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Cabin_Mod_RaGed

Cabin Mod with Hand-Water-Faucet Information: Stinkenator and Killerek were kind enough to gave me the source files so i can further Maintain and Fix issues on the Cabin. That being said, a big shoutout to both of you for providing the DayZ Community a free Cabin Model and giving me the trust to Maintain this awesome Mod from now on <3 What's updated/fixed? - Door opening selection - Collision of the Floor (Items… (more)

Cabin Mod with Hand-Water-Faucet Information: Stinkenator and Killerek were kind enough to gave me the source files so i can further Maintain and Fix issues on the Cabin. That being said, a big shoutout to both of you for providing the DayZ Community a free Cabin Model and giving me the trust to Maintain this awesome Mod from now on <3 What's updated/fixed? - Door opening selection - Collision of the Floor (Items won't fall through the ground anymore) - Fireplace rearranged - Windows added - Fixed all Textures with proper rvmats - Fixed Codelock/CombinationLock selection - added a grill grate along with visual cooking attachments (Cooking Pot/Frying Pan) to the Fireplace Known Bugs: - ????? Description: Craft-able Log Cabin made of Wooden Planks, Logs, Nails and Rocks with a Water-Faucet. The Cabin has dependencies, you MUST first build the foundation made of rocks. Then the floor, the walls one after another (left wall is also consuming rocks for the chimney) and then the roof and the door. Locks: - The Cabin works with vanilla combination locks and CodeLock Mod. - If your server uses CodeLock mod, you need to add an additional mod to make it work. (Cabin_Mod_CodeLock_RaGed) Credits: - This mod was developed by Stinkenator, after he stopped developing, he gave to Killerek and now to me for futher developing of this mod. Many thanks! - The Cabin Mod was inspired by https://www.youtube.com/watch?v=WmYCUljsrDg - Hennessy/Chopper - best boys around! - 3D Model purchased from https://www.turbosquid.com/FullPreview/Index.cfm/ID/1185538 - Using the TurboSquid Royalty Free License (https://blog.turbosquid.com/royalty-free-license/#game-mods) - Water-Faucet Model purchased from https://www.turbosquid.com/3d-models/3d-model-bucket-hand-pump-1219830 To add the mod to your server: Copy the @Cabin_mod_RaGed folder to your server mod folder Copy the content of the keys folder to your server keys folder Copy content from the types.xml to your server types.xml Materials needed: Cabin Kit - 8 Rocks and 5 Wooden Planks Foundation - 40 Rocks (stackable) Floor - 30 Nails & 50 Planks Rear wall - 30 Logs & 30 Nails Front wall - 30 Logs & 30 Nails Right wall - 30 Logs & 30 Nails Left wall - 30 Logs & 30 Nails & 24 Rocks Door - 10 Nails & 10 Planks Roof - 40 Nails & 40 Planks Front Window Shutter - 40 Nails & 10 Metal Plates Back Window Shutter - 40 Nails & 10 Metal Plates Once the Cabin is build, you can also add 1 Epoxy putty 1 Pipe 1 MetalWire to build the Water-Faucet with a Shovel. To destroy the Water-Faucet also use a Shovel. Tools needed: Shovel (for the foundation and Water-Faucet), Hammer or Hatchet (unless server admins disabled Hatched being used as Hammer) Server-Admins: This mod allows server-admins to adjust the amount of materials being used for building the cabin. //Not ready yet - Mod brings a cabinet with 150 slots and attachable items for additional space. The Cabin mod must be started after the CodeLock mod. Permission: ... is given to repack in a server-mod ... is NOT given for any kind of monetarization! ... is NOT given to re-upload! Copyright 2020 | RaG | Tyson This workshop-item is not authorized for posting on Steam, except under the Steam account named Stinkenator / Micha / Killerek / | RaG | Tyson

Workshop 2326103329 · mod updated 2023-01-18 · analyzed 2026-10-03 06:17 UTC · history · 30 script files

EnvironmentEquipmentMechanics 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 94% of 328 scripted mods analyzed.

0.099% of each server frame at 100 players (0.990 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; 27 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
  • 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
  • This mod
  • 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

Repeating timers carry 99.9% of this mod's structural load. 0.990 ms/s in all.

Event hooks · 0.1%
6 hooks · 0.0012 ms/s
99.9%Repeating timers · 99.9%
6 timers · 0.99 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 6 hooks 0.0012 ms/s 0.1% ActionCreateIndoorFireplace.ActionCondition, Fireplace.SetActions, Hacksaw.SetActions and 3 more
Repeating timersstay in the timer queue, which is walked every frame 6 timers 0.99 ms/s 99.9% 6 × every frame

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
ActionCondition on ActionCreateIndoorFireplace
per event
no I/O, timers or RPC super() on some paths

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 ✓ cabin_mod.pbo::scripts\4_World\actions\ActionConstructor.c:3
ActionCreateIndoorFireplace.ActionCondition T2 yes conditional cabin_mod.pbo::scripts\4_World\actions\modded\ActionCreateIndoorFireplace.c:3
ActionDeployObject.OnEndServer — yes conditional cabin_mod.pbo::scripts\4_World\actions\ActionDeployObject.c:3
CombinationLock.UnlockServer — yes ✓ cabin_mod.pbo::scripts\4_World\combinationlock.c:3
CombinationLock.IsLockedOnGate — yes conditional cabin_mod.pbo::scripts\4_World\combinationlock.c:34
CombinationLock.IsLockAttached — yes conditional cabin_mod.pbo::scripts\4_World\combinationlock.c:49
Fireplace.SetActions T2 yes ✓ cabin_mod.pbo::scripts\4_World\fireplace.c:3
Hacksaw.SetActions T2 yes ✓ cabin_mod.pbo::scripts\4_World\Hacksaw.c:3
HandSaw.SetActions T2 yes ✓ cabin_mod.pbo::scripts\4_World\Handsaw.c:3
Hologram.ProjectionBasedOnParent — yes conditional cabin_mod.pbo::scripts\4_World\Hologram.c:3
Hologram.EvaluateCollision — yes conditional cabin_mod.pbo::scripts\4_World\Hologram.c:13
PluginRecipesManager.RegisterRecipies — yes ✓ cabin_mod.pbo::scripts\4_World\recipes\moddedrecipe.c:3
Shovel.SetActions T2 yes ✓ cabin_mod.pbo::scripts\4_World\actions\ActionConstructor.c:25
Stone.SetActions T2 yes ✓ cabin_mod.pbo::scripts\4_World\Stone.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
Shovel.SetActionsT2 8.0placeholder0.0002
ActionCreateIndoorFireplace.ActionConditionT2 8.0placeholder0.0002
Fireplace.SetActionsT2 8.0placeholder0.0002
Hacksaw.SetActionsT2 8.0placeholder0.0002
HandSaw.SetActionsT2 8.0placeholder0.0002
Stone.SetActionsT2 8.0placeholder0.0002

Repeating timers

period (ms)residency ms/sfiring ms/swhere
00.1400 0.024800cabin_mod.pbo::scripts\4_World\placement\cabin\Prefab_Cabin.c:439
00.1400 0.024800cabin_mod.pbo::scripts\4_World\placement\cabin\Prefab_Cabin.c:469
00.1400 0.024800cabin_mod.pbo::scripts\4_World\placement\cabin\Prefab_Cabin.c:542
00.1400 0.024800cabin_mod.pbo::scripts\4_World\placement\cabin\Prefab_Cabin.c:572
00.1400 0.024800cabin_mod.pbo::scripts\4_World\placement\cabin\Prefab_Cabin.c:672
00.1400 0.024800cabin_mod.pbo::scripts\4_World\placement\cabin\Prefab_Cabin.c:702

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.

cabin_mod.pbo

  • cabin_mod requiredVersion 0.1 — requires DZ_Gear_Containers, DZ_Gear_Camping, DZ_Gear_Crafting, DZ_Gear_Tools, DZ_Data

census 1.1 · findings 1.1 · hash 3723bbfed745d5fe