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MuchDecos

Mod Support ended with Version 1.26 Mod will work until it won't. Use it if you want but there won't be any more updates Repack is still not allowed. Use DayZ modding system to do fixes if you wish so. About MuchDecos is a mod that brings A LOT of vanilla items to be placeable and usable. Some items are just for decoration, some will have storage inventory, some will have special functionality. Important info This… (more)

Mod Support ended with Version 1.26 Mod will work until it won't. Use it if you want but there won't be any more updates Repack is still not allowed. Use DayZ modding system to do fixes if you wish so. About MuchDecos is a mod that brings A LOT of vanilla items to be placeable and usable. Some items are just for decoration, some will have storage inventory, some will have special functionality. Important info This mod will be kept up but it will not receive many updates. One day when I feel like doing something tedious, i might add more decoration items. But camp houses, big containers will most likely not get any updates. FAQ Q: Code lock support? Add this addon to your server mod or add it to your server. MuchDecos_Codelock Q: Some of these items seem unrealistic to come out of a box I know. You can choose which items to allow in your server. Q: How do you obtain these items on a server? Standalone items: trader/ in the world as loot Kits: trader/ in the world as loot Combine crafting: you combine 2 items together like nails and planks Workbench crafting: you put items in a workbench, while holding the craft book you get the option to craft if you have enough items Note: I'm less fan of the workbench because it requires an action per craft which is not ideal atm. if i can refactor it more i can add more craftables to the workbench Q: How to dismantle items placed as kits? Use screwdriver to dismantle all items that come in a kit. Conditions to be able to dismantle: You must be within range. Inventory must be empty, including slots. If it has a gate/door, the door must be unlocked. If it is a wall or gate, you must be behind the wall. Usually when placing it, it will show you the front so rotate 180 to get the back towards you. Camo net has the box in the middle. hold inventory open and look in vicinity until you find it, then look down. Current item list: https://docs.google.com/spreadsheets/d/1F-NWdO7yklWUvahkwiEUTOiBMRGsuKbjAkeRZG0zTfQ/edit?usp=sharing Credits BI for all the vanilla models Cashew-san for the padlock. Original model here: https://sketchfab.com/3d-models/iron-lock-230fdd8b48d24afa92789106d828e0bf Jest for putting up with my questions all the time Modders discord for help all around scripting, models and such Monetization You may run this on monetized servers as long no item or retexture of an item from this pack is monetized. Copyright Repack is not allowed. Copyright 2020-2021 Helkhiana This item is not authorized for posting on Steam, except under the Steam account named Helkhiana. Sponsors 🎮 Need a DayZ server? Rent yours here and get 25% OFF! Donations

Workshop 1967655509 · mod updated 2025-02-28 · analyzed 2026-10-03 03:15 UTC · history · 62 script files

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 37% 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
  • 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%
5 hooks · 0.00099 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 5 hooks 0.00099 ms/s 99.8% ActionCreateGreenhouseGardenPlot.ActionCondition, ActionDismantlePart.ActionCondition, Hammer.SetActions and 2 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 × 3 classes
per event
no I/O, timers or RPC
ActionCondition on ActionCreateGreenhouseGardenPlot
per event
world scan super() on some paths
ActionCondition on ActionDismantlePart
per event
no I/O, timers or RPC super() on some paths

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
ActionConstructor.RegisterActions — yes ✓ MuchDecos.pbo::scripts\4_World\Actions\ActionConstructor.c:4
ActionCreateGreenhouseGardenPlot.ActionCondition T2 yes conditional MuchDecos.pbo::scripts\4_World\Actions\Modded\actioncreategreenhousegardenplot.c:3
ActionCreateGreenhouseGardenPlot.OnFinishProgressServer — yes conditional MuchDecos.pbo::scripts\4_World\Actions\Modded\actioncreategreenhousegardenplot.c:46
ActionDismantlePart.ActionCondition T2 yes conditional MuchDecos.pbo::scripts\4_World\Actions\Modded\actiondismantlepart.c:3
Hammer.SetActions T2 yes ✓ MuchDecos.pbo::scripts\4_World\Modded Classes\DismantlingTools.c:12
Hologram.UpdateHologram — yes ✓ MuchDecos.pbo::scripts\4_World\Modded Classes\Hologram.c:3
Hologram.GetProjectionName — yes conditional MuchDecos.pbo::scripts\4_World\Modded Classes\Hologram.c:18
Hologram.EvaluateCollision — yes conditional MuchDecos.pbo::scripts\4_World\Modded Classes\Hologram.c:26
Hologram.IsFloating — yes conditional MuchDecos.pbo::scripts\4_World\Modded Classes\Hologram.c:37
Hologram.SetProjectionPosition — yes conditional MuchDecos.pbo::scripts\4_World\Modded Classes\Hologram.c:47
Hologram.GetProjectionEntityPosition — yes conditional MuchDecos.pbo::scripts\4_World\Modded Classes\Hologram.c:80
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ MuchDecos.pbo::scripts\4_World\Modded Classes\AnimRegisterIK.c:4
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ MuchDecos.pbo::scripts\4_World\Modded Classes\AnimRegisterIK.c:12
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ MuchDecos.pbo::scripts\4_World\Modded Classes\AnimRegisterIK.c:19
Pliers.SetActions T2 yes ✓ MuchDecos.pbo::scripts\4_World\Modded Classes\DismantlingTools.c:21
PluginRecipesManager.RegisterRecipies — yes ✓ MuchDecos.pbo::scripts\4_World\Recipes\RegisterRecipies.c:4
Screwdriver.SetActions T2 yes ✓ MuchDecos.pbo::scripts\4_World\Modded Classes\DismantlingTools.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ActionCreateGreenhouseGardenPlot.ActionConditionT2 8.0placeholder0.0002
ActionDismantlePart.ActionConditionT2 8.0placeholder0.0002
Screwdriver.SetActionsT2 8.0placeholder0.0002
Hammer.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.

MuchDecos.pbo

  • MuchDecos requiredVersion 0.1 — requires DZ_Data
  • MuchDecos_BaseItems requiredVersion 0.1 — requires DZ_Data
  • MuchDecos_Craftables requiredVersion 0.1 — requires DZ_Data
  • MuchDecos_Craftables_Standalone requiredVersion 0.1 — requires DZ_Data
  • MuchDecos_Kits_Beds requiredVersion 0.1 — requires DZ_Data
  • MuchDecos_Kits_Cases requiredVersion 0.1 — requires DZ_Data
  • MuchDecos_Kits_Chairs requiredVersion 0.1 — requires DZ_Data
  • MuchDecos_Kits requiredVersion 0.1 — requires DZ_Data
  • MuchDecos_Kits_Fences requiredVersion 0.1 — requires DZ_Data
  • MuchDecos_Kits_Gates requiredVersion 0.1 — requires DZ_Data
  • MuchDecos_Kits_OtherOpenables requiredVersion 0.1 — requires DZ_Data
  • MuchDecos_Kits_Sheds requiredVersion 0.1 — requires DZ_Data
  • MuchDecos_Kits_Slum_Shelter requiredVersion 0.1 — requires DZ_Data
  • MuchDecos_Kits_Tables requiredVersion 0.1 — requires DZ_Data
  • MuchDecos_Kits_Tents requiredVersion 0.1 — requires DZ_Data
  • MuchDecos_Sounds_Doors requiredVersion 0.1 — requires DZ_Data
  • MuchDecos_Standalone requiredVersion 0.1 — requires DZ_Gear_Cooking, MuchDecos_Kits

census 1.1 · findings 1.1 · hash 3c77c086d0062220