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TerrainIslands

This mod adds terrain pieces that can be placed over terrain, or in water to allow you to build on. No Grass (_NG) and Clutter Cutting (_CC) variants of the terrain. Namalsk Variants Require Namalsk for the clutter to show properly Recommend to use DayZ-Editor and Loader .dze file types to load edits server side. Note: This needs to be run as Client mod. DayZ-Editor can be found here : Dayz-Editor DayZ Editor Loader… (more)

This mod adds terrain pieces that can be placed over terrain, or in water to allow you to build on. No Grass (_NG) and Clutter Cutting (_CC) variants of the terrain. Namalsk Variants Require Namalsk for the clutter to show properly Recommend to use DayZ-Editor and Loader .dze file types to load edits server side. Note: This needs to be run as Client mod. DayZ-Editor can be found here : Dayz-Editor DayZ Editor Loader can be found here : DayZ Editor Loader There have been no attempts to test any of these models with any other mod that has the ability to place objects including init.c method. Just use .dze files from DayZ Editor/ Loader. Results may vary. Class-name prefix : tisl_ easiest search for all objects from this mod. Class-name prefix : island easiest search for all islands. License To view a copy of this license, visit https://www.bohemia.net/community/licenses/dayz-public-license-no-derivatives-dpl-nd "To all the people wanting to repack mods. Use the collections feature to create sets of mods. Stop making people download the same mods multiple times. You arent doing anyone a favor by repacking." This item is not authorized for posting on Steam, except under the Steam account https://steamcommunity.com/id/DgGormirn. Other mods VanillaRoadPartsPack : VanillaRoadPartsPack BetterClutterCutters : BetterClutterCutters

Workshop 2393499239 · mod updated 2022-06-12 · analyzed 2026-10-03 08:15 UTC · history · 0 script files

EnvironmentTerrain 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
No server script overrides, so nothing to rank.

No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

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

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.

Assets.pbo

  • TerrainIslands requiredVersion 0.1 — requires dz_data

census 1.1 · findings 1.1 · hash 666f8c151632ea04