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BodyBags

BodyBags If you hate having higher server and client FPS STAY FAR AWAY FROM THIS MOD. A mod me and Dab worked on (mostly him dont worry) for the Rearmed Servers heavily inspired by Rust, to help maintain good server performance from less Suvivors and better client fps from all the cracked out unoptimzed models on dead bodies. Content Shortly after a player is killed, the body will turn into a bodybag. Bodybags… (more)

BodyBags If you hate having higher server and client FPS STAY FAR AWAY FROM THIS MOD. A mod me and Dab worked on (mostly him dont worry) for the Rearmed Servers heavily inspired by Rust, to help maintain good server performance from less Suvivors and better client fps from all the cracked out unoptimzed models on dead bodies. Content Shortly after a player is killed, the body will turn into a bodybag. Bodybags persist beyond restarts and the lifetime depends on the contents. So if a M200 is on the body, the bodybag will have the same lifetime as that M200. Serverdz.cfg Settings bodyBagPlayerCleanupTime = 180; // Time between player death and the body bag spawning (default: 180 seconds) bodyBagMaxLifetime = 86400; // Max lifetime of the bodybag (default: 24 hours) Small Sidenote If you use custom slots on players other than dogtags they won't appear on the body bag. It is very easy to override it so feel free to hit me up on discord if you want an explanation of how to do it. *it works with dogtags by default* No Repacking -You are not allowed to repack this mod, if I see it in your mod I will DMCA it. I will not be updating this mod frequently, so there is no reason why you need to worry about that. -You are allowed to use this on your monetized servers assuming you abide by Bohemia's simple rules. Lastly, feel free to dm me if you have suggestions or want to help improve the mod.

Workshop 2819373632 · mod updated 2023-11-08 · analyzed 2026-10-03 02:43 UTC · history · 5 script files

CharacterEquipmentMechanicsProps 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
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 0% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.000 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; 23 others share it. Ranked list.

20
40
60
  • This mod
  • 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
  • 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

Lifecycle hooks carry 81% of this mod's structural load. 0.000 ms/s in all.

81%Lifecycle hooks · 81%
1 hook · 0.000002 ms/s
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s 81% PlayerBase.EEKilled

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.

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 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
ItemBase.CanPutAsAttachment — yes conditional Scripts.pbo::4_World\Bodybag\Entities\ItemBase\ItemBase.c:4
MissionServer.OnEvent — yes ✓ Scripts.pbo::5_Mission\BodyBags\Mission\MissionServer.c:3
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ Scripts.pbo::4_World\Bodybag\Entities\ManBase\DayZPlayerCfgBase.c:3
PlayerBase.EEKilled T3 yes ✓ Scripts.pbo::4_World\Bodybag\Entities\ManBase\PlayerBase.c:13
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.EEKilledT3 0.1placeholder0.0000

Includes 0.000 ms/s from placeholder-rated surfaces.

census 1.1 · findings 1.1 · hash fe34bd46f5d71cd1