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Basic Territories

Basic Territories This is a Basic Territories mod, expanding on the vanilla flag pole, this mod is basic and is going to stay this way, for a more full featured version that will come in a future Base Building Plus update. With this mod you can: - Claim Territory Flags (Yes Existing Flags Can be Claimed) - Add Members to the Territory, via the Add Member Action the Other Player Must then go up and accept the… (more)

Basic Territories This is a Basic Territories mod, expanding on the vanilla flag pole, this mod is basic and is going to stay this way, for a more full featured version that will come in a future Base Building Plus update. With this mod you can: - Claim Territory Flags (Yes Existing Flags Can be Claimed) - Add Members to the Territory, via the Add Member Action the Other Player Must then go up and accept the membership - Restrict Build areas via the config - Provide warnings to players about lifetime expiration to help them fully understand the systems - Prevent dismantling of base items within a players territory - Prevent building near others bases - Utilize Tents as miniature refresh flags(can't claim just used to refresh small radius around them on open and closing) - Integration with Basic Map mod for showing territory on map while placing the territory. - Integration with notifications mod for notifications If you are using this mod with vanilla damage enabled you can also configure a raid handler to help you balance and log vanilla raiding. Territory Permission Calculator This is used to calculate the permission for either public and members https://daemonforge.dev/Calc/ Discord For More support and information please visit my discord https://discord.gg/BwTp3mg Monetization Rules Allowed to be used on monetized servers as long as you have monetization approval from Bohemia Interactive How to Support Me If you are interested in donating to help support the mod or just buy me a beer to keep me motivated you can do so Sponsor Me On Github Donate via Paypal Want More flags? Check out Flagtr0pia by @3ntr0pia gives a bunch of flags for a bunch of countries https://steamcommunity.com/sharedfiles/filedetails/?id=2419776583

Workshop 2398911445 · mod updated 2021-06-30 · analyzed 2026-10-03 08:31 UTC · history · 22 script files

Mechanics 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 45% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.002 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; 21 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
  • This mod
  • 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% of this mod's structural load. 0.002 ms/s in all.

99%Event hooks · 99%
8 hooks · 0.0016 ms/s
Lifecycle hooks · 0.7%
6 hooks · 0.000012 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 8 hooks 0.0016 ms/s 99% ActionBuildPart.ActionCondition, ActionDeployObject.ActionCondition, ActionDismantlePart.ActionCondition and 5 more
Lifecycle hooksrun when an entity is created, loaded or deleted 6 hooks 0.000012 ms/s 0.7% ItemBase.AfterStoreLoad, MissionServer.OnMissionStart, TerritoryFlag.AfterStoreLoad and 3 more

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 × 5 classes
per event
no I/O, timers or RPC
EEHitBy on BaseBuildingBase
per event
no I/O, timers or RPC
OnRPC on TerritoryFlag
per event
no I/O, timers or RPC
SetActions on TerritoryFlag
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 21 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
ActionBuildPart.ActionCondition T2 yes ✓ BasicTerritories.pbo::scripts\4_World\Actions\ActionBuildPart.c:3
ActionBuildPart.OnFinishProgressServer — yes ✓ BasicTerritories.pbo::scripts\4_World\Actions\ActionBuildPart.c:28
ActionConstructor.RegisterActions — yes ✓ BasicTerritories.pbo::scripts\4_World\Actions\ActionConstructor.c:6
ActionDeployObject.ActionCondition T2 yes ✓ BasicTerritories.pbo::scripts\4_World\Actions\ActionDeployObject.c:15
ActionDeployObject.OnEndClient — yes ✓ BasicTerritories.pbo::scripts\4_World\Actions\ActionDeployObject.c:66
ActionDismantlePart.ActionCondition T2 yes ✓ BasicTerritories.pbo::scripts\4_World\Actions\ActionDismantlePart.c:3
ActionLowerFlag.ActionCondition T2 yes ✓ BasicTerritories.pbo::scripts\4_World\Actions\ActionsLowerFlag.c:3
ActionRaiseFlag.ActionCondition T2 yes ✓ BasicTerritories.pbo::scripts\4_World\Actions\ActionsRaiseFlag.c:11
ActionRaiseFlag.OnFinishProgressServer — yes ✓ BasicTerritories.pbo::scripts\4_World\Actions\ActionsRaiseFlag.c:26
BaseBuildingBase.EEHitBy T2 yes ✓ BasicTerritories.pbo::scripts\4_World\BaseBuildingBase.c:4
ItemBase.AfterStoreLoad T3 yes ✓ BasicTerritories.pbo::scripts\4_World\ItemBase.c:25
MissionGameplay.OnMissionStart T3 yes ✓ BasicTerritories.pbo::scripts\5_Mission\mission\MissionGameplay.c:7
MissionServer.OnMissionStart T3 yes ✓ BasicTerritories.pbo::scripts\5_Mission\mission\MissionServer.c:3
TentBase.EEOnCECreate — yes ✓ BasicTerritories.pbo::scripts\4_World\TentBase.c:3
TentBase.ToggleAnimation — yes ✓ BasicTerritories.pbo::scripts\4_World\TentBase.c:19
TerritoryFlag.EEInit T3 yes ✓ BasicTerritories.pbo::scripts\4_World\TerritoryFlag.c:35
TerritoryFlag.OnStoreSave T3 yes ✓ BasicTerritories.pbo::scripts\4_World\TerritoryFlag.c:165
TerritoryFlag.OnStoreLoad T3 yes ✓ BasicTerritories.pbo::scripts\4_World\TerritoryFlag.c:174
TerritoryFlag.AfterStoreLoad T3 yes ✓ BasicTerritories.pbo::scripts\4_World\TerritoryFlag.c:195
TerritoryFlag.OnRPC T2 yes ✓ BasicTerritories.pbo::scripts\4_World\TerritoryFlag.c:243
TerritoryFlag.SetActions T2 yes ✓ BasicTerritories.pbo::scripts\4_World\TerritoryFlag.c:310
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ActionBuildPart.ActionConditionT2 8.0placeholder0.0002
ActionDeployObject.ActionConditionT2 8.0placeholder0.0002
ActionDismantlePart.ActionConditionT2 8.0placeholder0.0002
ActionLowerFlag.ActionConditionT2 8.0placeholder0.0002
ActionRaiseFlag.ActionConditionT2 8.0placeholder0.0002
BaseBuildingBase.EEHitByT2 8.0placeholder0.0002
TerritoryFlag.OnRPCT2 8.0placeholder0.0002
TerritoryFlag.SetActionsT2 8.0placeholder0.0002
ItemBase.AfterStoreLoadT3 0.1placeholder0.0000
TerritoryFlag.EEInitT3 0.1placeholder0.0000
TerritoryFlag.OnStoreSaveT3 0.1placeholder0.0000
TerritoryFlag.OnStoreLoadT3 0.1placeholder0.0000
TerritoryFlag.AfterStoreLoadT3 0.1placeholder0.0000
MissionServer.OnMissionStartT3 0.1placeholder0.0000

Includes 0.002 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.

BasicTerritories.pbo

  • BasicTerritories requiredVersion 0.1 — requires GameLabs_Scripts, BasicMap, BasicTerritoriesDefine, JM_CF_Scripts

BasicTerritoriesDefines.pbo

  • BasicTerritoriesDefine requiredVersion 0.1 — no requiredAddons

census 1.1 · findings 1.1 · hash 2edd3708465bdf35