DayZOresAndGems
Update that make it possible to choose to spawn Ors with Events or like normal spawnpoints.... thx to @LUGGE Donate: With this update we are introducing spawnpoints that you can use to make Ors spawn on the map... Place the spawn points like you would place a building using e.g. the Dayz Editor, and then export the spawn positions to the mapgrouppos.xml to have ors spawn. Names of the spawnpoints are like:… (more)
Update that make it possible to choose to spawn Ors with Events or like normal spawnpoints.... thx to @LUGGE Donate: With this update we are introducing spawnpoints that you can use to make Ors spawn on the map... Place the spawn points like you would place a building using e.g. the Dayz Editor, and then export the spawn positions to the mapgrouppos.xml to have ors spawn. Names of the spawnpoints are like: Land_Oresspawnpoint_Alien To make it possible to view the Ors in e.g. VPPAdmin, we have changed the class of the Ors to enherent from Item_Base. With this mod it is possible to spawn ore veins at user defined spawn points. These veins can be mined and from the mined materials more items can be produced. The mining rates and chances can be set in a configuration file. ---------------------------------------------------------------------- Following ores/gems/items are included: Ore Veins/Nuggets/Ingots: - Copper - Iron - Silver - Sulfur - Gold - Charcoal - Tin - Diamond (for creative use) - Alien (for creative use) Gems : - Star Ruby - Rodochrosite - Pink Tourmaline - Alexandrit - Indicolite - Aquamarine - Emerald - Yellow Beryl - Citrine - Ruby - Kunzite Tools/Misc: - Furnace Kit (assemble/disassemble the furnace with a screwdriver) - Furnace (10 nuggets -> 1 ingot / put 10 nuggets in your hands and point at it) - Copper Still (water -> vodka / must be combined with portable gas stove and filled with water, then turn it on and take an empty plastic waterbottle / vodka bottle and point at it.) ---------------------------------------------------------------------- INSTALLATION GUIDE SETTINGS DESCRIPTION SPAWN COORD CREATION GUIDE Types and event CE files can be found in the mod folder. ---------------------------------------------------------------------- You are NOT allowed to edit/repack this mod. This mod is not authorized for publishing on the Steam Workshop, except by the Steam accounts https://steamcommunity.com/profiles/76561198147649086/ or https://steamcommunity.com/id/fragility/ . ---------------------------------------------------------------------- If you want to support me: https://www.paypal.me/luskerne Gold Nugget model by SCRAMPUNK; https://skfb.ly/6zCro Ores and ingots model by JOAN LP; https://skfb.ly/6QV6C Mining functionality is implemented with permission and inspiration from BLEME that has the Plus200Mining mod - Thanks for your contribution. ---------------------------------------------------------------------- If you have further suggestions, feel free to comment.
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
1 chain break, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.
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.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 25 others share it. Ranked list.
Event hooks carry 99% of this mod's structural load. 0.000 ms/s in all.
2 hooks · 0.0004 ms/s
2 hooks · 0.000004 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 2 hooks | 0.0004 ms/s | 99% | Pickaxe.SetActions, SledgeHammer.SetActions |
| Lifecycle hooksrun when an entity is created, loaded or deleted | 2 hooks | 0.000004 ms/s | 1.0% | MissionServer.InvokeOnConnect, 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.
Chain breaks, by consequence
1 override 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.
RunDayZBat
Only this class is affected. Matters only if another mod in your stack patches the same class.
1 class
DayZTool1 location
DayzOresAndGems.pbo::Scripts\Workbench\Editor\Plugins\DayZEditor\DayZTool.c:3Where 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.
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.
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 9 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.
| method | surface | server | super() | where |
|---|---|---|---|---|
ActionConstructor.RegisterActions |
— | yes | ✓ | DayzOresAndGems.pbo::Scripts\4_World\classes\useractionscomponent\actionconstructor.c:3 |
DayZTool.RunDayZBat |
— | yes | ✗ none | DayzOresAndGems.pbo::Scripts\Workbench\Editor\Plugins\DayZEditor\DayZTool.c:3 |
MissionGameplay.OnMissionStart |
T3 | yes | ✓ | DayzOresAndGems.pbo::Scripts\5_Mission\mission\MissionGameplay.c:8 |
MissionServer.OnInit |
T3 | yes | ✓ | DayzOresAndGems.pbo::Scripts\5_Mission\mission\MissionServer.c:4 |
MissionServer.InvokeOnConnect |
T3 | yes | ✓ | DayzOresAndGems.pbo::Scripts\5_Mission\mission\MissionServer.c:11 |
Pickaxe.SetActions |
T2 | yes | ✓ | DayzOresAndGems.pbo::Scripts\4_World\entities\minetools.c:2 |
PluginManager.Init |
— | yes | ✓ | DayzOresAndGems.pbo::Scripts\4_World\config\pluginmanager.c:3 |
PluginRecipesManager.RegisterRecipies |
— | yes | ✓ | DayzOresAndGems.pbo::Scripts\4_World\classes\moddedrecipe.c:3 |
SledgeHammer.SetActions |
T2 | yes | ✓ | DayzOresAndGems.pbo::Scripts\4_World\entities\minetools.c:10 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
Pickaxe.SetActions | T2 | 8.0 | placeholder | 0.0002 |
SledgeHammer.SetActions | T2 | 8.0 | placeholder | 0.0002 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.InvokeOnConnect | T3 | 0.1 | placeholder | 0.0000 |
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.
DayzOresAndGems.pbo
DayZOresAndGemsrequiredVersion 0.1 — requiresDZ_Data,DZ_Gear_Cooking,DZ_RocksDayZOresAndGemsrequiredVersion 0.1 — requiresDZ_Data
census 1.1 · findings 1.1 · hash c1da07d54e7370cb