Search For Loot
Description Latest 1.29 update break SFL proxy detection, fix will be only for Improved version below! >> Improved version of mod << This mod adding possibility to search furniture and stuff inside buildings. You need empty hands and look to furniture, then action appear. There are cooldown, you can search again later after cooldown time expire. Mod is fully configurable, you can define building and loot categories… (more)
Description Latest 1.29 update break SFL proxy detection, fix will be only for Improved version below! >> Improved version of mod << This mod adding possibility to search furniture and stuff inside buildings. You need empty hands and look to furniture, then action appear. There are cooldown, you can search again later after cooldown time expire. Mod is fully configurable, you can define building and loot categories in json config file. Mod works on every maps. With this mod you NOT NEED place anything and spending lot of time in map editor. Installation Instalation is simple like any other mod. When mod first start, its created basic example config file which works out of the box. Configuration JSON config file is located under server profile folder in SearchForLoot folder. You can configure: - EnableDebug (0/1 - false/true) to show verbose logs - rarity of loot (0-100) - initial cooldown (in seconds - default 400) - time from join to server during which you will find nothing - kinda prevention of loot cycling - toggle sound while searching (0/1) - notification message and description - loot and building categories Known Issues - custom placed building are not searchable, see this ticket: https://feedback.bistudio.com/T164635 - can be incompatible with mods which adding same classnames of buildings/proxy items - custom buildings need be registered at config.cpp, json and also on script side - just let me know using discord when you found some trouble Further Info No repacks allowed. Dont Ask. Repacking is cancer of DayZ community. You are allowed to look into mod for learning purposes or if you want know how it works. Discord: https://discord.gg/49FvN7rRpF Any feedback welcome! -Hunterz- Credits Stano - help with config preparations and testing Zedmag - brainstorming partner
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
Every server-visible override preserves its chain.
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.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 25 others share it. Ranked list.
Event hooks carry 99% of this mod's structural load. 0.000 ms/s in all.
2 hooks · 0.0004 ms/s
1 hook · 0.000002 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 2 hooks | 0.0004 ms/s | 99% | PlayerBase.OnVariablesSynchronized, PlayerBase.SetActions |
| Lifecycle hooksrun when an entity is created, loaded or deleted | 1 hook | 0.000002 ms/s | 0.5% | AnalyticsManagerServer.OnPlayerConnect |
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.
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.
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.
| method | surface | server | super() | where |
|---|---|---|---|---|
ActionConstructor.RegisterActions |
— | yes | ✓ | SearchForLoot.pbo::Scripts\4_World\ActionConstructor.c:3 |
AnalyticsManagerServer.OnPlayerConnect |
T3 | yes | ✓ | SearchForLoot.pbo::Scripts\3_Game\analyticsmanagerserver.c:4 |
PlayerBase.SetActions |
T2 | yes | ✓ | SearchForLoot.pbo::Scripts\4_World\PlayerBase.c:14 |
PlayerBase.OnVariablesSynchronized |
T2 | yes | ✓ | SearchForLoot.pbo::Scripts\4_World\PlayerBase.c:30 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
PlayerBase.SetActions | T2 | 8.0 | placeholder | 0.0002 |
PlayerBase.OnVariablesSynchronized | T2 | 8.0 | placeholder | 0.0002 |
AnalyticsManagerServer.OnPlayerConnect | T3 | 0.1 | placeholder | 0.0000 |
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.
SearchForLoot.pbo
SearchForLootrequiredVersion 0.1 — requiresDZ_Data,DZ_Sounds_Effects,DZ_Scripts
census 1.1 · findings 1.1 · hash 60df432e6fdff9f9