← modperf · analyzed mods

Tombstone Vanilla

This mod changes the function of player deaths, players bodies will be deleted and all items from those bodies will be moved to a small Tombstone, this includes items from hands. This tombstone is invulnerable and cannot be destroyed by other functions but will auto delete 30 minutes (configurable) after the players death. Adding this mod will significantly help with server FPS as it removes the resource hogging… (more)

This mod changes the function of player deaths, players bodies will be deleted and all items from those bodies will be moved to a small Tombstone, this includes items from hands. This tombstone is invulnerable and cannot be destroyed by other functions but will auto delete 30 minutes (configurable) after the players death. Adding this mod will significantly help with server FPS as it removes the resource hogging player bodies and itself is also cleared up automatically without relying on the loot economy. ---- THIS MOD REQUIRES INSTALLATION OF THE Community framework ---- ---- IT IS RECOMMENDED TO USE InventoryFix TO STOP ITEM LOSS ON RESTARTS ---- Configuration: In your launch parameters add: -mod=@CF;@Tombstone; (Or the folder names you use for these mods) In ServerDZ.cfg add: // The tombstone will be deleted after this amount of time unless there was a restart. TombstoneLifetime = 1800000; // 1000 = 1 second ----- 1800000 = 30 minutes. In Types.xml add: <type name="Tombstone"> <lifetime>1800</lifetime> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="1" deloot="0"/> </type> Feel free to report any issues to me :) --- IF YOU ARE USING VPP MAP AND WANT DEATH MARKERS USE THIS VERSION: Tombstone V++ Map --- --- IF YOU ARE MISSING ANY REQUIRED MODS TRY USING: Tombstone Vanilla --- -- Support on all of my mods can be found on discord at: https://discord.gg/2T33rgJNVC -- Usage & Terms - You are not permitted to unpack, repack, edit or reupload any files from this mod. - This item is not authorized for posting on Steam, except under the Steam account of DannyDoomno1 - Permissions is granted to use this mod for server monetization under the conditions that you follow the DayZ Server Monetization agreement and have obtained permission from Bohemia through Bohemia If you like my mods and wish to support me any donations are much appreciated!! --- Paypal.me/DannyDoomno1 ---

Workshop 2404753599 · mod updated 2022-04-20 · analyzed 2026-10-03 03:24 UTC · history · 2 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 0% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.000 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; 23 others share it. Ranked list.

20
40
60
  • This mod
  • 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
  • 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

Lifecycle hooks carry 81% of this mod's structural load. 0.000 ms/s in all.

81%Lifecycle hooks · 81%
1 hook · 0.000002 ms/s
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s 81% DayZPlayerImplement.EEKilled

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.

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 1 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
DayZPlayerImplement.EEKilled T3 yes ✓ TombstoneNDM.pbo::scripts\4_World\Entities\DayZPlayerImplement.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
DayZPlayerImplement.EEKilledT3 0.1placeholder0.0000

Includes 0.000 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.

TombstoneNDM.pbo

  • TombstoneNDM requiredVersion 0.1 — requires DZ_Data, DZ_Structures_Specific

census 1.1 · findings 1.1 · hash fe9b224b3178050a