts\5_Mission\mission_base.c:3
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ Z.pbo::fishing\scripts\4_World\Modded\AnimRegisterIK.c:3
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ Z.pbo::fishing\scripts\4_World\Modded\AnimRegisterIK.c:17
Pickaxe.SetActions T2 yes ✓ Z.pbo::fishing\scripts\4_World\Modded\Tools.c:30
SakhalData.InitYieldBank — yes ✓ Z.pbo::fishing\scripts\4_World\Modded\Worlds\WorldData.c:36
Shovel.SetActions T2 yes ✓ Z.pbo::fishing\scripts\4_World\Modded\Tools.c:21
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ActionDigGardenPlot.ActionConditionT2 8.0placeholder0.0002
FarmingHoe.SetActionsT2 8.0placeholder0.0002
FieldShovel.SetActionsT2 8.0placeholder0.0002
Shovel.SetActionsT2 8.0placeholder0.0002
Pickaxe.SetActionsT2 8.0placeholder0.0002
Iceaxe.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.

Z.pbo

  • zeroy_assets requiredVersion 0.1 — requires DZ_Data
  • Zeroy_fishing_Clothing requiredVersion 0.1 — requires DZ_Characters, DZ_Characters_Pants, DZ_Gear_Containers, DZ_Data
  • zeroy_fishing requiredVersion 0.1 —
    requires 15 addons DZ_Data, DZ_Scripts, DZ_Characters, DZ_Characters_Backpacks, DZ_Gear_Containers, DZ_Gear_Consumables, DZ_Gear_Tools, DZ_Gear_Cooking, DZ_Gear_Food, DZ_Gear_Navigation, DZ_Gear_Drinks, DZ_Gear_Camping, DZ_Gear_Optics, DZ_Gear_Crafting, DZ_Gear_Traps

census 1.1 · findings 1.1 · hash 0fdf65162392552b