Gas-Pump-Refueling
This mod enables you to refuel vehicles directly from a gas pump. Simply look at the refueling port on the vehicle and if you are close enough to a fuel pump, it'll let you. It currently does not check whether the pump has been destroyed; This is intentional since Jerry Cans do not do this either as it would likely be too easy to grief. Refueling from a pump is 3x faster than using containers. Steam Workshop… (more)
This mod enables you to refuel vehicles directly from a gas pump. Simply look at the refueling port on the vehicle and if you are close enough to a fuel pump, it'll let you. It currently does not check whether the pump has been destroyed; This is intentional since Jerry Cans do not do this either as it would likely be too easy to grief. Refueling from a pump is 3x faster than using containers. Steam Workshop supports collections; if you need to provide your server users with a list of mods to install, this is how you're supposed to do it.
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.
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.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 36 others share it. Ranked list.
Event hooks carry 99.8% of this mod's structural load. 0.000 ms/s in all.
1 hook · 0.0002 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 1 hook | 0.0002 ms/s | 99.8% | CarScript.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.
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 2 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 |
|---|---|---|---|---|
ActionConstructor.RegisterActions |
— | yes | ✓ | PumpingGas.pbo::Scripts\4_World\classes\useractionscomponent\PGActionConstructor.c:3 |
CarScript.SetActions |
T2 | yes | ✓ | PumpingGas.pbo::Scripts\4_World\entities\vehicles\PGCarScript.c:2 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
CarScript.SetActions | T2 | 8.0 | placeholder | 0.0002 |
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.
PumpingGas.pbo
PumpingGasrequiredVersion 0.1 — requiresDZ_Data
census 1.1 · findings 1.1 · hash 8d615ef2097d7837