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Care Packages V2

The Care Packages mod allows randomized Care Packages to drop throughout the map. This brings player PvP and custom loot events to your server. Players are notified of Care Packages and how far away they are, via a pop up message in game. This mod is fully customizable; you can customize the loot that the packages drop, add attachments to items, set randomized quantities, etc. This mod includes custom containers and… (more)

The Care Packages mod allows randomized Care Packages to drop throughout the map. This brings player PvP and custom loot events to your server. Players are notified of Care Packages and how far away they are, via a pop up message in game. This mod is fully customizable; you can customize the loot that the packages drop, add attachments to items, set randomized quantities, etc. This mod includes custom containers and parachutes you can choose from, or feel free to reskin to fit your server. The Care Packages mod is designed to have minimal impact to server performance, therefore some features will not be added. Configuration is done under ProfilesFolder/CarePackagesV2 (Created on first startup) If you run basic map markers will show automatically If you run VPP Map please install this module to show markers on the map https://steamcommunity.com/sharedfiles/filedetails/?id=2691046344 ---- NEW IN V2 ---- - You can now run multiple Care Packages at the same time, meaning you can have a run dropping to the coast with lower tiier loot and another in land with better gear! - There is now an option to lock packages when they drop, meaning players need to hit F to open the package and cannot loot it otherwise stopping players from looting inside cars. - The smoke coming from packages has been recreated to look much more interesting and fun - Server owners can now define the loot more effectively, setting how many guns will spawn seperately from other items. - Some instances where the Care Package would pass through the ground now will be automatically fixed and the package sent back above ground - There is now an option to set a minimum player limit so players are less able to farm drops at low pop. - Cleaned up some of the logging that was unessesary from V1 For future: - Adding option for player called drops. - some other stuff im sure. ---- THIS MOD REQUIRES INSTALLATION OF THE Community framework MOD ---- Special thanks to everyone at the DayZ Modding Community discord for their help and support! @HunterzCZ#4660 and @Braindead#4599 for general scripting and config help. @PINKgeekPDX#0002 for the new cool smoke effects! @djlightman#5459 for providing audio files for the mod and generally being a really helpful guy! @Jebediah#8237 for converting the models for DayZ. @Kuli_VT#1778 for help setting up the configuration manager for this mod. @DaemonForge#5454 for the code to link in with Basic Map. Parachute model source: https://sketchfab.com/3d-models/army-parachute-af52e08feebc4d94a244692212ac25bb Container Model Source: https://www.cgtrader.com/free-3d-models/industrial/tool/military-container-6c4a9744-a3db-4d2e-8292-e8115dcb3388 -- Support on all of my mods can be found on discord at: https://discord.gg/2T33rgJNVC -- Usage & Terms - You are not permitted to unpack, repack, edit or reupload any files from this mod. - This item is not authorized for posting on Steam, except under the Steam account of DannyDoomno1 - Permissions is granted to use this mod for server monetization under the conditions that you follow the DayZ Server Monetization agreement and have obtained permission from Bohemia through Bohemia If you like my mods and wish to support me any donations are much appreciated!! --- Paypal.me/DannyDoomno1 ---

Workshop 2691041685 · mod updated 2023-06-24 · analyzed 2026-10-03 02:09 UTC · history · 13 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 55% of 328 scripted mods analyzed.

0.00248% of each server frame at 100 players (0.025 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; 17 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
  • This mod
  • 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

Every-frame hooks carry 100% of this mod's structural load. 0.025 ms/s in all.

100%Every-frame hooks · 100%
1 hook · 0.025 ms/s
Lifecycle hooks · <0.1%
1 hook · 0.000002 ms/s
Every-frame hooksrun every server frame 1 hook 0.025 ms/s 100% MissionServer.TickScheduler
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s <0.1% MissionServer.OnInit

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.

TickScheduler on MissionServer
every server frame
RPC sendworld scan
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 4 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 ✓ CarePackage.pbo::Scripts\4_World\Entities\Airdrop_MilitaryCrate.c:3
BasicMapController.LoadClientMarkers — yes ✓ CarePackage.pbo::Scripts\3_Game\BasicMapController.c:4
MissionServer.OnInit T3 yes ✓ CarePackage.pbo::Scripts\5_Mission\MissionServer.c:14
MissionServer.TickScheduler T0 yes ✓ CarePackage.pbo::Scripts\5_Mission\MissionServer.c:60
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
MissionServer.TickSchedulerT0 1000.0measured0.0248
MissionServer.OnInitT3 0.1placeholder0.0000

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.

CarePackage.pbo

  • CarePackageV2 — requires DZ_Data, DZ_Weapons_Projectiles, DZ_Weapons_Ammunition, DZ_Weapons_Magazines, DZ_Pistols_Flaregun
  • CarePackageArmyParachute requiredVersion 0.1 — requires DZ_Data
  • CarePackageMilitaryCrate requiredVersion 0.1 — requires DZ_Characters, DZ_Data, DZ_Scripts, DZ_Gear_Containers

census 1.1 · findings 1.1 · hash 2c489b6b3466b283