Basic Ear Plugs
Basic EarPlugs - (Tutorial) Allows players to adjust in-game volume with the N Key A super simple EarPlugs mod that I made to help people learn to mod, this mod is free and open source you may repack, edit and use for free no credit needed, here is a link to the GitHub for the source code and Tutorial page https://github.com/daemonforge/DayZ-EarPlugs Discord For More support and information please visit my discord… (more)
Basic EarPlugs - (Tutorial) Allows players to adjust in-game volume with the N Key A super simple EarPlugs mod that I made to help people learn to mod, this mod is free and open source you may repack, edit and use for free no credit needed, here is a link to the GitHub for the source code and Tutorial page https://github.com/daemonforge/DayZ-EarPlugs Discord For More support and information please visit my discord https://discord.gg/BwTp3mg Monetization Rules Allowed to be used on monetized servers as long as you have monetization approval from Bohemia Interactive How to Support Me If you are interested in donating to help support the mod or just buy me a beer to keep me motivated you can do so Sponsor Me On Github Donate via Paypal
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.
0.0141% of each server frame at 100 players (0.141 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; 39 others share it. Ranked list.
Repeating timers carry 100% of this mod's structural load. 0.141 ms/s in all.
1 timer · 0.14 ms/s
| Repeating timersstay in the timer queue, which is walked every frame | 1 timer | 0.14 ms/s | 100% | every 20 ms |
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.
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 1 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 |
|---|---|---|---|---|
MissionGameplay.OnUpdate |
T0 | yes | ✓ | EarPlugs.pbo::scripts\5_Mission\MissionGameplay.c:12 |
Dispatch surfaces and timers the grade prices
Repeating timers
| period (ms) | residency ms/s | firing ms/s | where |
|---|---|---|---|
| 20 | 0.1400 | 0.001240 | EarPlugs.pbo::scripts\5_Mission\EarplugsWidget.c:56 |
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.
EarPlugs.pbo
EarPlugs— no requiredAddons
census 1.1 · findings 1.1 · hash cd4482c8cacf4a65