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BBPItemPack

BBPItemPack Adds items that have been removed from BaseBuildingPlus in the new 1.17 update, also adds a few more. It's compatible with (but does not require) the latest version of BaseBuildingPlus. It will conflict with BaseBuildingPlus_Legacy due to having the same items. Need help or have suggestions!? New The old T2 mesh floor has returned! If you use BBP, you don't need this and should use the one in BBP… (more)

BBPItemPack Adds items that have been removed from BaseBuildingPlus in the new 1.17 update, also adds a few more. It's compatible with (but does not require) the latest version of BaseBuildingPlus. It will conflict with BaseBuildingPlus_Legacy due to having the same items. Need help or have suggestions!? New The old T2 mesh floor has returned! If you use BBP, you don't need this and should use the one in BBP instead. For those not using BBP, server owners can add the kits to their types.xml or trader config. When holding a kit, press the down arrow key once to toggle snapping on, press a second time to enable rotation while snapped. Pressing a third time will disable snapping. Use PageUp and PageDown to raise or lower the hologram. BE AWARE: This floor is not considered safe without BBP. If BBP is not installed you can dismantle it with a wrench from any angle. --------------------------------------------------------------------------------------------------- Carpets have also made a return, but they are now freely placeable instead of attaching to floors. They are also now retexturable. Use the left arrow key to cycle the designs. Roll them back up with pliers. They will snap to BBP floors for easy placement, but PLEASE NOTE: If using BBP we recommend using the new carpets from there instead of these. --------------------------------------------------------------------------------------------------- Added 2 new retexturable photo frames in portrait and landscape variants. --------------------------------------------------------------------------------------------------- Brand new Solar+ Power Panel. Fixed all issues and it will now charge and drain batteries correctly. The new classnames are BBP_SolarPlus and BBP_SolarPlus_PanelKit. --------------------------------------------------------------------------------------------------- New landscape painting added. Note The land claim features have been fixed but are disabled by default. We highly recommend you use DaemonForge's Basic Territories mod which is far superior. Included classnames BBP_Land_Claim_FlagKit BBP_Land_Claim_Pole BBP_Land_Claim_Flag BBP_Admin_Land_Claim_Flag BBP_SolarPlus_PanelKit BBP_SolarPlus BBP_Wood_Storage BBP_Old_Lamp BBP_Floor_Lamp BBP_Sun_Shade BBP_Tape_Measure BBP_Painting_1 BBP_Painting_2 BBP_Painting_Landscape BBP_MagnetBox BBP_Magnet_A - BBP_Magnet_Z BBP_Letter_Large_A - BBP_Letter_Large_Z BBP_Golf BBP_Gang_Plug BBP_BedKit BBP_Bed BBP_Bedding BBP_SofaKit BBP_Sofa BBP_Step_LadderKit BBP_Step_Ladder BBP_Bucket BBP_WellKit BBP_Well BBP_Wheelbarrow BBP_Toilet BBP_Dance_FloorKit BBP_Dance_Floor BBP_Xmas_Tree BBP_XmasLights_9v BBP_XmasLights_Solar BBP_PhotoFrame_Portrait BBP_PhotoFrame_Landscape BBP_Blueprint_Expanded BBP_Mesh_Floor_Kit BBP_Mesh_Floor BBP_Carpet_Roll BBP_Carpet_Base BBP_Carpet_01 - BBP_Carpet_09 BBP_Mortar_Mix Expect some bugs :Z Further Support If you have time, please check out these upcoming games from the developers.. ZSGO: Zombie Survival Game Online ZSGO is an open-world, zombie survival indie game developed by Jest and his friends: ZSGO on Steam MidEvil: Medieval Zombie RPG MidEvil is a multiplayer open-world survival RPG developed by HennySea and Chopper: MidEvil on Steam

Workshop 2794690371 · mod updated 2022-05-17 · analyzed 2026-10-03 02:06 UTC · history · 94 script files

Props 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
2 to review

2 chain breaks on base classes or persisted data.

Structural footprint 1.1
A
2 to review
Heavier than 86% of 328 scripted mods analyzed.

0.0497% of each server frame at 100 players (0.497 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 99.5% of this mod's structural load. 0.497 ms/s in all.

Event hooks · 0.5%
12 hooks · 0.0024 ms/s
Lifecycle hooks · <0.1%
1 hook · 0.000002 ms/s
99.5%Repeating timers · 99.5%
3 timers · 0.49 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 12 hooks 0.0024 ms/s 0.5% ActionDeployObject.ActionCondition, ActionDestroyPart.ActionCondition, ActionDismantlePart.ActionCondition and 9 more
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s <0.1% MissionServer.InvokeOnConnect
Repeating timersstay in the timer queue, which is walked every frame 3 timers 0.49 ms/s 99.5% 3 × 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

2 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 Hologram
Hologram.AddProjectionRotation

Vanilla rotation handling is replaced — expected for placement-system overhauls.

What it is for: Vanilla placement hologram rotation input.

BBPItemPack.pbo::Scripts\4_World\Overrides\Hologram.c:160
Review
Base class · every Hologram
Hologram.SubtractProjectionRotation

Vanilla rotation handling is replaced — expected for placement-system overhauls.

What it is for: Vanilla placement hologram rotation input.

BBPItemPack.pbo::Scripts\4_World\Overrides\Hologram.c:165

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 × 5 classes
per event
no I/O, timers or RPC
ActionCondition × 2 classes
per event
RPC sendworld scan super() on some paths
ActionCondition × 2 classes
per event
no I/O, timers or RPC super() on some paths
ActionCondition on ActionFoldBaseBuildingObject
per event
no I/O, timers or RPC replaces vanilla
ActionCondition on ActionTurnOnWhileOnGround
per event
no I/O, timers or RPC
OnRPC on PlayerBase
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
ActionBuildPart.OnFinishProgressServer — yes ✓ BBPItemPack.pbo::Scripts\4_World\Actions\Vanilla\ActionBuildPart.c:22
ActionBuildPartCB.CreateActionComponent — yes conditional BBPItemPack.pbo::Scripts\4_World\Actions\Vanilla\ActionBuildPart.c:3
ActionConstructor.RegisterActions — yes ✓ BBPItemPack.pbo::Scripts\4_World\Actions\ActionConstructor.c:3
ActionDeployObject.ActionCondition T2 yes conditional BBPItemPack.pbo::Scripts\4_World\Actions\Vanilla\ActionDeployObject.c:5
ActionDeployObject.OnEndServer — yes conditional BBPItemPack.pbo::Scripts\4_World\Actions\Vanilla\ActionDeployObject.c:182
ActionDeployObject.MoveEntityToFinalPosition — yes conditional BBPItemPack.pbo::Scripts\4_World\Actions\Vanilla\ActionDeployObject.c:195
ActionDestroyPart.ActionCondition T2 yes conditional BBPItemPack.pbo::Scripts\4_World\Actions\Vanilla\ActionDestroyPart.c:3
ActionDismantlePart.ActionCondition T2 yes conditional BBPItemPack.pbo::Scripts\4_World\Actions\Vanilla\ActionDismantlePart.c:5
ActionFoldBaseBuildingObject.ActionCondition T2 yes ✗ none BBPItemPack.pbo::Scripts\4_World\Actions\Vanilla\ActionFoldBaseBuildingObject.c:8
ActionPlugTargetIntoThis.ActionCondition T2 yes conditional BBPItemPack.pbo::Scripts\4_World\Actions\Vanilla\ActionPlugTargetIntoThis.c:3
ActionTurnOnWhileOnGround.ActionCondition T2 yes ✓ BBPItemPack.pbo::Scripts\4_World\Actions\Vanilla\ActionTurnOnWhileOnGround.c:3
BBP_Mortar_Mix.SetActions T2 yes ✓ BBPItemPack.pbo::Scripts\4_World\Items\mortar\BBP_Mortar_Mix.c:4
Construction.CanBuildPart — yes ✗ none BBPItemPack.pbo::Scripts\4_World\Overrides\Construction.c:3
DeCraftWoodenCrate.CanDo — yes ✗ none BBPItemPack.pbo::Scripts\4_World\Recipes\DeCraftWoodenCrate.c:3
Hacksaw.SetActions T2 yes ✓ BBPItemPack.pbo::Scripts\4_World\Overrides\Tools.c:13
Hologram.GetProjectionEntityPosition — yes conditional BBPItemPack.pbo::Scripts\4_World\Overrides\Hologram.c:6
Hologram.ProjectionBasedOnParent — yes conditional BBPItemPack.pbo::Scripts\4_World\Overrides\Hologram.c:32
Hologram.SetProjectionOrientation — yes conditional BBPItemPack.pbo::Scripts\4_World\Overrides\Hologram.c:122
Hologram.GetProjectionRotation — yes ✗ none BBPItemPack.pbo::Scripts\4_World\Overrides\Hologram.c:155
Hologram.AddProjectionRotation — yes ✗ none BBPItemPack.pbo::Scripts\4_World\Overrides\Hologram.c:160
Hologram.SubtractProjectionRotation — yes ✗ none BBPItemPack.pbo::Scripts\4_World\Overrides\Hologram.c:165
MissionGameplay.OnUpdate T0 yes ✓ BBPItemPack.pbo::Scripts\5_Mission\missionGameplay.c:8
MissionGameplay.OnKeyRelease — yes ✓ BBPItemPack.pbo::Scripts\5_Mission\missionGameplay.c:44
MissionServer.InvokeOnConnect T3 yes ✓ BBPItemPack.pbo::Scripts\5_Mission\missionServer.c:23
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ BBPItemPack.pbo::Scripts\4_World\Overrides\ModItemRegisterCallbacks.c:14
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ BBPItemPack.pbo::Scripts\4_World\Overrides\ModItemRegisterCallbacks.c:21
PlayerBase.Init — yes ✓ BBPItemPack.pbo::Scripts\4_World\Overrides\PlayerBase.c:5
PlayerBase.SetActions T2 yes ✓ BBPItemPack.pbo::Scripts\4_World\Overrides\PlayerBase.c:21
PlayerBase.OnRPC T2 yes ✓ BBPItemPack.pbo::Scripts\4_World\Overrides\PlayerBase.c:30
PluginRecipesManager.RegisterRecipies — yes ✓ BBPItemPack.pbo::Scripts\4_World\Recipes\moddedrecipe.c:3
SledgeHammer.SetActions T2 yes ✓ BBPItemPack.pbo::Scripts\4_World\Overrides\Tools.c:3
Stone.SetActions T2 yes ✓ BBPItemPack.pbo::Scripts\4_World\Overrides\Stone.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ActionDeployObject.ActionConditionT2 8.0placeholder0.0002
ActionDestroyPart.ActionConditionT2 8.0placeholder0.0002
ActionDismantlePart.ActionConditionT2 8.0placeholder0.0002
ActionFoldBaseBuildingObject.ActionConditionT2 8.0placeholder0.0002
ActionPlugTargetIntoThis.ActionConditionT2 8.0placeholder0.0002
ActionTurnOnWhileOnGround.ActionConditionT2 8.0placeholder0.0002
BBP_Mortar_Mix.SetActionsT2 8.0placeholder0.0002
PlayerBase.SetActionsT2 8.0placeholder0.0002
PlayerBase.OnRPCT2 8.0placeholder0.0002
Stone.SetActionsT2 8.0placeholder0.0002
SledgeHammer.SetActionsT2 8.0placeholder0.0002
Hacksaw.SetActionsT2 8.0placeholder0.0002
MissionServer.InvokeOnConnectT3 0.1placeholder0.0000

Repeating timers

period (ms)residency ms/sfiring ms/swhere
00.1400 0.024800BBPItemPack.pbo::Scripts\4_World\Items\BBPA_BASE.c:641
00.1400 0.024800BBPItemPack.pbo::Scripts\4_World\Items\bed\BBP_Bed.c:119
00.1400 0.024800BBPItemPack.pbo::Scripts\4_World\Items\sofa\BBP_Sofa.c:119

Includes 0.002 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.

BBPItemPack.pbo

  • BBPItemPack requiredVersion 0.1 —
    requires 12 addons RPC_Scripts, DZ_Characters, DZ_Characters_Backpacks, DZ_Characters_Pants, DZ_Characters_Tops, DZ_Gear_Containers, DZ_Characters_Headgear, DZ_Gear_Camping, DZ_Gear_Crafting, DZ_Gear_Tools, DZ_Animals, DZ_Data
  • BBPItemPack_Letters requiredVersion 0.1 — requires DZ_Data

census 1.1 · findings 1.1 · hash effa2a0a154e4e9f