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MuchStuffPack

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. THIS REQUIRES MUCHFRAMEWORK ON YOUR SERVER MuchStuffPack is an extensive collection of base, furniture and decorative items as well as melee weapons and custom clothing. FAQ Q: How can we dismantle the kits? All… (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. THIS REQUIRES MUCHFRAMEWORK ON YOUR SERVER MuchStuffPack is an extensive collection of base, furniture and decorative items as well as melee weapons and custom clothing. FAQ Q: How can we dismantle the kits? All placed kits can be dismantled by Screwdriver, Pliers or Hammers. Q: How can I use the stone fireplace? I cannot see inventory of fireplace. You have to craft the fireplace and put it in your hands. Look at the grill of the stone fireplace and click place. Q: I cannot attach or put more than amount of item in the item. Why is that? A. Another mod is overriding the slots. You are probably running a mod that is changing inventory slots. Find what mod is causing it and ask them to change inventorySlot[] = { "Shoulder", "Melee"... to inventorySlot[] += { "Shoulder", "Melee"... Q: My items are disappearing. Check your types.xml file with these 2 websites: https://www.xmlvalidation.com/ and http://dayztypes.pro/ Your issue most likely lies in having a bad types.xml. If you have fixed it and they still disappearing, you might have to delete your types.bin files in storage folder. Q: The bases are getting very laggy due to weapons displayed in proxies. What can we do?. Use the provided config in the profiles folder to hide the proxies. Credits Windstride - Boxing shorts, medic bag, basically all the clothes <3 best one out there FracturedRP - Gunwall Creep - Fridges models, vanilla looking Gazebo model Texture fix for Medic Bag by s廾ade 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 Helkhiana This item is not authorized for posting on Steam, except under the Steam account Helkhiana. Sponsors 🎮 Need a DayZ server? Rent yours here and get 25% OFF! Donations

Workshop 1991570984 · mod updated 2025-02-28 · analyzed 2026-10-03 08:10 UTC · history · 97 script files

EquipmentProps 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
1 to review

1 chain break on base classes or persisted data. 2 more are whole-class replacements of specific classes.

Structural footprint 1.1
A
1 to review
Heavier than 52% of 328 scripted mods analyzed.

0.000784% of each server frame at 100 players (0.008 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; 9 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
  • This mod
  • 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 100% of this mod's structural load. 0.008 ms/s in all.

100%Event hooks · 100%
9 hooks · 0.0078 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 9 hooks 0.0078 ms/s 100% PlayerBase.EEItemAttached, PlayerBase.EEItemDetached, ActionCreateIndoorFireplace.ActionCondition and 6 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.

Chain breaks, by consequence

3 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.

Review
Base class · every PlayerBase (2 vanilla subclasses)
PlayerBase.EOnContact

Suppresses vanilla contact handling (fall/impact) and earlier mods' contact logic.

What it is for: Engine collision/contact callback on the player.

MSP_Seasonal.pbo::Christmas\scripts\4_World\Entities\Modded\PlayerBase.c:3
By design
2 leaf classes
2 classes replaced on 1 method · 2 overrides

Do

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

2 classesCraftRag, PurifyWater
2 locationsMSP_Weapons_Data.pbo::scripts\4_World\craftrag.c:3
MSP_Storage_waterbarrels.pbo::scripts\4_World\Actions\Modded\PurifyWater.c:10

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.

EEItemAttached on PlayerBase
every inventory move
no I/O, timers or RPC
EEItemDetached on PlayerBase
every inventory move
no I/O, timers or RPC
ActionCondition × 6 classes
per event
no I/O, timers or RPC super() on some paths
SetActions 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 50 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 ✓ MSP_Clothing_Data.pbo::scripts\4_World\ActionConstructor.c:3
ActionConstructor.RegisterActions — yes ✓ MSP_Deco.pbo::scripts\4_World\ActionConstructor.c:3
ActionConstructor.RegisterActions — yes ✓ MSP_Garden_Data.pbo::scripts\4_World\Actions\Modded\ActionConstructor.c:3
ActionConstructor.RegisterActions — yes ✓ MSP_Seasonal.pbo::Christmas\scripts\4_World\Actions\ActionConstructor.c:3
ActionConstructor.RegisterActions — yes ✓ MSP_Storage_otherstorage.pbo::scripts\4_World\ActionConstructor.c:3
ActionConstructor.RegisterActions — yes ✓ MSP_Storage_waterbarrels.pbo::scripts\4_World\Actions\Modded\ActionConstructor.c:3
ActionCreateIndoorFireplace.ActionCondition T2 yes conditional MSP_Buildings_Data.pbo::scripts\4_World\actioncreateindoorfireplace.c:3
ActionCreateIndoorFireplace.OnExecuteServer — yes conditional MSP_Buildings_Data.pbo::scripts\4_World\actioncreateindoorfireplace.c:15
ActionCreateIndoorOven.ActionCondition T2 yes conditional MSP_Buildings_Data.pbo::scripts\4_World\actioncreateindooroven.c:3
ActionDrainLiquid.ActionCondition T2 yes conditional MSP_Storage_waterbarrels.pbo::scripts\4_World\Actions\Modded\actiondrainliquid.c:3
ActionFillBottleBaseCB.CreateActionComponent — yes ✓ MSP_Storage_waterbarrels.pbo::scripts\4_World\Actions\Modded\ActionFillBottleBaseCB.c:3
ActionPlaceFireplaceIndoor.ActionCondition T2 yes conditional MSP_Buildings_Data.pbo::scripts\4_World\actionplacefireplaceindoor.c:3
ActionPlaceOvenIndoor.ActionCondition T2 yes conditional MSP_Buildings_Data.pbo::scripts\4_World\actionplaceovenindoor.c:3
ActionPourLiquid.ActionCondition T2 yes conditional MSP_Storage_waterbarrels.pbo::scripts\4_World\Actions\Modded\actionpourliquid.c:3
CAContinuousQuantityLiquidTransfer.Setup — yes ✓ MSP_Storage_waterbarrels.pbo::scripts\4_World\Actions\Modded\CAContinuousQuantityLiquidTransfer.c:10
CraftRag.Do — yes ✗ none MSP_Weapons_Data.pbo::scripts\4_World\craftrag.c:3
Hologram.EvaluateCollision — yes conditional MSP_Seasonal.pbo::Christmas\scripts\4_World\Entities\Modded\holograms.c:3
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ MSP_Clothing_Data.pbo::scripts\4_World\AnimRegisterIK.c:3
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ MSP_Clothing_Data.pbo::scripts\4_World\AnimRegisterIK.c:15
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ MSP_Deco.pbo::scripts\4_World\AnimRegisterIK.c:3
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ MSP_Garden_Data.pbo::scripts\4_World\Modded\AnimRegisterIK.c:3
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ MSP_Halloween.pbo::scripts\4_World\AnimRegisterIK.c:3
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ MSP_Halloween.pbo::scripts\4_World\AnimRegisterIK.c:9
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ MSP_Seasonal.pbo::Christmas\scripts\4_World\Entities\Modded\AnimRegisterIK.c:3
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ MSP_Seasonal.pbo::Summer\scripts\4_World\Modded\AnimRegisterIK.c:3
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ MSP_Seasonal.pbo::Summer\scripts\4_World\Modded\AnimRegisterIK.c:10
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ MSP_Sports_Data.pbo::scripts\4_World\AnimRegisterIK.c:3
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ MSP_Storage.pbo::Tents\scripts\4_World\AnimRegisterIK.c:3
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ MSP_Storage_boxes.pbo::scripts\4_World\AnimRegisterIK.c:3
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ MSP_Storage_boxes.pbo::scripts\4_World\AnimRegisterIK.c:11
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ MSP_Storage_chests.pbo::scripts\4_World\AnimRegisterIK.c:3
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ MSP_Storage_crates.pbo::scripts\4_World\AnimRegisterIK.c:3
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ MSP_Storage_crates.pbo::scripts\4_World\AnimRegisterIK.c:11
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ MSP_Storage_otherstorage.pbo::scripts\4_World\AnimRegisterIK.c:3
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ MSP_Storage_otherstorage.pbo::scripts\4_World\AnimRegisterIK.c:9
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ MSP_Storage_otherstorage.pbo::scripts\4_World\AnimRegisterIK.c:15
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ MSP_Storage_waterbarrels.pbo::scripts\4_World\AnimRegisterIK.c:3
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ MSP_Storage_waterbarrels.pbo::scripts\4_World\AnimRegisterIK.c:9
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ MSP_Toys_Data.pbo::scripts\4_World\AnimRegisterIK.c:3
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ MSP_Toys_Data.pbo::scripts\4_World\AnimRegisterIK.c:9
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ MSP_Weapons_Data.pbo::scripts\4_World\AnimRegisterIK.c:3
PlayerBase.EEItemAttached T2 yes ✓ MSP_Clothing_Data.pbo::scripts\4_World\PlayerBase.c:3
PlayerBase.EEItemDetached T2 yes ✓ MSP_Clothing_Data.pbo::scripts\4_World\PlayerBase.c:10
PlayerBase.EOnContact — yes ✗ none MSP_Seasonal.pbo::Christmas\scripts\4_World\Entities\Modded\PlayerBase.c:3
PlayerBase.SetActions T2 yes ✓ MSP_Seasonal.pbo::Christmas\scripts\4_World\Entities\Modded\PlayerBase.c:33
PluginRecipesManager.RegisterRecipies — yes ✓ MSP_Seasonal.pbo::Christmas\scripts\4_World\Entities\Recipes\RegisterRecipies.c:3
PurifyWater.Init — yes ✓ MSP_Storage_waterbarrels.pbo::scripts\4_World\Actions\Modded\PurifyWater.c:3
PurifyWater.Do — yes ✗ none MSP_Storage_waterbarrels.pbo::scripts\4_World\Actions\Modded\PurifyWater.c:10
SawoffMosin.Do — yes conditional MSP_Seasonal.pbo::Christmas\scripts\4_World\Entities\Modded\sawoffmosin.c:3
VicinityItemManager.IsObstructed — yes conditional MSP_Garden_Data.pbo::scripts\5_Mission\Vicinity.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.EEItemAttachedT2 130.0measured0.0032
PlayerBase.EEItemDetachedT2 130.0measured0.0032
ActionCreateIndoorFireplace.ActionConditionT2 8.0placeholder0.0002
ActionCreateIndoorOven.ActionConditionT2 8.0placeholder0.0002
ActionPlaceFireplaceIndoor.ActionConditionT2 8.0placeholder0.0002
ActionPlaceOvenIndoor.ActionConditionT2 8.0placeholder0.0002
PlayerBase.SetActionsT2 8.0placeholder0.0002
ActionDrainLiquid.ActionConditionT2 8.0placeholder0.0002
ActionPourLiquid.ActionConditionT2 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.

InventoryFixSolo.pbo

  • InventoryFixSolo_OLD requiredVersion 0.1 — requires InventoryFixSolo

MSP_A_Data.pbo

  • MSP_A_Data requiredVersion 0.1 — requires DZ_Data, MuchFramework

MSP_BaseBuilding.pbo

  • MSP_BaseBuilding requiredVersion 0.1 — requires MSP_Scripts, MSP_Buildings_Data

MSP_Buildings_Data.pbo

  • MSP_Buildings_Data requiredVersion 0.1 — requires MSP_Scripts

MSP_Clothing_Data.pbo

  • MSP_Clothing_Data requiredVersion 0.1 — requires DZ_Data, DZ_Scripts

MSP_Deco.pbo

  • MSP_Deco requiredVersion 0.1 — requires MSP_Scripts

MSP_Garden_Data.pbo

  • MSP_Garden_Data requiredVersion 0.1 — requires MuchFramework, DZ_Gear_Cultivation

MSP_Halloween.pbo

  • MSP_Halloween requiredVersion 0.1 — requires MSP_Scripts

MSP_Retextures_Data.pbo

  • MSP_Retextures_Data requiredVersion 0.1 — requires DZ_Characters_Pants, DZ_Characters_Tops, DZ_Gear_Containers

MSP_Scripts.pbo

  • MSP_Scripts requiredVersion 0.1 — requires DZ_Data, MuchFramework

MSP_Seasonal.pbo

  • MSP_Seasonal_Christmas requiredVersion 0.1 — requires DZ_Gear_Consumables, DZ_Gear_Cooking, DZ_Gear_Food, DZ_Weapons_Firearms, DZ_Weapons_Melee
  • MSP_Seasonal_Christmas_Sounds requiredVersion 0.1 — requires DZ_Data
  • MSP_Seasonal requiredVersion 0.1 — requires MSP_Scripts
  • MSP_Seasonal_Clothing requiredVersion 0.1 — requires DZ_Data
  • MSP_Seasonal_Summer requiredVersion 0.1 — requires MSP_Scripts
  • MSP_Seasonal_Deco requiredVersion 0.1 — requires DZ_Data
  • MSP_Seasonal_Other requiredVersion 0.1 — requires DZ_Data
  • MSP_Summer_Weapon requiredVersion 0.1 — requires DZ_Data, DZ_Pistols

MSP_Signs_Data.pbo

  • MSP_StaticMapObjects requiredVersion 0.1 — requires DZ_Data

MSP_Sports_Data.pbo

  • MSP_Sports_Data requiredVersion 0.1 — requires MSP_Scripts

MSP_Storage.pbo

  • MSP_Storage requiredVersion 0.1 — requires MSP_Scripts
  • MSP_Storage_Fridges requiredVersion 0.1 — requires MSP_Scripts
  • MSP_Storage_Tents requiredVersion 0.1 — requires MSP_Scripts

MSP_Storage_boxes.pbo

  • MSP_Storage_boxes requiredVersion 0.1 — requires MSP_Scripts

MSP_Storage_chests.pbo

  • MSP_Storage_chests requiredVersion 0.1 — requires MSP_Scripts

MSP_Storage_crates.pbo

  • MSP_Storage_crates requiredVersion 0.1 — requires MSP_Scripts

MSP_Storage_lockers.pbo

  • MSP_Storage_lockers requiredVersion 0.1 — requires MSP_Scripts

MSP_Storage_otherstorage.pbo

  • MSP_Storage_otherstorage requiredVersion 0.1 — requires MSP_Scripts

MSP_Storage_proxies.pbo

  • Msp_Storage_Proxies requiredVersion 0.1 — requires MF_Proxies

MSP_Storage_racks.pbo

  • MSP_Storage_racks requiredVersion 0.1 — requires MSP_Scripts

MSP_Storage_waterbarrels.pbo

  • MSP_Storage_waterbarrels requiredVersion 0.1 — requires MSP_Scripts

MSP_Toys_Data.pbo

  • MSP_Toys_Data requiredVersion 0.1 — requires MSP_Scripts

MSP_Weapons_Data.pbo

  • MSP_Weapons_Data requiredVersion 0.1 — requires DZ_Weapons_Melee_Blunt, DZ_Weapons_Melee_Blade

census 1.1 · findings 1.1 · hash 516ec3074730ea51