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AdditionalMedicSupplies

AdditionalMedicSupplies UPDATE: Fixed misc issues. This mod adds additional medical supplies to expand the basic medical system DayZ has to offer. With additional pills and items existing diseases and wounds can be treated with new manners offering a different approach to handling sickness and vulnerabilities as a player. First Aid Kit A additional first aid kit with higher capacity (30 Slots) than the vanilla one… (more)

AdditionalMedicSupplies UPDATE: Fixed misc issues. This mod adds additional medical supplies to expand the basic medical system DayZ has to offer. With additional pills and items existing diseases and wounds can be treated with new manners offering a different approach to handling sickness and vulnerabilities as a player. First Aid Kit A additional first aid kit with higher capacity (30 Slots) than the vanilla one only being able to store medical supplies (both AMS and vanilla items). Box of Bandages Storage container for 36 AMS bandages. Bandages inside will not be damaged from bullet impacts or other kind of damage. Bandages Onetime use bandages with faster bandaging speed. You can cut normal bandages into this ones using any knife or sharp object. Absorbent Onetime cotton pad with super fast bandaging speed. Only stops blood flow of the wound for later treatment when in safety. (Can be crafted from disinfected bandage (at most worn) and paper (at most damaged)) Tape Repair tool for bandages. Can be used to restore health of a bandage (even from ruined). Antiseptic Disinfection Power Disinfection power for wounds with high multiple uses. Polaris Alternative painkiller. Aspirin Gets rid of fever, cold and influenza for 15min in order to give player the ability to slowly treat the disease with other means. Poter Prevents puking from food poisoning, salmonella and cholera for 2min. High quantity count (40) Energy Increases stamina recovery speed by 65% for 10min. Narcotics Knocks target out when injected. Vikasol Decreases lifetime and blood loss of wounds by 50% for 15min. Ai2 Common medkit stopping 2 bleeds, restores 5 health, gives painkiller and wound disinfection in one go. Tourniquet Stops blood flow of ONE wound for later treatment. Has multiple uses. Health of tourniquet degenerates depending on how long the tourniquet is active. Tourniquet is granted back after wounds are treated. Methadone Durable morphine alternative (10min). After effect wears of a cold turkey effect giving hand shivers is active for another 10min. BandAid Pack of 30 always disinfected bandaids capable of stopping bleeds from defined zones (hands, arm and feet). Splint Compact (2x2) alu splint that can be used 5 times when legs are broken. MFAK Military first aid kit (2x2) with 5x4 slots capable of only storing medical supplied. Can be attached to gun holster slot on belts and vests. NBC Pouch Storage pouch (2x2) for empty NBC parts. Can be attached to gun holster slot on belts and vests or simply kept in inventory. Has 2x2 slots Inventory space that only takes the NBC hood due to an issue when being attached to an attachement slot. Whistle Attracts zombies within a rough range of 180m. Sound can be heard by players within roughly 250m while getting quieter the longer the distance. WaterStraw Makes it possible to drink directly from open water (rivers/ponds) without getting sick. Item is consumed over time when drinking. In order to drink lay down and the action will be prompted holding left mouse button in order to drink. Blood Test Kit After using a blood test kit to determine the blood type of a player an additional report item is yield within the players inventory or on ground giving additional information about other sickness levels. The report can be inspected afterwards by any player showing the result of the player whos blood has been tested. (Can be disabled by adding amsDisableReport=1; to your serverDZ.cfg) POX Alternative pox. Resets ALL chemical poisoning. Knocks player out if poisoning level is greater equal to stage 3 poisoning. Gasmasks + Filters Additional gasmasks and filters that are cross compatible with vanilla gasmasks and filters. Filters have longer durability in comparison to the vanilla filter. Heatpack Long lasting resuable heatpack that can be charged when boiled in hot water. Golden Star Can be used to treat common cold. Medchest Chest for storing medical items. (Only used to be spawnd through CE) For server owners Install this mod as any other mod. No additional steps and or serversided mod needed! Full list of classnames: (All items start with AMS_) AMS_FirstAidKit AMS_BandageBox AMS_Bandage AMS_Absorbent AMS_BandageTape AMS_AntiSept AMS_Polaris AMS_Aspirin AMS_Poter AMS_Energy AMS_Narcotics AMS_Tourniquet AMS_Methadone AMS_BandAid AMS_Splint AMS_Ai2 AMS_MFAK AMS_Whistle AMS_NBCPouch AMS_Vikasol AMS_WaterStraw AMS_GasMaskGP21 AMS_GasMaskGP21_Filter AMS_GasMaskGP7B AMS_GasMaskGP7B_Filter AMS_POX AMS_Heatpack AMS_GoldenStar (Dispatch Items. Do not spawn manually): AMS_MedChest_Red AMS_MedChest_Green (Generated Items. Do not spawn manually): AMS_Splint_Applied AMS_TestKitReport Economy: Template economy files containing spawn rates for each item within this mod are provided in the folder of the mod itself. Monetization: You are hereby given monetization approval under the conditions that you follow the DayZ Server Monetization agreement and have obtained permission from Bohemia. Depending on this mod: All parameters resolving around this mod are exposed through compile time constants inside the scripts. Adjusting these parameters is easily done through another script mod depending on this mod. Every item inside this mod can be retextured using the hidden selection zbytek! --------- You are not allowed repack/re-upload any of the content inside AdditionalMedicSupplies.pbo You are allowed to repack/re-upload any of the content inside AdditionalMedicSupplies_CC.pbo Special thanks to luobo_cool for creating the the model under CC Attribution used inside AdditionalMedicSupplies_CC.pbo. Contact Discord: affenb3rt(#4704)

Workshop 2579252958 · mod updated 2026-10-19 · analyzed 2026-10-19 08:34 UTC · history · 90 script files

EquipmentMechanics 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
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 21% of 328 scripted mods analyzed.

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.

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.

20
40
60
  • 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
  • This mod
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 22 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
  • 41 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 99.8% of this mod's structural load. 0.000 ms/s in all.

99.8%Event hooks · 99.8%
2 hooks · 0.0004 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 2 hooks 0.0004 ms/s 99.8% ActionReadPaper.ActionCondition, BleedingSourcesManagerRemote.OnVariablesSynchronized

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.

ActionCondition on ActionReadPaper
per event
no I/O, timers or RPC replaces vanilla
OnVariablesSynchronized on BleedingSourcesManagerRemote
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 32 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
ActionClose.SetCloseAnimation — yes conditional AdditionalMedicSupplies.pbo::scripts\4_world\classes\useractionscomponent\actions\singleuse\actionclose.c:3
ActionConstructor.RegisterActions — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\classes\useractionscomponent\actionconstructor.c:3
ActionReadPaper.ActionCondition T2 yes ✗ none AdditionalMedicSupplies.pbo::scripts\4_world\classes\useractionscomponent\actions\singleuse\actionreadpaper.c:3
ActionTestBloodSelf.OnFinishProgressServer — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\classes\useractionscomponent\actions\continuous\medical\actiontestbloodself.c:3
ActionTestBloodTarget.OnFinishProgressServer — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\classes\useractionscomponent\actions\continuous\medical\actiontestbloodtarget.c:3
BleedingSource.SetType — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\classes\bleedingsources\bleedingsource.c:26
BleedingSource.OnUpdateServer — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\classes\bleedingsources\bleedingsource.c:36
BleedingSourcesManagerBase.RegisterBleedingZoneEx — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\classes\bleedingsources\bleedingsourcesmanagerbase.c:5
BleedingSourcesManagerRemote.OnVariablesSynchronized T2 yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\classes\bleedingsources\bleedingsourcesmanagerremote.c:3
BleedingSourcesManagerServer.RemoveMostSignificantBleedingSourceEx — yes conditional AdditionalMedicSupplies.pbo::scripts\4_world\classes\bleedingsources\bleedingsourcesmanagerserver.c:3
BleedingSourcesManagerServer.RemoveBleedingSource — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\classes\bleedingsources\bleedingsourcesmanagerserver.c:34
BrokenLegsMdfr.OnDeactivate — yes conditional AdditionalMedicSupplies.pbo::scripts\4_world\classes\playermodifiers\modifier\conditions\brokenlegs.c:3
CholeraMdfr.OnTick — yes conditional AdditionalMedicSupplies.pbo::scripts\4_world\classes\playermodifiers\modifier\diseaes\cholera.c:3
CommonColdMdfr.ActivateCondition — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\classes\playermodifiers\modifier\diseaes\commoncold.c:3
CommonColdMdfr.DeactivateCondition — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\classes\playermodifiers\modifier\diseaes\commoncold.c:8
Cooking.ProcessItemToCook — yes conditional AdditionalMedicSupplies.pbo::scripts\4_world\classes\cooking\cooking.c:5
FeverMdfr.ActivateCondition — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\classes\playermodifiers\modifier\conditions\z_fever.c:3
FeverMdfr.DeactivateCondition — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\classes\playermodifiers\modifier\conditions\z_fever.c:8
InfluenzaMdfr.ActivateCondition — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\classes\playermodifiers\modifier\diseaes\influenza.c:3
InfluenzaMdfr.DeactivateCondition — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\classes\playermodifiers\modifier\diseaes\influenza.c:8
MissionBase.CreateScriptedMenu — yes ✓ AdditionalMedicSupplies.pbo::scripts\5_mission\mission\missionbase.c:3
MissionGameplay.OnItemUsed — yes ✓ AdditionalMedicSupplies.pbo::scripts\5_mission\mission\missiongameplay.c:3
ModifiersManager.Init — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\classes\playermodifiers\modifiersmanager.c:3
ModifiersManager.Init — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\deprecated.c:13
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\entities\manbase\dayzplayer\dayzplayercfgbase.c:3
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\entities\manbase\dayzplayer\dayzplayercfgbase.c:31
PlayerBase.Init — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\entities\manbase\playerbase.c:21
PlayerBase.IsWearingSplint — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\entities\manbase\playerbase.c:43
PluginRecipesManager.RegisterRecipies — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\classes\recipes\recipes\pluginrecipesmanagerbase.c:3
PoisoningMdfr.OnTick — yes conditional AdditionalMedicSupplies.pbo::scripts\4_world\classes\playermodifiers\modifier\conditions\poisoning.c:3
SalmonellaMdfr.OnTick — yes conditional AdditionalMedicSupplies.pbo::scripts\4_world\classes\playermodifiers\modifier\diseaes\salmonella.c:3
StaminaHandler.Init — yes ✓ AdditionalMedicSupplies.pbo::scripts\4_world\classes\staminahandler.c:8
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
BleedingSourcesManagerRemote.OnVariablesSynchronizedT2 8.0placeholder0.0002
ActionReadPaper.ActionConditionT2 8.0placeholder0.0002

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.

AdditionalMedicSupplies.pbo

  • AdditionalMedicSupplies requiredVersion 0.1 — requires DZ_Data, DZ_Scripts, DZ_Gear_Medical, DZ_Characters_Masks, DZ_Gear_Consumables

AdditionalMedicSupplies_CC.pbo

  • AdditionalMedicSupplies_CC requiredVersion 0.1 — requires DZ_Data

census 1.1 · findings 1.1 · hash 8eb18baf6909fdf3