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DayZ Editor Loader

This is a loader mod for edits created in the DayZ Editor. Only mod that implements deletions, currently can delete 40k objects per second, deleting NWAF is fine Instructions: 1) Load the mod on your server, this will generated a folder called "EditorFiles" in your Servers Mission Folder 2) Drag your .dze files into this folder (you can find these in your profiles/Editor folder of your client when saving files) 3)… (more)

This is a loader mod for edits created in the DayZ Editor. Only mod that implements deletions, currently can delete 40k objects per second, deleting NWAF is fine Instructions: 1) Load the mod on your server, this will generated a folder called "EditorFiles" in your Servers Mission Folder 2) Drag your .dze files into this folder (you can find these in your profiles/Editor folder of your client when saving files) 3) Run server! Spawning Loot: Editor Loader can automatically export loot on server start (< 1s). There is no need to intervene to spawn loot yourself. To enable this feature, set enableAutoMapGroupPosExport=1 in your server config. Repacking: You are not permitted to repack any part of DayZ Editor Loader. We don't give permission to anyone to repack it. We won't approve your request to repack it. DON'T ASK We are grateful to hear any feedback and suggestions from anyone, the best place to give it to us would be our Discord, please also join if you have any questions too! (c) InclementDab 2025 This item is not authorized for posting on Steam, except under the Steam account https://steamcommunity.com/id/InclementD or as a contributor if direct authorization is given by the author of this item.

Workshop 2276010135 · mod updated 2025-09-01 · analyzed 2026-10-03 02:17 UTC · history · 1 script files

EnvironmentPropsTerrain 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.

10
20
30
40
  • 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
  • 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

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.OnMissionStart

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 2 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
MissionServer.OnMissionStart T3 yes ✓ Scripts.pbo::5_Mission\EditorLoader\Mission\MissionServer.c:62
MissionServer.AfterHiveInit — yes ✓ Scripts.pbo::5_Mission\EditorLoader\Mission\MissionServer.c:237
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
MissionServer.OnMissionStartT3 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.

Scripts.pbo

  • EditorLoader_Scripts requiredVersion 0.1 — requires DF_Scripts

census 1.1 · findings 1.1 · hash 752e40da6fc82108