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Namalsk_Igloo

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. Namalsk Igloo An addition to Namalsk Survival Mod. (Requires Namalsk Survival to run) Craft an Igloo kit (NM_IglooKit) with 4 sticks and 1 rope. Place the kit down to make an Igloo Site (NM_IglooSite). Add 10 large… (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. Namalsk Igloo An addition to Namalsk Survival Mod. (Requires Namalsk Survival to run) Craft an Igloo kit (NM_IglooKit) with 4 sticks and 1 rope. Place the kit down to make an Igloo Site (NM_IglooSite). Add 10 large snowballs and 20 medium snowballs to get option to build the Igloo (NM_Igloo). Igloo has a barrel inside where you can place a fireplace (same as in the houses with grill). Enjoy a warm fire and cozy interior of the Igloo. Placeable only on snow or ice while running Namalsk Map. Class names NM_IglooKit NM_IglooSite NM_Igloo Credits: Sumrak - Help with the model, motivation and making Namalsk Monetization You may not run this on monetized servers. Copyright Repack is not allowed. 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 2306929525 · mod updated 2024-01-18 · analyzed 2026-10-03 08:09 UTC · history · 12 script files

Props 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 29% 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.

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
  • This mod
  • 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

Event hooks carry 99.8% of this mod's structural load. 0.001 ms/s in all.

99.8%Event hooks · 99.8%
3 hooks · 0.00059 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 3 hooks 0.00059 ms/s 99.8% ActionCreateIndoorFireplace.ActionCondition, ActionDeployObject.ActionCondition, ActionPlaceFireplaceIndoor.ActionCondition

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.

ActionCondition × 2 classes
per event
no I/O, timers or RPC super() on some paths
ActionCondition on ActionDeployObject
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 5 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 ✓ Namalsk_Igloo.pbo::scripts\4_World\Modded\ActionConstructor.c:3
ActionCreateIndoorFireplace.ActionCondition T2 yes conditional Namalsk_Igloo.pbo::scripts\4_World\Modded\actioncreateindoorfireplace.c:3
ActionDeployObject.ActionCondition T2 yes ✓ Namalsk_Igloo.pbo::scripts\4_World\Modded\ActionDeployObject.c:10
ActionPlaceFireplaceIndoor.ActionCondition T2 yes conditional Namalsk_Igloo.pbo::scripts\4_World\Modded\actionplacefireplaceindoor.c:3
PluginRecipesManager.RegisterRecipies — yes ✓ Namalsk_Igloo.pbo::scripts\4_World\Modded\Recipes.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ActionCreateIndoorFireplace.ActionConditionT2 8.0placeholder0.0002
ActionDeployObject.ActionConditionT2 8.0placeholder0.0002
ActionPlaceFireplaceIndoor.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.

Namalsk_Igloo.pbo

  • Namalsk_Igloo requiredVersion 0.1 — requires DZ_Gear_Camping, ns_dayz_gear_crafting

census 1.1 · findings 1.1 · hash 9054c0356674f1e1