Care Packages
The Care Packages mod allows randomized Care Packages to drop throughout the map. This brings player pvp and customized loot events to your server. Players are notified of Care Packages and how far away they are, via a pop up message in game. This mod is fully customizable; you can customize the loot that the packages drop, add attachments to items, set randomized quantities, etc. This mod includes custom containers… (more)
The Care Packages mod allows randomized Care Packages to drop throughout the map. This brings player pvp and customized loot events to your server. Players are notified of Care Packages and how far away they are, via a pop up message in game. This mod is fully customizable; you can customize the loot that the packages drop, add attachments to items, set randomized quantities, etc. This mod includes custom containers and parachutes you can choose from, or feel free to reskin to fit your server. The Care Packages mod is designed to have minimal impact to server performance, therefore some features will not be added. Configuration is done under ProfilesFolder/CarePackages (Created on first startup) If you run basic map markers will show automatically If you run VPP Map please install this module to show markers on the map https://steamcommunity.com/sharedfiles/filedetails/?id=2445549886 ---- THIS MOD REQUIRES INSTALLATION OF THE Community framework MOD ---- Special thanks to everyone at the DayZ Modding Community discord for their help and support! @PINKgeekPDX#0002, HunterzCZ#4660 and @Braindead#4599 for general scripting and config help. @djlightman#5459 for providing audio files for the mod and generally being a really helpful guy! @Jebediah#8237 for converting the models for DayZ. @Kuli_VT#1778 for setting up the configuration manager for this mod. @DaemonForge#5454 for the code to link in with Basic Map Parachute model source: https://sketchfab.com/3d-models/army-parachute-af52e08feebc4d94a244692212ac25bb Container Model Source: https://www.cgtrader.com/free-3d-models/industrial/tool/military-container-6c4a9744-a3db-4d2e-8292-e8115dcb3388 -- 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 ---
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
Every server-visible override preserves its chain.
0.00248% of each server frame at 100 players (0.025 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 17 others share it. Ranked list.
Every-frame hooks carry 100% of this mod's structural load. 0.025 ms/s in all.
1 hook · 0.025 ms/s
1 hook · 0.000002 ms/s
| Every-frame hooksrun every server frame | 1 hook | 0.025 ms/s | 100% | MissionServer.TickScheduler |
| Lifecycle hooksrun when an entity is created, loaded or deleted | 1 hook | 0.000002 ms/s | <0.1% | MissionServer.OnInit |
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.
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.
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 4 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.
| method | surface | server | super() | where |
|---|---|---|---|---|
BasicMapController.LoadClientMarkers |
— | yes | ✓ | CarePackage.pbo::Scripts\3_Game\BasicMapController.c:4 |
LBGroupUI.AddCustomMarkersOnMapOpen |
— | yes | ✓ | CarePackage.pbo::Scripts\5_Mission\GUI\MapMarkerCompats.c:4 |
MissionServer.OnInit |
T3 | yes | ✓ | CarePackage.pbo::Scripts\5_Mission\MissionServer.c:13 |
MissionServer.TickScheduler |
T0 | yes | ✓ | CarePackage.pbo::Scripts\5_Mission\MissionServer.c:46 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
MissionServer.TickScheduler | T0 | 1000.0 | measured | 0.0248 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
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.
CarePackage.pbo
CarePackage— requiresDZ_DataCarePackageArmyParachuterequiredVersion 0.1 — requiresDZ_DataCarePackageMilitaryCraterequiredVersion 0.1 — requiresDZ_Characters,DZ_Data,DZ_Scripts,DZ_Gear_Containers
census 1.1 · findings 1.1 · hash d434e1f0188bc2ca