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DayZ-Expansion-Market

Features Overview: Market System with trading zones, dynamic and static stock Default market item category configurations for all Vanilla and Expansion items. Default market world zone configuration for all Vanilla and Expansion items. Default trader configurations for all Vanilla and Expansion items. Default market trader spawn configurations and locations for Chernarus. Item condition affects sell price as well as… (more)

Features Overview: Market System with trading zones, dynamic and static stock Default market item category configurations for all Vanilla and Expansion items. Default market world zone configuration for all Vanilla and Expansion items. Default trader configurations for all Vanilla and Expansion items. Default market trader spawn configurations and locations for Chernarus. Item condition affects sell price as well as stock. Traders can be NPCs or static objects. Server owners can configure any item that has quantity or is stackable as currency - want a Zucchini-based economy? Go for it! We have added a lot of color settings for the market menu so you can create your own presets for the menu and its color style. Added a toggle button to collapse/expand all market category sections in the menu. Added support for eAI based Traders. We added the possibility to add and use item variations within the market item configurations. Item variations will always use the min/max price and min/max stock threshold of the base item if there is no existing separate configuration for this variation item. Every variation will still have a separate stock in market zones. All item variations will be displayed in a new dropdown selector in the detailed item section of the menu. Default market item variations configuration for all vanilla and expansion items. Default configuration for a Base-Building supply trader. Different sell/buy option filters within the menu. Search for items. Default min and max prices for all vanilla and expansion items. Option to the trader item settings to determine if an item can only be purchased/sold. And much more! Installation If you need help to install the mods or the mission files please follow this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2430317812 Guides: Please visit the Expansion Wiki for further info on how to use the mod: https://github.com/salutesh/DayZ-Expansion-Scripts/wiki/%5BServer-Hosting%5D-The-Market-System Feedback We're grateful to hear any feedback and suggestions from anyone, the best place to give it to us would be our Discord (https://discord.gg/rMZuS4F), please also join if you have any questions too! Thank you to everyone who has been supporting us on this journey during the past two years! Without everyone's continuous support, we might have never made it to this point. With DayZ Expansion out the gates, we can finally lean back for a moment and relax but don't worry, we've got many more things planned for the future of DayZ Expansion! Copyright 2021 DayZ Expansion Mod Team. This item is not authorized for posting on Steam, except under the Steam account https://steamcommunity.com/id/dayzexpansion/

Workshop 2572328470 · mod updated 2026-10-15 · analyzed 2026-10-15 11:29 UTC · history · 206 script files

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 51% of 328 scripted mods analyzed.

0.00056% of each server frame at 100 players (0.006 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; 9 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
  • This mod
  • 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
  • 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

Event hooks carry 99.9% of this mod's structural load. 0.006 ms/s in all.

99.9%Event hooks · 99.9%
13 hooks · 0.0056 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 13 hooks 0.0056 ms/s 99.9% ItemBase.EEItemLocationChanged, ActionCoverHeadTarget.ActionCondition, ActionDisinfectTarget.ActionCondition and 9 more

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.

EEItemLocationChanged on ItemBase
every inventory move
no I/O, timers or RPC super() on some paths
ActionCondition × 9 classes
per event
no I/O, timers or RPC super() on some paths
CanPutIntoHands on ItemBase
per event
no I/O, timers or RPC
SetActions on PlayerBase
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 23 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 ✓ market_scripts.pbo::4_World\DayZExpansion_Market\Classes\UserActionsComponent\ActionConstructor.c:18
ActionConstructor.RegisterActions — yes ✓ p2pmarket_scripts.pbo::4_World\DayZExpansion_P2PMarket\Classes\UserActionsComponent\ActionConstructor.c:21
ActionCoverHeadTarget.ActionCondition T2 yes conditional market_scripts.pbo::4_World\DayZExpansion_Market\Classes\UserActionsComponent\Actions\Continuous\ActionCoverHeadTarget.c:15
ActionDisinfectTarget.ActionCondition T2 yes conditional market_scripts.pbo::4_World\DayZExpansion_Market\Classes\UserActionsComponent\Actions\SingleUse\Medical\ActionDisinfectTarget.c:15
ActionForceConsume.ActionCondition T2 yes conditional market_scripts.pbo::4_World\DayZExpansion_Market\Classes\UserActionsComponent\Actions\Continuous\ActionForceConsume.c:15
ActionForceConsumeSingle.ActionCondition T2 yes conditional market_scripts.pbo::4_World\DayZExpansion_Market\Classes\UserActionsComponent\Actions\SingleUse\ActionForceConsumeSingle.c:15
ActionGagTarget.ActionCondition T2 yes conditional market_scripts.pbo::4_World\DayZExpansion_Market\Classes\UserActionsComponent\Actions\Continuous\ActionGagTarget.c:15
ActionHandcuffTarget.ActionCondition T2 yes conditional market_scripts.pbo::4_World\DayZExpansion_Market\Classes\UserActionsComponent\Actions\SingleUse\ActionHandcuffTarget.c:15
ActionInjectTarget.ActionCondition T2 yes conditional market_scripts.pbo::4_World\DayZExpansion_Market\Classes\UserActionsComponent\Actions\SingleUse\Medical\ActionInjectTarget.c:15
ActionRestrainTarget.ActionCondition T2 yes conditional market_scripts.pbo::4_World\DayZExpansion_Market\Classes\UserActionsComponent\Actions\Continuous\ActionRestrainTarget.c:15
ActionShaveTarget.ActionCondition T2 yes conditional market_scripts.pbo::4_World\DayZExpansion_Market\Classes\UserActionsComponent\Actions\Continuous\ActionShaveTarget.c:15
DayZExpansion.OnLoaded — yes ✓ market_scripts.pbo::5_Mission\DayZExpansion_Market\DayZExpansion.c:19
ExpansionSettings.Init — yes ✓ market_scripts.pbo::3_Game\DayZExpansion_Market\Settings\ExpansionSettings.c:17
ExpansionSettings.Init — yes ✓ p2pmarket_scripts.pbo::3_Game\DayZExpansion_P2PMarket\Settings\ExpansionSettings.c:17
ItemBase.EEItemLocationChanged T2 yes conditional market_scripts.pbo::4_World\DayZExpansion_Market\Entities\ItemBase.c:16
ItemBase.CanRemoveFromCargo — yes ✓ market_scripts.pbo::4_World\DayZExpansion_Market\Entities\Items\ExpansionMoneyBase.c:29
ItemBase.CanRemoveFromHands — yes ✓ market_scripts.pbo::4_World\DayZExpansion_Market\Entities\Items\ExpansionMoneyBase.c:40
ItemBase.CanPutIntoHands T2 yes ✓ market_scripts.pbo::4_World\DayZExpansion_Market\Entities\Items\ExpansionMoneyBase.c:51
MissionGameplay.Expansion_OnUpdate — yes ✓ p2pmarket_scripts.pbo::5_Mission\DayZExpansion_P2PMarket\MissionGameplay.c:15
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ market_scripts.pbo::4_World\DayZExpansion_Market\Classes\JMAnimRegister.c:15
MotorbikeScript.OnCEIterate — yes ✓ market_scripts.pbo::4_World\DayZExpansion_Market\Entities\Vehicles\MotorbikeScript.c:5
PlayerBase.SetActions T2 yes ✓ market_scripts.pbo::4_World\DayZExpansion_Market\Entities\ManBase\PlayerBase.c:29
PlayerBase.SetActions T2 yes ✓ p2pmarket_scripts.pbo::4_World\DayZExpansion_P2PMarket\Entities\ManBase\PlayerBase.c:15
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ItemBase.EEItemLocationChangedT2 130.0measured0.0032
ActionCoverHeadTarget.ActionConditionT2 8.0placeholder0.0002
ActionForceConsume.ActionConditionT2 8.0placeholder0.0002
ActionGagTarget.ActionConditionT2 8.0placeholder0.0002
ActionRestrainTarget.ActionConditionT2 8.0placeholder0.0002
ActionShaveTarget.ActionConditionT2 8.0placeholder0.0002
ActionForceConsumeSingle.ActionConditionT2 8.0placeholder0.0002
ActionHandcuffTarget.ActionConditionT2 8.0placeholder0.0002
ActionDisinfectTarget.ActionConditionT2 8.0placeholder0.0002
ActionInjectTarget.ActionConditionT2 8.0placeholder0.0002
ItemBase.CanPutIntoHandsT2 8.0placeholder0.0002
PlayerBase.SetActionsT2 8.0placeholder0.0002
PlayerBase.SetActionsT2 8.0placeholder0.0002

Includes 0.002 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.

0_market_preload.pbo

  • DayZExpansion_Market_Preload requiredVersion 0.1 — no requiredAddons

0_p2pmarket_preload.pbo

  • DayZExpansion_P2PMarket_Preload requiredVersion 0.1 — no requiredAddons

languagecore_market.pbo

  • DayZExpansion_LanguageCore_Market requiredVersion 0.1 — no requiredAddons

market_gui.pbo

  • DayZExpansion_Market_GUI requiredVersion 0.1 — requires DayZExpansion_Core_GUI

market_objects.pbo

  • DayZExpansion_Market_Objects requiredVersion 0.1 — requires DZ_Data, DZ_Structures_Signs, DZ_Animals, DZ_Animals_Bliss, DZ_Characters, DZ_Characters_Zombies, DayZExpansion_Dta_Core, DayZExpansion_Core_Objects_Currencies, DayZExpansion_Core_Objects_Bases

market_scripts.pbo

  • DayZExpansion_Market_Scripts requiredVersion 0.1 — requires DZ_Scripts, DayZExpansion_Core_Scripts

market_structures.pbo

  • DayZExpansion_Market_Structures requiredVersion 0.1 — requires DZ_Data
  • DayZExpansion_Market_Structures requiredVersion 0.1 — requires DZ_Data

p2pmarket_gui.pbo

  • DayZExpansion_P2PMarket_GUI requiredVersion 0.1 — no requiredAddons

p2pmarket_objects.pbo

  • DayZExpansion_P2PMarket_Objects requiredVersion 0.1 — requires DZ_Data, DZ_Characters, DayZExpansion_Dta_Core, DayZExpansion_Core_Objects_Bases

p2pmarket_scripts.pbo

  • DayZExpansion_P2PMarket_Scripts requiredVersion 0.1 — requires DayZExpansion_Core_Scripts

census 1.1 · findings 1.1 · hash 0aa3e741a7c7749d