Solar Panel Power System
Updated for DayZ 1.29 Even after the apocalypse, doing your part to protect the environment is still important. Now instead of having to rely on a noisy, smoky, petrol guzzling generator get yourself a RedFalcon Solar Panel Power System and enjoy free electricity from the sun!. The system can be purchased as a boxed kit from your local trader and set up at your base (as long as it has an unobstructed view of the sun… (more)
Updated for DayZ 1.29 Even after the apocalypse, doing your part to protect the environment is still important. Now instead of having to rely on a noisy, smoky, petrol guzzling generator get yourself a RedFalcon Solar Panel Power System and enjoy free electricity from the sun!. The system can be purchased as a boxed kit from your local trader and set up at your base (as long as it has an unobstructed view of the sun or at least the sky). You'll need to install a truck battery in order for the system to provide you with 24/7 free electricity. This solar panel can accommodate up to 4 devices plugged directly into the system (or many more if you use power strips). Note that due to the materials used in the Solar Panel Power System (concrete pad and such), once it is unpacked and deployed it can not be dismantled and redeployed. Where you set it up is for keeps unless you want to demolish the panel using a sledgehammer or pickaxe. This mod is free for all to use and enjoy. Republishing of this mod to the Steam Workshop (as part of a server pack mod or such) is allowed, just you don't try to take credit for it yourself. (don't be a jerk). Monetization while using this mod is APPROVED. For information on this and other mods that I've created, join my Discord https://www.redfalconmodz.com/discord If you like the work that I do and would like to show your appreciation, please consider donating to support my mod development, Join my discord, navigate to the #donations channel and type donate.
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 (0.004 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; 12 others share it. Ranked list.
Event hooks carry 100% of this mod's structural load. 0.004 ms/s in all.
3 hooks · 0.0036 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 3 hooks | 0.0036 ms/s | 100% | TruckBattery.EEItemDetached, Pickaxe.SetActions, SledgeHammer.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 5 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 | ✓ | RFSolarPanel.pbo::scripts\4_World\ActionConstructor.c:4 |
ModItemRegisterCallbacks.RegisterHeavy |
— | yes | ✓ | RFSolarPanel.pbo::scripts\4_World\solarpanel_kit.c:3 |
Pickaxe.SetActions |
T2 | yes | ✓ | RFSolarPanel.pbo::scripts\4_World\DismantlingTools.c:11 |
SledgeHammer.SetActions |
T2 | yes | ✓ | RFSolarPanel.pbo::scripts\4_World\DismantlingTools.c:3 |
TruckBattery.EEItemDetached |
T2 | yes | ✓ | RFSolarPanel.pbo::scripts\4_World\solarpanel.c:133 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
TruckBattery.EEItemDetached | T2 | 130.0 | measured | 0.0032 |
SledgeHammer.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Pickaxe.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.
RFSolarPanel.pbo
RFSolarPanelrequiredVersion 1 — requiresDZ_Gear_Camping
census 1.1 · findings 1.1 · hash 7a4f822cd0def4c0