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Building Fortifications

Huge Shout out to Asmondian for his Artwork and Graphics donated to this project 🔨 Building Fortifications ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ CREATED BY DUMPGRAH, THE BUILDING FORTIFICATION MOD ADDS COMPLETE NEW MODELS AND CRAFTING RECIPIES TO THE DAYZ BASEBUILDING FEATURE TO BE ABLE TO TAKE ADVANTAGE OF THE CURRENT MAP BUILDINGS FORTIFYING ITS DOORS AND WINDOWS. IS AN INTERMEDIATE (AND COMPLEMENTARY) ALTERNATIVE TO… (more)

Huge Shout out to Asmondian for his Artwork and Graphics donated to this project 🔨 Building Fortifications ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ CREATED BY DUMPGRAH, THE BUILDING FORTIFICATION MOD ADDS COMPLETE NEW MODELS AND CRAFTING RECIPIES TO THE DAYZ BASEBUILDING FEATURE TO BE ABLE TO TAKE ADVANTAGE OF THE CURRENT MAP BUILDINGS FORTIFYING ITS DOORS AND WINDOWS. IS AN INTERMEDIATE (AND COMPLEMENTARY) ALTERNATIVE TO THE VANILLA BASEBUILDING SYSTEM (EVEN COMPATIBLE WITH OTHER MODDED SYSTEMS) THAT OFFERS A MORE ORGANIC ALTERNATIVE WHILE ENRICHING THE ORIGINAL EXPERIENCE. IS COMPOSED MAINLY OF TWO MAJOR ELEMENTS: 1) WINDOWS BARRICADE 2) DOOR BARRICADE 🔨 General Features ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ THE CONSTRUCTION PROCESS IS QUITE INTUITIVE AND IN ACCORDANCE WITH THE METHOD USED IN VANILLA CONSTRUCTIONS. EACH PART OR PORTION OF A WINDOW OR DOOR BARRICADE WILL REQUIRE A NUMBER OF ITEMS FOR ITS CONSTRUCTION, WHICH ARE DETAILED IN THE INFOGRAPHICS PRESENT IN THIS MOD. BOTH THE DURABILITY, THE METHOD OF DESTRUCTION AND ITS HEALTH VALUE CAN BE CUSTOMIZED AS I ACCOMPANY A CUSTOM FILE THAT YOU CAN FIND AND ADD TO YOUR SERVER, AS WELL AS AN EXPLANATORY DOCUMENT OF ITS OPERATION. 🔨 Upcoming developments ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ THIS IS JUST THE BEGINNING OF MY IDEAS TO OFFER AN ORGANIC AND COMPLEMENTARY ALTERNATIVE TO VANILLA BASEBUILDING IN ORDER TO SECURE STATIC BUILDINGS AROUND THE MAP (CHERNARUS, LIVONIA OR ANY OTHER COMMUNITY MAP). YOU CAN FOLLOW ME ON DISCORD OR TWITTER TO BE MORE INFORMED ABOUT DEVELOPMENTS AND NEWS. 🔨 This mod is Open source and free to use under the GNU AGPL 3.0 License v3.0. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒ https://github.com/Dumpgrah/Public-BuildingFortification Source Code Rules For anyone interested in repacking please read all this 1st I heavily discourage Repacking/Building from my source code, as it would greatly impact your ability to receive feature updates and bug fixes 2nd I will not support any repacks if its is causing conflict that I can't reproduce with the my published mod 3rd YOU MUST PROVIDE CREDIT on the steam page and you must link to the Original Mod or the Source Code This Mod Content or items may never be monetized. This includes forcing players to pay for content included in this mod or behind any paywall or locked behind any perks or Donator package and must not breach DayZ's EULA. Any reports given of this mod being monetized and you will be asked to remove the mod from your server. This mod and its contents shall remain free. THIS MODS CONTENT OR ITEMS MAY NEVER BE MONETIZED. THIS INCLUDES FORCING PLAYERS TO PAY FOR CONTENT INCLUDED IN THIS MOD OR BEHIND ANY PAYWALL OR LOCKED BEHIND ANY PERKS OR DONATOR PACKAGE AND MUST NOT BREACH DAYZ'S EULA. ANY REPORTS GIVEN OF THIS MOD BEING MONETIZED AND YOU WILL BE ASKED TO REMOVE THE MOD FROM YOUR SERVER. THIS MOD AND ITS CONTENTS SHALL REMAIN FREE. Monetized Allowed Priority Que from Bohemia Interactive is Allowed

Workshop 2670506982 · mod updated 2026-10-19 · analyzed 2026-10-19 18:35 UTC · history · 37 script files

EnvironmentProps 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 by design

1 chain break, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.

Structural footprint 1.1
A
1 by design
Heavier than 94% of 328 scripted mods analyzed.

0.099% of each server frame at 100 players (0.990 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; 27 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
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • 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
  • This mod
  • 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. 0.990 ms/s in all.

Event hooks · 0.1%
6 hooks · 0.0012 ms/s
Lifecycle hooks · <0.1%
2 hooks · 0.000004 ms/s
99.9%Repeating timers · 99.9%
6 timers · 0.99 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 6 hooks 0.0012 ms/s 0.1% ActionDialCombinationLockOnTarget.ActionCondition, ActionNextCombinationLockDialOnTarget.ActionCondition, CodeLock.SetActions and 3 more
Lifecycle hooksrun when an entity is created, loaded or deleted 2 hooks 0.000004 ms/s <0.1% MissionServer.InvokeOnConnect, MissionServer.OnInit
Repeating timersstay in the timer queue, which is walked every frame 6 timers 0.99 ms/s 99.9% 6 × 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

1 override 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.

By design
Leaf class · ActionDialCombinationLockOnTarget
ActionDialCombinationLockOnTarget replaced on 1 method · 1 override

OnFinishProgressServer

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

1 classActionDialCombinationLockOnTarget
1 locationBuildingFortifications.pbo::scripts\4_World\BuildingFortifications\Actions\Contininues\Modded\ActionDialCombinationLockOnTarget.c:27

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.

SetActions × 3 classes
per event
no I/O, timers or RPC
ActionCondition on ActionDialCombinationLockOnTarget
per event
no I/O, timers or RPC super() on some paths
ActionCondition on ActionNextCombinationLockDialOnTarget
per event
no I/O, timers or RPC replaces vanilla
OnRPC on DayZGame
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 21 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 ✓ BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\Actions\ActionConstructor.c:3
ActionDialCombinationLockOnTarget.ActionCondition T2 yes conditional BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\Actions\Contininues\Modded\ActionDialCombinationLockOnTarget.c:3
ActionDialCombinationLockOnTarget.OnFinishProgressServer — yes ✗ none BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\Actions\Contininues\Modded\ActionDialCombinationLockOnTarget.c:27
ActionDismantlePart.DismantleCondition — yes ✗ none BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\Actions\Contininues\Modded\ActionDismantlePart.c:4
ActionNextCombinationLockDialOnTarget.ActionCondition T2 yes ✗ none BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\Actions\Contininues\Modded\ActionNextCombinationLockDialOnTarget.c:3
CodeLock.SetActions T2 yes ✓ BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\Actions\Instant\ActionManageLockOnDoor.c:231
CombinationLock.UnlockOnServer — yes conditional BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\ItemBase\CombinationLock.c:4
CombinationLock.IsLockedOnGate — yes conditional BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\ItemBase\CombinationLock.c:36
CombinationLock.IsLockAttached — yes conditional BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\ItemBase\CombinationLock.c:50
Construction.HasMaterials — yes conditional BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\Classes\BaseBuilding\Construction.c:23
Construction.TakeMaterialsServer — yes conditional BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\Classes\BaseBuilding\Construction.c:108
Construction.ReceiveMaterialsServer — yes conditional BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\Classes\BaseBuilding\Construction.c:197
DayZGame.OnRPC T2 yes ✓ BuildingFortifications.pbo::scripts\3_Game\BuildingFortifications\DayZGame.c:9
ExpansionCodeLock.UpdateVisuals_Deferred — yes ✓ BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\ItemBase\ExpansionCodeLock.c:4
Hacksaw.SetActions T2 yes ✓ BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\ItemBase\SledgeHammer.c:17
HDSN_DestructionManager.GetWallType — yes ✓ BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\Classes\Modded Class\BreachingCharge_Desctructionmanger.c:39
MissionServer.OnInit T3 yes ✓ BuildingFortifications.pbo::scripts\5_Mission\BuildingFortifications\MissionServer.c:3
MissionServer.InvokeOnConnect T3 yes ✓ BuildingFortifications.pbo::scripts\5_Mission\BuildingFortifications\MissionServer.c:12
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\ModItemRegisterCallbacks.c:4
PluginRecipesManager.RegisterRecipies — yes ✓ BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\PluginRecipesManager.c:3
SledgeHammer.SetActions T2 yes ✓ BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\ItemBase\SledgeHammer.c:8
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
DayZGame.OnRPCT2 8.0placeholder0.0002
ActionDialCombinationLockOnTarget.ActionConditionT2 8.0placeholder0.0002
ActionNextCombinationLockDialOnTarget.ActionConditionT2 8.0placeholder0.0002
CodeLock.SetActionsT2 8.0placeholder0.0002
SledgeHammer.SetActionsT2 8.0placeholder0.0002
Hacksaw.SetActionsT2 8.0placeholder0.0002
MissionServer.OnInitT3 0.1placeholder0.0000
MissionServer.InvokeOnConnectT3 0.1placeholder0.0000

Repeating timers

period (ms)residency ms/sfiring ms/swhere
00.1400 0.024800BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\BuildingFortifications\BF_DoorBarricade.c:540
00.1400 0.024800BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\BuildingFortifications\BF_DoorBarricade.c:586
00.1400 0.024800BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\BuildingFortifications\BF_DoubleDoorBarricade.c:606
00.1400 0.024800BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\BuildingFortifications\BF_DoubleDoorBarricade.c:649
00.1400 0.024800BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\BuildingFortifications\BF_WindowBarricade.c:417
00.1400 0.024800BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\BuildingFortifications\BF_WindowBarricade.c:447

Includes 0.001 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_BF_Define.pbo

  • BF_Define requiredVersion 0.1 — no requiredAddons
  • BF_Define requiredVersion 0.1 — no requiredAddons

BuildingFortifications.pbo

  • BuildingFortifications_Data — no requiredAddons
  • BuildingFortifications_Data — no requiredAddons
  • BuildingFortifications_GUI — no requiredAddons
  • BuildingFortifications_GUI — no requiredAddons
  • BuildingFortifications_LanguageCore requiredVersion 0.1 — requires DZ_Data, DZ_Scripts, DZ_Gear_Consumables
  • BuildingFortifications_LanguageCore requiredVersion 0.1 — requires DZ_Data, DZ_Scripts, DZ_Gear_Consumables
  • BuildingFortifications requiredVersion 0.1 — requires DZ_Data, DZ_Scripts, DZ_Gear_Consumables, BuildingFortifications_Data, BuildingFortifications_LanguageCore, BuildingFortifications_GUI
  • BuildingFortifications requiredVersion 0.1 — requires DZ_Data, DZ_Scripts, DZ_Gear_Consumables, BuildingFortifications_Data, BuildingFortifications_LanguageCore, BuildingFortifications_GUI

census 1.1 · findings 1.1 · hash 604074a8283468e4