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CJ187-LootChest

With this mod, boxes for special surprises can be found. Admins and server operators have complete freedom and can setup the spawns, the crates, the conditions and the loot inside completely themselves and if necessary also add with various random factors. To the Crates: The core content of this mod are various crates, such as small wooden ammunition crates, wooden supply crates or typical military plastic crates.… (more)

With this mod, boxes for special surprises can be found. Admins and server operators have complete freedom and can setup the spawns, the crates, the conditions and the loot inside completely themselves and if necessary also add with various random factors. To the Crates: The core content of this mod are various crates, such as small wooden ammunition crates, wooden supply crates or typical military plastic crates. These crates are all available in different sizes and colors, so there should be something for everyone. But to the crates comes the probably most important part, the scripts, or the 'functionality'. Thanks a lot to Hunterz, who wrote almost 100% of the code and implemented all my wishes. To the functionality: You can define which crates (incl. random) can spawn in which number on which coordinates (incl. random). You can define if these crates are locked or unlocked. If you want them to spawn locked, you have to setup which of the 12 included keys is the right one to open the crate. Addon mod which adding more keys Beside the keys there is also the possibility to lockpick or even to breach them with tools by force, or to deactivate these alternatives. You can be setup how much the key will get damaged after usage. Furthermore, it can be set how long the lockpicking or breaching open with the respective tools should take, including the damage for the tools! The boxes are spawned ONLY at server restart and will be filled once with what is set. Once a crate is opened, a rewarding light will appear from it. Opened crates cannot be closed again and will not fill up with loot until the next server restart. If you find an open crate, someone has probably been there before you! Breaching open a crate by force can damage the contents depending on the tool, so watch out! Now to the loot: You can define this almost limitlessly. Either you insert your desired loot into the crate spawn via classnames of the items, then you have only these fixed defined items in it, depending on the randomization value. Or you can use the tables, which you can create yourself. You can fill your tables with items and add these tables in the crate spawn. If you add your table in the crate spawner 5 times, the random factor will choose 5 random items out of the table. Besides all the loot you can find there, the config also supports defining and creating completely assembled weapon sets. You can define countless sets, e.g. with which attachments a M4A1 should be spawn mounted and loaded. A detailed guide to the Configs can be found in the download in the @Admin folder! Please read all instructions and examples in this folder carefully! If you have created your own Config, please check if this Config is valid before starting the server! I recommend the website www.jsonlint.com Please check your config before you report any errors here. Thanks and have fun Chris // CJ187 Thanks to Hunterz for the code and the implementation of all the special requests from me! Thanks to Helkhiana for providing the sourcefiles of the military weapon box. Thanks to all supporters For suggestions or questions, please contact me in my Discord. No Repack requests! Dont ask! If you have deep technical issues, please report them via Discord here: https://discord.gg/49FvN7rRpF It will be nice, when you will support me for more free Mods in the Future. More compatible Mods for expanding Lootchests: JD-LootChest_Remastered(fixed): https://steamcommunity.com/sharedfiles/filedetails/?id=3599535961 33 new Keys: https://steamcommunity.com/sharedfiles/filedetails/?id=2704012970 Backpacks https://steamcommunity.com/sharedfiles/filedetails/?id=2994594944

Workshop 2345073965 · mod updated 2026-10-14 · analyzed 2026-10-14 20:26 UTC · history · 20 script files

EconomyEquipmentMechanics 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.

10
20
30
40
  • 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
  • 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

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% Crowbar.SetActions, Lockpick.SetActions, SledgeHammer.SetActions

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 × 3 classes
per event
no I/O, timers or RPC
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 ✓ CJ_LootChests.pbo::scripts\4_World\Actions\ActionConstructor.c:3
Crowbar.SetActions T2 yes ✓ CJ_LootChests.pbo::scripts\4_World\Entities\UnlockTools.c:14
Lockpick.SetActions T2 yes ✓ CJ_LootChests.pbo::scripts\4_World\Entities\UnlockTools.c:25
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ CJ_LootChests.pbo::scripts\4_World\AnimRegisterIK.c:3
SledgeHammer.SetActions T2 yes ✓ CJ_LootChests.pbo::scripts\4_World\Entities\UnlockTools.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
SledgeHammer.SetActionsT2 8.0placeholder0.0002
Crowbar.SetActionsT2 8.0placeholder0.0002
Lockpick.SetActionsT2 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.

CJ_LootChests.pbo

  • CJ_LootChests requiredVersion 0.1 — requires DZ_Data, DZ_Scripts, JM_CF_Scripts

census 1.1 · findings 1.1 · hash 3150fc94a6e9308e