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gebsfish

Mod Information Gebsfish overhauls DayZ fishing. It adds 84 new species (55 fish, 11 squid, 11 crayfish, lobsters and crabs, 5 shellfish and other sea life, and 2 amphibians), for 91 catchable species with vanilla's. It also adds 18 fishing rods, 17 lures, 3 live insect baits, 14 fish knives, 29 tackle boxes, 14 coolers, 84 pieces of fishing clothing, 30 canned fish and fish foods, the jon boat, a boat trailer, fish… (more)

Mod Information Gebsfish overhauls DayZ fishing. It adds 84 new species (55 fish, 11 squid, 11 crayfish, lobsters and crabs, 5 shellfish and other sea life, and 2 amphibians), for 91 catchable species with vanilla's. It also adds 18 fishing rods, 17 lures, 3 live insect baits, 14 fish knives, 29 tackle boxes, 14 coolers, 84 pieces of fishing clothing, 30 canned fish and fish foods, the jon boat, a boat trailer, fish mounts, a fishing locker, a drying rack and a fish tank. It's meant to add immersion, not to make survival easier: catch chances, prep time, fillet counts and fish weights are balanced with that in mind. Wiki (every species, item and the odds): packjc.github.io/gebsfish Requirements Community Framework (CF), loaded on both server and client. DayZ 1.30. Features Fish that behave like fish: each species has its own water (fresh, salt or both), catch method, weather and time-of-day habits and a 24-hour bite cycle. Moon phase changes night fishing, and water temperature can be turned on too. Bait matters: about 870 bait and fish pairings. Worms for panfish, spinners for bass and pike, live minnows for pike and walleye, shrimp for reef fish, squid for the big sea fish. Live bait: dig for worms and bugs. Live bait dies in about 90 minutes unless it's kept in a Worm Container, Bug Catcher or cooler, and the Bait Bucket keeps small aquatic catches fresh. More ways to fish: rods, fish traps, a bamboo fishing net, and spear fishing in the shallows. Coolers chill to -5°C and can freeze your catch; a frozen fish has to thaw before you can fillet it. Caviar from roe fish, lobster tails and claws, and crab legs. Ultra-rare treasure catches (about 1 in 5000 catches, on a proper rod only), and the odd hook or lure found inside a fish. Jon boat: a drivable boat in six looks, with two deck slots for coolers or tackle boxes, a fuel tank, a battery and lights. It spawns at the map's boat spawns. Boat trailer: hitch it to a car, winch a boat on, tow it, back it into the water and launch. Fish mounts in three sizes. Hang the actual fish you caught on your wall. Fishing locker, a drying rack that dries fillets without a fire, and a fish tank for your base. Canned fish and fish foods on vanilla's packaging. They share vanilla's spawns rather than adding loot. Fishing clothes: hats, shirts, raincoats, vests, wellies and gloves in ten colours and four camos. Each colour is the same shade on every item in the mod. Predators can turn up while you fish, fillet, net or spear fish. They spawn on land only, are capped, and despawn on their own. Junk catches, about one rod catch in ten. Fishing effects: splashes sized to the fish, bubbles before a bite, blood and flies. Works on custom maps: the map's own extra catches are kept. Deadfall is supported. Server Configuration The config files are in your server profile, in $profile:Gebs/: general.json: weather, predators, nets, spear fishing, digging, treasure, recipes. fish.json: one row per species (water, method, chance, weather, temperature, bite cycle, fillets). bait.json: which fish each bait and lure attracts. junk.json: what junk comes up and how often. Every setting is explained inside the file, and every major system has its own on/off switch. A mod update only adds what's missing, so your values are kept. To turn something off, set its chance or weight to 0; a deleted entry comes back on the next update. The wiki has a visual config editor: drop your files in, edit, download. Its "What will bite?" tab shows each species' odds. Updating from 3.x: fishingsettings.json is replaced by the files above, with no migration. The old file is archived to $profile:Gebs/gebs_oldfiles/ so you can copy your tuning across by hand. The four Fun tackle boxes are gone and geb_Bonita is now geb_PacificBonito: take the old names out of your types and trader files. Types, Spawns & Events The mod writes gebsfish-types.xml, gebsfish-spawnabletypes.xml and gebsfish-events.xml (jon boat spawns) to $profile:Gebs/mpmissions/ whenever the mod's version changes. Register them in cfgeconomycore.xml; each file's header shows how. Delete a file to have it written again. Adjust Fishing Chances In fish.json, CatchProbability sets how common each species is. We recommend 0-25. Set it to 0 to stop a species being caught. Adjust Predator Chances In general.json, each action has its own chance (fishing, filleting, a failed catch, the net, the spear). The default is 0.01, a 1% chance per action. Set it higher for more danger, or 0 to turn predators off. Trader Compatibility Fish are caught full by default (FishQuality 1.0), because most trader mods only buy full items. Supported Languages English, Czech, German, Russian, Polish, Hungarian, Italian, Spanish, French, Chinese (Traditional), Chinese (Simplified), Japanese, Portuguese. If you're a native speaker and spot a bad translation, please tell us in the Discord. Contributors & Credits Lothsun for features, updates, and helping the direction of this mod! TunaBomber for community files and the trader spreadsheet NekoSensei and iiiii42 for the first translations Doriiiiija and Echo#4343 for community files Gramps#4914 for compatibility help in the early days DannyDoomno1 for help sending config data from server to client NekoSensei and the players of the Le Murmure des Sans-Ames server cadnav.com for models and textures of fish The Cornell Lab's Macaulay Library for the loon call Squid skins made from photos by Attila Oláh, Michael Vecchione (NOAA), Philip Schaffer, Fumikas Sagisavas, Ocdp, moriza, Binh Giang, Obsidian Soul, Chiswick Chap, Marina Drago Marchesi and Astromessier (CC BY, CC BY-SA, CC0 and public domain; licences and links on GitHub) My close friends for motivation during this project The DayZ Modding Community <3 Usage & Terms This item is NOT authorized (strictly forbidden) for any of these conditions: posting on Steam, except under the Steam account Cole. hosting on any download server other than gebsfish current workshop download. hosting on any launcher for distribution other than gebsfish current workshop download. to be packaged in any form other than gebsfish current workshop download. to create derivative works. PERMISSION IS NOT GRANTED FOR THIS MOD TO BE INCLUDED IN A "SERVER PACK" or "MOD PACK" DO NOT EVEN ASK TO REPACK. NO. NOT ALLOWED. Use a Collection if you want to include this mod on your server for your users. Monetization You are hereby given monetization approval under the conditions that you follow the DayZ Server Monetization agreement and have obtained permission from Bohemia. Read more here https://www.bohemia.net/monetization Donations We accept donations at https://www.paypal.com/paypalme/packjc. Every dollar counts and we greatly appreciate any contributions! Copyright © Smoky Mountain Software 2022-2026

Workshop 2757509117 · mod updated 2026-10-15 · analyzed 2026-10-15 15:26 UTC · history · 70 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
1 to review

1 chain break on base classes or persisted data. 19 more are whole-class replacements of specific classes.

Structural footprint 1.1
A
1 to review
Heavier than 72% of 328 scripted mods analyzed.

0.0145% of each server frame at 100 players (0.145 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; 40 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
  • This mod
  • 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

Repeating timers carry 97% of this mod's structural load. 0.145 ms/s in all.

Event hooks · 3.2%
8 hooks · 0.0046 ms/s
Lifecycle hooks · <0.1%
4 hooks · 0.000008 ms/s
97%Repeating timers · 97%
1 timer · 0.14 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 8 hooks 0.0046 ms/s 3.2% Edible_Base.EEItemLocationChanged, ActionGetInTransport.ActionCondition, ActionPushBoat.ActionCondition and 5 more
Lifecycle hooksrun when an entity is created, loaded or deleted 4 hooks 0.000008 ms/s <0.1% Edible_Base.EEDelete, Edible_Base.EEInit, MissionBase.OnInit and 1 more
Repeating timersstay in the timer queue, which is walked every frame 1 timer 0.14 ms/s 97% every 1 s

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

20 overrides 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.

Review
Base class · every MissionBase (5 vanilla subclasses)
MissionBase.InitWorldYieldDataDefaults

Vanilla's work on this method, and any earlier-loaded mod's, never runs for any MissionBase.

gebsfish.pbo::scripts\5_mission\mission\geb_missionbase.c:73
By design
9 leaf classes
9 classes replaced on 1 method · 9 overrides

InitYieldBank

Only these classes are affected. Matters only if another mod in your stack patches the same classes.

9 classesChernarusPlusData, DeadfallData, DeerisleData, EnochData, LuxData, NamalskData, NavalPlusData, SakhalData, banovData
9 locationsgebsfish.pbo::scripts\4_world\classes\worlds\gebsfish.c:33
gebsfish.pbo::scripts\4_world\classes\worlds\gebsfish.c:47
gebsfish.pbo::scripts\4_world\classes\worlds\gebsfish.c:88
gebsfish.pbo::scripts\4_world\classes\worlds\gebsfish.c:27
gebsfish.pbo::scripts\4_world\classes\worlds\gebsfish.c:78
gebsfish.pbo::scripts\4_world\classes\worlds\gebsfish.c:68
gebsfish.pbo::scripts\4_world\classes\worlds\gebsfish.c:98
gebsfish.pbo::scripts\4_world\classes\worlds\gebsfish.c:21
gebsfish.pbo::scripts\4_world\classes\worlds\gebsfish.c:58
By design
Leaf class · CatchingContextFishingRodAction
CatchingContextFishingRodAction replaced on 8 methods · 8 overrides

GenerateResult · OnAfterSpawnSignalHit · OnBeforeSpawnSignalHit · OnSignalMiss · OnSignalPass · RemoveItemSafe · TryDamageItems · TryHookLoss

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

1 classCatchingContextFishingRodAction
8 locationsgebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:852
gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:1135
gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:1128
gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:1147
gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:1159
gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:1055
gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:1094
gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:1032
By design
Leaf class · YieldItemJunk
YieldItemJunk replaced on 1 method · 1 override

OnEntityYieldSpawned

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

1 classYieldItemJunk
1 locationgebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\yielditems\geb_yieldjunk.c:31
By design
Leaf class · ActionDigWorms
ActionDigWorms 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 classActionDigWorms
1 locationgebsfish.pbo::scripts\4_world\classes\useractioncomponent\actions\continuous\geb_actiondigworms.c:51

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 Edible_Base
every inventory move
no I/O, timers or RPC
SetActions × 4 classes
per event
no I/O, timers or RPC
ActionCondition × 2 classes
per event
no I/O, timers or RPC super() on some paths
OnVariablesSynchronized on Edible_Base
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 86 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 ✓ gebsfish.pbo::scripts\4_world\classes\useractioncomponent\actionconstructor.c:12
ActionDigWorms.OnFinishProgressServer — yes ✗ none gebsfish.pbo::scripts\4_world\classes\useractioncomponent\actions\continuous\geb_actiondigworms.c:51
ActionFishingNew.SetupAction — yes conditional gebsfish.pbo::scripts\4_world\classes\useractioncomponent\actions\continuous\geb_actionfishingnew.c:15
ActionFishingNew.ComposeLocalContextData — yes ✓ gebsfish.pbo::scripts\4_world\classes\useractioncomponent\actions\continuous\geb_actionfishingnew.c:62
ActionFishingNew.WriteToContext — yes ✓ gebsfish.pbo::scripts\4_world\classes\useractioncomponent\actions\continuous\geb_actionfishingnew.c:71
ActionFishingNew.ReadFromContext — yes ✓ gebsfish.pbo::scripts\4_world\classes\useractioncomponent\actions\continuous\geb_actionfishingnew.c:81
ActionFishingNew.HandleReciveData — yes ✓ gebsfish.pbo::scripts\4_world\classes\useractioncomponent\actions\continuous\geb_actionfishingnew.c:99
ActionFishingNew.TrySpawnCatch — yes ✓ gebsfish.pbo::scripts\4_world\classes\useractioncomponent\actions\continuous\geb_actionfishingnew.c:126
ActionFishingNew.OnEnd — yes ✓ gebsfish.pbo::scripts\4_world\classes\useractioncomponent\actions\continuous\geb_actionfishingnew.c:133
ActionGetInTransport.ActionCondition T2 yes conditional gebsfish.pbo::scripts\4_world\classes\useractioncomponent\actions\interact\geb_actiontrailerhitch.c:277
ActionPushBoat.ActionCondition T2 yes conditional gebsfish.pbo::scripts\4_world\classes\useractioncomponent\actions\interact\geb_actiontrailerhitch.c:285
ActionPushCar.OnEndServer — yes ✓ gebsfish.pbo::scripts\4_world\classes\useractioncomponent\actions\interact\geb_actiontrailerhitch.c:296
banovData.InitYieldBank — yes ✗ none gebsfish.pbo::scripts\4_world\classes\worlds\gebsfish.c:58
BoatScript.GetActions — yes ✓ gebsfish.pbo::scripts\4_world\classes\useractioncomponent\actions\interact\geb_actionswitchboatlights.c:112
BoatScript.SetActions T2 yes ✓ gebsfish.pbo::scripts\4_world\classes\useractioncomponent\actions\interact\geb_actiontrailerhitch.c:311
CAContinuousCraft.Setup — yes ✓ gebsfish.pbo::scripts\4_world\classes\useractioncomponent\actioncomponents\geb_cacontinuouscraft.c:8
CAContinuousRepeatFishing.SetNewSignalData — yes ✓ gebsfish.pbo::scripts\4_world\classes\useractioncomponent\actioncomponents\geb_cacontinuousrepeatfishing.c:5
CarScript.SetActions T2 yes ✓ gebsfish.pbo::scripts\4_world\entities\vehicles\trailers\geb_boattrailer.c:1737
CatchingContextBase.SpawnAndSetupCatch — yes ✗ none gebsfish.pbo::scripts\3_game\systems\animalcatching\geb_catchingcontextbase.c:2
CatchingContextFishingRodAction.Init — yes ✓ gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:31
CatchingContextFishingRodAction.InitCatchingItemData — yes ✓ gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:52
CatchingContextFishingRodAction.ModifySignalProbability — yes ✗ none gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:210
CatchingContextFishingRodAction.GenerateResult — yes ✗ none gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:852
CatchingContextFishingRodAction.RandomizeSignalDuration — yes ✗ none gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:1002
CatchingContextFishingRodAction.RandomizeSignalStartTime — yes ✗ none gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:1017
CatchingContextFishingRodAction.TryHookLoss — yes ✗ none gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:1032
CatchingContextFishingRodAction.RemoveItemSafe — yes ✗ none gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:1055
CatchingContextFishingRodAction.TryDamageItems — yes ✗ none gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:1094
CatchingContextFishingRodAction.OnBeforeSpawnSignalHit — yes ✗ none gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:1128
CatchingContextFishingRodAction.OnAfterSpawnSignalHit — yes ✗ none gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:1135
CatchingContextFishingRodAction.OnSignalMiss — yes ✗ none gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:1147
CatchingContextFishingRodAction.OnSignalPass — yes ✗ none gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\CatchingContexts\geb_CatchingContextFishingRodAction.c:1159
CatchYieldBank.Init — yes ✓ gebsfish.pbo::scripts\3_game\dayzgame.c:96
CatchYieldBank.RegisterYieldItem — yes conditional gebsfish.pbo::scripts\3_game\dayzgame.c:101
CatchYieldBank.GetYieldItemByIdx — yes conditional gebsfish.pbo::scripts\3_game\dayzgame.c:108
ChernarusPlusData.InitYieldBank — yes ✗ none gebsfish.pbo::scripts\4_world\classes\worlds\gebsfish.c:33
DayZGame.DeferredInit — yes ✓ gebsfish.pbo::scripts\3_game\dayzgame.c:5
DayZPlayerImplement.OnStepEvent — yes ✓ gebsfish.pbo::scripts\4_world\entities\manbase\geb_dayzplayerimplement.c:34
DayZPlayerImplement.PlaySound — yes conditional gebsfish.pbo::scripts\4_world\entities\manbase\geb_dayzplayerimplement.c:57
DeadfallData.InitYieldBank — yes ✗ none gebsfish.pbo::scripts\4_world\classes\worlds\gebsfish.c:47
DeerisleData.InitYieldBank — yes ✗ none gebsfish.pbo::scripts\4_world\classes\worlds\gebsfish.c:88
Edible_Base.ProcessDecay — yes ✓ gebsfish.pbo::scripts\4_world\entities\itembase\edible_base\geb_ediblebase.c:143
Edible_Base.EEInit T3 yes ✓ gebsfish.pbo::scripts\4_world\entities\itembase\edible_base\geb_ediblebase.c:238
Edible_Base.EEDelete T3 yes ✓ gebsfish.pbo::scripts\4_world\entities\itembase\edible_base\geb_ediblebase.c:243
Edible_Base.EEItemLocationChanged T2 yes ✓ gebsfish.pbo::scripts\4_world\entities\itembase\edible_base\geb_ediblebase.c:248
Edible_Base.OnVariablesSynchronized T2 yes ✓ gebsfish.pbo::scripts\4_world\entities\itembase\edible_base\geb_ediblebase.c:253
EnochData.InitYieldBank — yes ✗ none gebsfish.pbo::scripts\4_world\classes\worlds\gebsfish.c:27
FishYieldItemBase.GetCycleTimeForYieldItem — yes ✗ none gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\yielditems\geb_yielditems.c:19
Hologram.UpdateHologram — yes conditional gebsfish.pbo::scripts\4_world\entities\itembase\gear\geb_fishmount.c:290
Hologram.EvaluateCollision — yes ✓ gebsfish.pbo::scripts\4_world\entities\itembase\gear\geb_fishmount.c:350
Hologram.SetHologramPosition — yes ✓ gebsfish.pbo::scripts\4_world\entities\itembase\gear\geb_fishmount.c:467
Hologram.IsCollidingBBox — yes ✓ gebsfish.pbo::scripts\4_world\entities\itembase\gear\geb_fishmount.c:484
Hologram.IsCollidingGeometryProxy — yes ✓ gebsfish.pbo::scripts\4_world\entities\itembase\gear\geb_fishmount.c:497
Hologram.IsBaseViable — yes conditional gebsfish.pbo::scripts\4_world\entities\itembase\gear\geb_fishmount.c:520
Hologram.IsClippingRoof — yes conditional gebsfish.pbo::scripts\4_world\entities\itembase\gear\geb_fishmount.c:529
Hologram.HeightPlacementCheck — yes conditional gebsfish.pbo::scripts\4_world\entities\itembase\gear\geb_fishmount.c:537
LuxData.InitYieldBank — yes ✗ none gebsfish.pbo::scripts\4_world\classes\worlds\gebsfish.c:78
MissionBase.OnInit T3 yes ✓ gebsfish.pbo::scripts\5_mission\mission\geb_missionbase.c:41
MissionBase.InitWorldYieldDataDefaults — yes ✗ none gebsfish.pbo::scripts\5_mission\mission\geb_missionbase.c:73
MissionServer.OnInit T3 yes ✓ gebsfish.pbo::scripts\5_mission\mission\geb_missionserver.c:2
MissionServer.OnClientPrepareEvent — yes ✓ gebsfish.pbo::scripts\5_mission\mission\geb_missionserver.c:40
MissionServer.OnGameplayDataHandlerLoad — yes ✓ gebsfish.pbo::scripts\5_mission\mission\geb_missionserver.c:56
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ gebsfish.pbo::scripts\4_world\entities\manbase\geb_dayzplayercfgbase.c:17
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ gebsfish.pbo::scripts\4_world\entities\manbase\geb_dayzplayercfgbase.c:41
NamalskData.InitYieldBank — yes ✗ none gebsfish.pbo::scripts\4_world\classes\worlds\gebsfish.c:68
NavalPlusData.InitYieldBank — yes ✗ none gebsfish.pbo::scripts\4_world\classes\worlds\gebsfish.c:98
PlayerBase.SetActions T2 yes ✓ gebsfish.pbo::scripts\4_world\entities\manbase\geb_playerbase.c:15
PluginRecipesManager.RegisterRecipies — yes ✓ gebsfish.pbo::scripts\4_world\classes\recipes\recipeconstructor.c:2
PrepareCarp.Init — yes ✓ gebsfish.pbo::scripts\4_world\classes\recipes\Fish\geb_preparefishbase.c:9
PrepareFish.SpawnItems — yes ✓ gebsfish.pbo::scripts\4_world\classes\recipes\Fish\preparefish.c:52
PrepareFish.Init — yes ✓ gebsfish.pbo::scripts\4_world\classes\recipes\Fish\preparefish.c:78
PrepareFish.CanDo — yes conditional gebsfish.pbo::scripts\4_world\classes\recipes\Fish\preparefish.c:95
PrepareFish.Do — yes conditional gebsfish.pbo::scripts\4_world\classes\recipes\Fish\preparefish.c:197
PrepareMackerel.Init — yes ✓ gebsfish.pbo::scripts\4_world\classes\recipes\Fish\geb_preparefishbase.c:24
PrepareSteelheadTrout.Init — yes ✓ gebsfish.pbo::scripts\4_world\classes\recipes\Fish\geb_preparefishbase.c:16
PrepareWalleyePollock.Init — yes ✓ gebsfish.pbo::scripts\4_world\classes\recipes\Fish\geb_preparefishbase.c:31
RepairEpoxy.Init — yes ✓ gebsfish.pbo::scripts\4_world\classes\recipes\Tools\geb_repairlegacytackle.c:21
RepairWithTape.Init — yes ✓ gebsfish.pbo::scripts\4_world\classes\recipes\Tools\geb_repairlegacytackle.c:13
SakhalData.InitYieldBank — yes ✗ none gebsfish.pbo::scripts\4_world\classes\worlds\gebsfish.c:21
Spear.SetActions T2 yes ✓ gebsfish.pbo::scripts\4_world\entities\itembase\gear\geb_spear.c:14
TrapSpawnBase.PlayCatchSound — yes conditional gebsfish.pbo::scripts\4_world\classes\useractioncomponent\actions\continuous\geb_actionfishingnew.c:191
TrapSpawnBase.PlayCatchNoise — yes conditional gebsfish.pbo::scripts\4_world\classes\useractioncomponent\actions\continuous\geb_actionfishingnew.c:195
TrapSpawnBase.PlayCatchParticleSynced — yes conditional gebsfish.pbo::scripts\4_world\classes\useractioncomponent\actions\continuous\geb_actionfishingnew.c:199
Worm.OnCEIterate — yes ✓ gebsfish.pbo::scripts\4_world\entities\itembase\edible_base\geb_ediblebase.c:301
YieldItemBase.Init — yes ✓ gebsfish.pbo::scripts\3_game\systems\animalcatching\geb_catchyielditembase.c:8
YieldItemJunk.OnEntityYieldSpawned — yes ✗ none gebsfish.pbo::scripts\4_world\systems\animalcatchingsystem\yielditems\geb_yieldjunk.c:31
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
Edible_Base.EEItemLocationChangedT2 130.0measured0.0032
ActionGetInTransport.ActionConditionT2 8.0placeholder0.0002
ActionPushBoat.ActionConditionT2 8.0placeholder0.0002
BoatScript.SetActionsT2 8.0placeholder0.0002
Edible_Base.OnVariablesSynchronizedT2 8.0placeholder0.0002
Spear.SetActionsT2 8.0placeholder0.0002
PlayerBase.SetActionsT2 8.0placeholder0.0002
CarScript.SetActionsT2 8.0placeholder0.0002
Edible_Base.EEInitT3 0.1placeholder0.0000
Edible_Base.EEDeleteT3 0.1placeholder0.0000
MissionBase.OnInitT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000

Repeating timers

period (ms)residency ms/sfiring ms/swhere
10000.1400 0.000025gebsfish.pbo::scripts\4_world\entities\itembase\gear\geb_fishtank.c:148

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.

gebsfish.pbo

  • gebsfish — requires JM_CF_Scripts, DZ_Scripts, DZ_Data, DZ_Vehicles_Water, DZ_Sounds_Effects, DZ_Weapons_Melee
  • gebsfish — requires JM_CF_Scripts, DZ_Scripts, DZ_Data, DZ_Vehicles_Water, DZ_Sounds_Effects, DZ_Weapons_Melee
  • gebsClothingCfgPatches — requires DZ_Data, DZ_Scripts, DZ_Characters_Gloves, DZ_Characters_Headgear, DZ_Characters_Shoes, DZ_Characters_Tops, DZ_Characters_Vests
  • gebsClothingCfgPatches — requires DZ_Data, DZ_Scripts, DZ_Characters_Gloves, DZ_Characters_Headgear, DZ_Characters_Shoes, DZ_Characters_Tops, DZ_Characters_Vests
  • gebsFishCfgPatches — requires DZ_Data, DZ_Scripts, DZ_Gear_Food
  • gebsFishCfgPatches — requires DZ_Data, DZ_Scripts, DZ_Gear_Food
  • gebsFoodCfgPatches — requires DZ_Data, DZ_Scripts, DZ_Gear_Food, DZ_Gear_Medical
  • gebsFoodCfgPatches — requires DZ_Data, DZ_Scripts, DZ_Gear_Food, DZ_Gear_Medical
  • gebsLockerCfgPatches — requires DZ_Data, DZ_Scripts, DZ_Gear_Camping, DZ_Gear_Traps
  • gebsLockerCfgPatches — requires DZ_Data, DZ_Scripts, DZ_Gear_Camping, DZ_Gear_Traps
  • gebsTackleCfgPatches — requires DZ_Data, DZ_Scripts, DZ_Gear_Consumables, DZ_Gear_Food, DZ_Gear_Drinks
  • gebsTackleCfgPatches — requires DZ_Data, DZ_Scripts, DZ_Gear_Consumables, DZ_Gear_Food, DZ_Gear_Drinks
  • gebsToolsCfgPatches — requires DZ_Data, DZ_Scripts, DZ_Weapons_Melee, DZ_Gear_Tools, DZ_Weapons_Melee_Blade, DZ_Gear_Crafting
  • gebsToolsCfgPatches — requires DZ_Data, DZ_Scripts, DZ_Weapons_Melee, DZ_Gear_Tools, DZ_Weapons_Melee_Blade, DZ_Gear_Crafting
  • gebsVehiclesCfgPatches — requires DZ_Scripts, DZ_Data, DZ_Vehicles_Water, DZ_Vehicles_Wheeled, DZ_Sounds_Effects
  • gebsVehiclesCfgPatches — requires DZ_Scripts, DZ_Data, DZ_Vehicles_Water, DZ_Vehicles_Wheeled, DZ_Sounds_Effects

census 1.1 · findings 1.1 · hash dafb72f4cfc959db