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Dabs Framework

Dabs Framework is an Open Source, lightweight modding framework, designed to give modders and server owners tools to quickly and effectively create new mods for the community. Source Code: All source code is available on the Github Monetization: You are hereby given monetization approval under the conditions that you follow the DayZ Server Monetization agreement and have obtained permission from Bohemia. Read more… (more)

Dabs Framework is an Open Source, lightweight modding framework, designed to give modders and server owners tools to quickly and effectively create new mods for the community. Source Code: All source code is available on the Github Monetization: You are hereby given monetization approval under the conditions that you follow the DayZ Server Monetization agreement and have obtained permission from Bohemia. Read more here [www.bohemia.net]. Repacking: You are not permitted to repack any part of Dabs Framework. We don't give permission to anyone to repack it. We won't approve your request to repack it. DON'T ASK I am grateful to hear any feedback and suggestions from anyone, the best place to give it to us would be me Discord, please also join if you have any questions too! This item is not authorized for posting on Steam, except under the Steam account https://steamcommunity.com/id/InclementD or as a contributor if direct authorization is given by the author of this item.

Workshop 2545327648 · mod updated 2026-10-15 · analyzed 2026-10-15 09:25 UTC · history · 227 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
1 to review

1 chain break on base classes or persisted data. 1 more are whole-class replacements of specific classes.

Structural footprint 1.1
A
1 to review
Heavier than 82% of 328 scripted mods analyzed.

0.033% of each server frame at 100 players (0.330 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; 25 others share it. Ranked list.

10
20
30
40
  • 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
  • 23 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
  • 40 mods
    0.1 to 0.22 ms/s · grade A
  • This mod
  • 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

Repeating timers carry 99.9% of this mod's structural load. 0.330 ms/s in all.

Event hooks · 0.1%
2 hooks · 0.0004 ms/s
Lifecycle hooks · <0.1%
5 hooks · 0.00001 ms/s
99.9%Repeating timers · 99.9%
2 timers · 0.33 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 2 hooks 0.0004 ms/s 0.1% DayZGame.OnRPC, PluginDiagMenu.OnRPC
Lifecycle hooksrun when an entity is created, loaded or deleted 5 hooks 0.00001 ms/s <0.1% MissionBase.OnInit, MissionServer.InvokeOnConnect, MissionServer.OnClientDisconnectedEvent and 2 more
Repeating timersstay in the timer queue, which is walked every frame 2 timers 0.33 ms/s 99.9% 2 × every frame

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.

Chain breaks, by consequence

2 overrides that skip super(), ranked by how much they can affect. On any server a break replaces vanilla's behaviour on that method and silences every earlier-loaded mod hooking it.

Review
Base class · every PlayerBase (2 vanilla subclasses)
PlayerBase.GetActions

Removes vanilla's actions and every earlier mod's added actions from that player.

What it is for: Builds the list of actions a player can perform (the interaction wheel).

Scripts.pbo::4_World\DabsFramework\Entities\ManBase\PlayerBase.c:4
By design
Leaf class · Debug
Debug replaced on 1 method · 1 override

DestroyAllShapes

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classDebug
1 locationScripts.pbo::3_Game\DabsFramework\!Core\Debug.c:276

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.

OnRPC × 2 classes
per event
no I/O, timers or RPC

Other findings

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 42 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
ActionConstructor.RegisterActions — yes ✓ Scripts.pbo::4_World\DabsFramework\Classes\UserActionComponent\ActionConstructor.c:3
DayZGame.RegisterProfilesOptions — yes ✓ Scripts.pbo::3_Game\DabsFramework\!Core\DayZGame.c:82
DayZGame.OnRPC T2 yes ✓ Scripts.pbo::3_Game\DabsFramework\!Core\DayZGame.c:98
DayZGame.OnEvent — yes ✓ Scripts.pbo::3_Game\DabsFramework\!Core\DayZGame.c:112
DayZGame.OnRPC T2 no ✓ Scripts.pbo::3_Game\DabsFramework\Settings\DayZGame.c:8
DayZGame.OnEvent — yes ✓ Scripts.pbo::3_Game\DabsFramework\Settings\DayZGame.c:40
DayZGame.SetMissionPath — yes ✓ Scripts.pbo::3_Game\DabsFramework\Settings\DayZGame.c:156
Debug.DrawBox — yes ✗ none Scripts.pbo::3_Game\DabsFramework\!Core\Debug.c:95
Debug.DrawBoxEx — yes ✗ none Scripts.pbo::3_Game\DabsFramework\!Core\Debug.c:100
Debug.DrawCube — yes ✗ none Scripts.pbo::3_Game\DabsFramework\!Core\Debug.c:119
Debug.DrawSphere — yes ✗ none Scripts.pbo::3_Game\DabsFramework\!Core\Debug.c:150
Debug.DrawCylinder — yes ✗ none Scripts.pbo::3_Game\DabsFramework\!Core\Debug.c:169
Debug.DrawCone — yes ✗ none Scripts.pbo::3_Game\DabsFramework\!Core\Debug.c:189
Debug.DrawLine — yes ✗ none Scripts.pbo::3_Game\DabsFramework\!Core\Debug.c:208
Debug.DrawLines — yes ✗ none Scripts.pbo::3_Game\DabsFramework\!Core\Debug.c:232
Debug.DrawArrow — yes ✗ none Scripts.pbo::3_Game\DabsFramework\!Core\Debug.c:257
Debug.DestroyAllShapes — yes ✗ none Scripts.pbo::3_Game\DabsFramework\!Core\Debug.c:276
EmoteConstructor.RegisterEmotes — yes ✓ Scripts.pbo::4_World\DabsFramework\Classes\EmoteConstructor.c:3
EmoteDabbing.EmoteCondition — yes conditional Scripts.pbo::4_World\DabsFramework\Classes\EmoteClasses\EmoteClasses.c:11
GesturesMenu.OnMenuRelease — yes ✓ Scripts.pbo::5_Mission\DabsFramework\GUI\GesturesMenu.c:3
GesturesMenu.GetGestureItems — yes ✓ Scripts.pbo::5_Mission\DabsFramework\GUI\GesturesMenu.c:12
ItemBase.GetItemSize — yes ✗ none Scripts.pbo::4_World\DabsFramework\Entities\ItemBase.c:3
MainMenu.Refresh — yes ✓ Scripts.pbo::5_Mission\DabsFramework\GUI\MainMenu.c:5
MainMenu.OnClick — yes ✓ Scripts.pbo::5_Mission\DabsFramework\GUI\MainMenu.c:61
MainMenu.OnModalResult — yes ✓ Scripts.pbo::5_Mission\DabsFramework\GUI\MainMenu.c:80
MainMenu.IsFocusable — yes ✓ Scripts.pbo::5_Mission\DabsFramework\GUI\MainMenu.c:96
MissionBase.OnInit T3 yes ✓ Scripts.pbo::5_Mission\DabsFramework\Mission\MissionBase.c:7
MissionGameplay.OnMissionFinish T3 yes ✓ Scripts.pbo::5_Mission\DabsFramework\Mission\MissionGameplay.c:3
MissionServer.OnMissionStart T3 yes ✓ Scripts.pbo::5_Mission\DabsFramework\Mission\MissionServer.c:5
MissionServer.InvokeOnConnect T3 yes ✓ Scripts.pbo::5_Mission\DabsFramework\Mission\MissionServer.c:18
MissionServer.PlayerDisconnected T3 yes ✓ Scripts.pbo::5_Mission\DabsFramework\Mission\MissionServer.c:37
MissionServer.OnClientDisconnectedEvent T3 yes ✓ Scripts.pbo::5_Mission\DabsFramework\Mission\MissionServer.c:46
NotificationSystem.GetNotificationData — yes ✗ none Scripts.pbo::3_Game\DabsFramework\!Core\Client\Notifications\NotificationSystem.c:3
OptionsMenu.Init — yes ✓ Scripts.pbo::5_Mission\DabsFramework\GUI\Options\OptionsMenu.c:13
OptionsMenu.OnChanged — yes ✓ Scripts.pbo::5_Mission\DabsFramework\GUI\Options\OptionsMenu.c:38
OptionsMenu.Apply — yes ✓ Scripts.pbo::5_Mission\DabsFramework\GUI\Options\OptionsMenu.c:50
OptionsMenu.ResetCurrentTab — yes ✓ Scripts.pbo::5_Mission\DabsFramework\GUI\Options\OptionsMenu.c:71
OptionsMenu.IsAnyTabChanged — yes ✓ Scripts.pbo::5_Mission\DabsFramework\GUI\Options\OptionsMenu.c:80
PlayerBase.GetActions — yes ✗ none Scripts.pbo::4_World\DabsFramework\Entities\ManBase\PlayerBase.c:4
PluginDiagMenu.OnRPC T2 yes ✓ Scripts.pbo::4_World\DabsFramework\Plugins\PluginDiagMenu\PluginDiagMenu.c:8
PluginDiagMenuClient.RegisterModdedDiags — yes ✓ Scripts.pbo::4_World\DabsFramework\Plugins\PluginDiagMenu\PluginDiagMenuClient.c:50
PluginManager.Init — yes ✓ Scripts.pbo::4_World\DabsFramework\Plugins\PluginManager.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
DayZGame.OnRPCT2 8.0placeholder0.0002
PluginDiagMenu.OnRPCT2 8.0placeholder0.0002
MissionBase.OnInitT3 0.1placeholder0.0000
MissionServer.OnMissionStartT3 0.1placeholder0.0000
MissionServer.InvokeOnConnectT3 0.1placeholder0.0000
MissionServer.PlayerDisconnectedT3 0.1placeholder0.0000
MissionServer.OnClientDisconnectedEventT3 0.1placeholder0.0000

Repeating timers

period (ms)residency ms/sfiring ms/swhere
00.1400 0.024800Scripts.pbo::3_Game\DabsFramework\_Legacy\Prefabs\ColorPickerPrefab\ColorPickerPrefab.c:88
00.1400 0.024800Scripts.pbo::3_Game\DabsFramework\Settings\ViewController\OptionSelectorColorViewController.c:107

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.

GUI.pbo

  • DF_GUI requiredVersion 0.1 — no requiredAddons

Scripts.pbo

  • DF_Scripts — requires DZ_Scripts, DF_GUI

census 1.1 · findings 1.1 · hash c14f2efb50e9a717