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MoreDoors

I don't mod much these days as I've been focusing on game development, and as a result this mod went to the wayside a bit until some very helpful community members revitalized it. Unfortunately that version is no longer available, however shoutouts to MDC for heavily improving upon the original system and providing so much for the community. Though this mod is depreciated, it will stay on the workshop to be used as… (more)

I don't mod much these days as I've been focusing on game development, and as a result this mod went to the wayside a bit until some very helpful community members revitalized it. Unfortunately that version is no longer available, however shoutouts to MDC for heavily improving upon the original system and providing so much for the community. Though this mod is depreciated, it will stay on the workshop to be used as reference in case its useful to anyone. This mod has not been updated for 1.13 at this time and may not be depending upon availability More Doors! This mod is made to assist in the process of locking down a vanilla house when a gate just won't cut it. More Doors are craftable doors that behave like gates but are just a door and a frame, allowing you to lock down an entrance in a much smaller location without exposing any of the backside of your wall. There are also a few extra bells and whistles (and more to come ^_^) such as a lockable safe container that players can use to hide their most treasured valuables and a giant unraidable vault door for events and other creative uses. Lastly, the mod is equipped with its own server side config file that is generated in the profile folder and allows for various customization such as Raid times, toggle recipes, raid tools, etc. Hope you enjoy the mod, please report any issues and such you find to me. Steam comments are ok for little blurbs but discord is the place to talk and really get to the bottom of things if you need support. Fresh out the door I may have missed a few bugs, consider this the beta of More Doors but as far as I can tell its very stable so don't feel like your takin a gamble. Just be sure to report any bugs to me and I'll try and fix em ^_^ Discord [Click Here For Support] (Link Updated 11/19) Recipes 5 Wooden Planks + Hammer = Shanty or Wooden Door Kit 10 Wooden Planks + Hammer = Metal Door Kit Then you must put the required ingredients into the kit object before it will place the door you would like to build. 5 planks + 25 nails = Small Shanty Door 10 planks + 25 nails + Metal Wire = Small Wooden Door 20 planks + 75 nails + 5 Sheet metal + Metal Wire = Small Metal Door Other noncraftable items = Vault door (still has kit for placement ease) and the Safe. FAQ: Do Codelocks lock these doors? Yes. Codelock, combination locks, any locks that work on a fence. Currently no proxy of the lock appears while its connected but will likely fix that in the near future. Does this work with X mod? It should be compatible all around and if its not I'll be sure to fix it. Uses its own actions and configs so vanilla overrides also won't effect this mod hopefully. Whats the best way to place these? I tried to size them in a way that would fit most small doors, I find its less finicky opening and closing them if you dont line them up on the exact plane as the vanilla door your covering (little to the forward or back). Keep in mind these place the same way fence kits do when building them as in, the dismantle side faces towards you as you place them and the destroy side faces away (unless you rotate the object). Y u no do dis? :Facepalm: Spare us both the trouble, you are the because lol. I am happy to answer questions and recieve feedback in a civilized fashion. I will definitely remove your comment if your just being a turd, if you want to give helpful feedback you know where to find me Permissions This mod is open source, feel free to repack it or do as you will. All I ask is that if you are using the mod inside your own or picking it apart to learn from it, please throw out some shoutouts. Many brilliant minds other than my own are the only reason I am here with all of this anyway, what you see is the culmination of group effort, knowledge, and sharing. If you wanna customize anything that isn't already provided with the config buzz me and I'll see if I can throw you a hand. Shoutouts Munghard the model man, Helkhiana the refactah mastah (more like fix the whole mod mastah lol), MDC with the big brain scripting, Jon and the whole Sanctuary Gang for being the best, Creep for giving me a nice working sample to get the OB juices flowin, Chopper and the BBP bois for always bein awesome but also the words "these are just a fence in disguise", MarkDaOne for assisting helk with rpc vodoo, All the modders makin great content and lending a hand when they can. Hop, SaltyBob, the list goes on and on. Special thanks to Spud from DDU for his generous donations and his decision to share with you MoreDoor's newest addition: Window Barricades! Also just for a lot of great ideas and input in general, great people over there. Show them some love Another special thanks to Islerok!! He sent me the fix for the punching of the doors going away, the community continues to support each other and it warms my heart, enjoy all!

Workshop 2007175894 · mod updated 2020-12-21 · analyzed 2026-10-03 06:55 UTC · history · 25 script files

EnvironmentEquipmentProps 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 38% 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.

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
  • This mod
  • 23 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
  • 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 99.5% of this mod's structural load. 0.001 ms/s in all.

99.5%Event hooks · 99.5%
5 hooks · 0.00099 ms/s
Lifecycle hooks · 0.2%
1 hook · 0.000002 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 5 hooks 0.00099 ms/s 99.5% Crowbar.SetActions, Hacksaw.SetActions, Hammer.SetActions and 2 more
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s 0.2% 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.

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

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 14 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 ✓ MoreDoors.pbo::scripts\4_world\actions\actionconstructor.c:4
Crowbar.SetActions T2 yes ✓ MoreDoors.pbo::scripts\4_world\tools\hatchet.c:13
Hacksaw.SetActions T2 yes ✓ MoreDoors.pbo::scripts\4_world\tools\hacksaw.c:3
Hammer.SetActions T2 yes ✓ MoreDoors.pbo::scripts\4_world\tools\hatchet.c:22
Hatchet.SetActions T2 yes ✓ MoreDoors.pbo::scripts\4_world\tools\hatchet.c:3
Hologram.ProjectionBasedOnParent — yes conditional MoreDoors.pbo::scripts\4_world\holograms.c:3
Hologram.PlaceEntity — yes ✗ none MoreDoors.pbo::scripts\4_world\holograms.c:16
Hologram.EvaluateCollision — yes conditional MoreDoors.pbo::scripts\4_world\holograms.c:35
MissionGameplay.OnInit T3 yes ✓ MoreDoors.pbo::scripts\5_mission\missiongameplay.c:9
MissionServer.OnInit T3 yes ✓ MoreDoors.pbo::scripts\5_mission\missionserver.c:10
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ MoreDoors.pbo::scripts\4_world\playerbase.c:13
PlayerBase.SetActions T2 yes ✓ MoreDoors.pbo::scripts\4_world\playerbase.c:3
PluginRecipesManagerBase.RegisterRecipies — yes ✓ MoreDoors.pbo::scripts\4_world\recipes\moddedrecipe.c:3
VicinityItemManager.IsObstructed — yes conditional MoreDoors.pbo::scripts\5_mission\vicinityitemmanager.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.SetActionsT2 8.0placeholder0.0002
Hacksaw.SetActionsT2 8.0placeholder0.0002
Hatchet.SetActionsT2 8.0placeholder0.0002
Crowbar.SetActionsT2 8.0placeholder0.0002
Hammer.SetActionsT2 8.0placeholder0.0002
MissionServer.OnInitT3 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.

MoreDoors.pbo

  • MoreDoors requiredVersion 0.1 — requires DZ_Data, DZ_Gear_Camping, DZ_Scripts
  • MoreDoors_Sounds requiredVersion 0.1 — requires DZ_Data

census 1.1 · findings 1.1 · hash b7bba7894e226e34