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Hacking Mod

Working with 1.15 Hacking Mod This mod allows you to hack Code Locks with a decoder tablet it requires the codelocks mod by Room Service if you are interested in this mod for expansion see below in the links section for my version for expansion. Should work with any object that can accept a code lock, just make sure to add the object to the config file(see the wiki for more details) How to hack Hacking like in real… (more)

Working with 1.15 Hacking Mod This mod allows you to hack Code Locks with a decoder tablet it requires the codelocks mod by Room Service if you are interested in this mod for expansion see below in the links section for my version for expansion. Should work with any object that can accept a code lock, just make sure to add the object to the config file(see the wiki for more details) How to hack Hacking like in real life is not going to be as easy as using brute force, so here its the same. To hack there are 3 steps - 1st - Find you're self a tablet and the required batteries for the object you want to hack - 2nd - Start the hack by going up to the target and holding start hack this may take some time as you are setting up the hack - 3rd - you now need to keep the tablet in your hands to ensure that the hacking doesn't get interrupted, as well as ensure you don't go more than 10 meters from the target or your tablet will lose its connection - Last - The hack will complete and the door/tent will unlock and your tablet will gain some damage. Note: If you hacking get interrupted don't panic you can just go up and resume it, and it will start where you left off Help and Links - GitHub Wiki - Discord - https://discord.gg/SkUkPv4 - Hacking for Expansion Expansion Code Locks Expanded - Raid Schedule Add-On by @Square Credits - Huge thanks to @Creep from the Modders discord for his help and work on the textures and updating the model for the tablets - 3D Model for the Tablet is from https://sketchfab.com/3d-models/tablet-320a95934b0d455e9affcf18859c9937 - 3D Model for the Battery https://sketchfab.com/3d-models/micro-fission-battery-e514d9b7708742878d4cc45db9066da0 How to Support Me If you are interested in donating to help support the mod or just buy me a beer to keep me motivated you can do so Sponsor Me On Github Donate via Paypal

Workshop 2216560847 · mod updated 2021-04-05 · analyzed 2026-10-03 02:42 UTC · history · 11 script files

Mechanics 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 0% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.000 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; 23 others share it. Ranked list.

20
40
60
  • This mod
  • 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
  • 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

Lifecycle hooks carry 81% of this mod's structural load. 0.000 ms/s in all.

81%Lifecycle hooks · 81%
1 hook · 0.000002 ms/s
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s 81% 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.

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 3 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 ✓ HackingMod.pbo::scripts\4_World\Classes\UserActionsComponent\ActionConstructor.c:3
MissionGameplay.OnMissionStart T3 yes ✓ HackingMod.pbo::scripts\5_Mission\mission\MissionGameplay.c:11
MissionServer.OnInit T3 yes ✓ HackingMod.pbo::scripts\5_Mission\mission\MissionServer.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
MissionServer.OnInitT3 0.1placeholder0.0000

Includes 0.000 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.

HackingMod.pbo

  • HackingMod requiredVersion 0.1 — requires HackingModDefines, DZ_Data

HackingModDefines.pbo

  • HackingModDefines requiredVersion 0.1 — no requiredAddons

census 1.1 · findings 1.1 · hash 2f6707249a8d3579