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RedFalcon Watercraft

This mod is tested with DayZ 1.29. ***** NOTE: This mod is no longer being supported as of DayZ Patch 1.29. It will continue to function until such time as Bohemia Interactive releases new DayZ patches that break functionality. This is the public release of RedFalcon Watercraft, a standalone boat system for DayZ. This mod is free for every to use, just install it on your server as you would any other mod. Included… (more)

This mod is tested with DayZ 1.29. ***** NOTE: This mod is no longer being supported as of DayZ Patch 1.29. It will continue to function until such time as Bohemia Interactive releases new DayZ patches that break functionality. This is the public release of RedFalcon Watercraft, a standalone boat system for DayZ. This mod is free for every to use, just install it on your server as you would any other mod. Included in this mod: Boats: - The Whaler - a relatively small fishing boat - Zodiac - a small inflatable boat - Carp Boat - a small 'jon boat' style fishing boat - Drag Boat - a drag racing boat - Seadoo - Single passenger 'jet ski' Buoys: - Red and Green channel marker buoys that 'whistle' - Old style marker buoy - Conical marker buoys - Mooring buoy - Race buoys - Navigation buoy (buoys can be placed using VPPAdmin or DayZ Editor) Wrecks: - Fishing vessel Talia Mae For more information about this mod, please join our Discord at https://discord.gg/redfalcon-modz-850263994966736926 Repacking or reposting of this mod to the Steam Workshop is NOT ALLOWED. (don't even bother asking because the answer will always be no, plus you'll get a lecture about the pointlessness of endless server repacks) Monetization while using this mod is APPROVED. Copyright 2026 RedFalcon Modz. This item is not authorized for posting on Steam, except under the Steam account https://steamcommunity.com/profiles/76561198100307085

Workshop 2906371600 · mod updated 2026-04-13 · analyzed 2026-10-03 05:44 UTC · history · 44 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 21% 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; 25 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
  • This mod
  • 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

Event hooks carry 99.8% of this mod's structural load. 0.000 ms/s in all.

99.8%Event hooks · 99.8%
2 hooks · 0.0004 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 2 hooks 0.0004 ms/s 99.8% EngineOil.SetActions, PlayerBase.SetActions

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.

SetActions × 2 classes
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 20 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 ✓ RFWC_Core.pbo::scripts\4_world\Actions\ActionConstructor.c:3
ActionGetOutTransport.ProcessGetOutTransportActionData — yes conditional RFWC_Core.pbo::scripts\4_world\Actions\ActionGetOutTransport.c:20
ActionGetOutTransport.OnStart — yes ✓ RFWC_Core.pbo::scripts\4_world\Actions\ActionGetOutTransport.c:45
ActionManagerClient.ActionStart — yes ✓ RFWC_Core.pbo::scripts\4_world\Actions\ActionManagerClient.c:3
ActionManagerServer.StartDeliveredAction — yes ✓ RFWC_Core.pbo::scripts\4_world\Actions\ActionManagerServer.c:4
ActionStartEngine.Can — yes ✓ RFWC_Core.pbo::scripts\4_world\Actions\ActionStartBoat.c:155
ActionStopEngine.Can — yes ✓ RFWC_Core.pbo::scripts\4_world\Actions\ActionStopBoat.c:95
CCTCursor.Can — yes conditional RFWC_Core.pbo::scripts\4_world\Actions\TargetConditionsComponents\CCTCursor.c:3
CCTCursorNoObject.Can — yes ✓ RFWC_Core.pbo::scripts\4_world\Actions\TargetConditionsComponents\CCTCursorNoObject.c:3
CCTCursorNoRuinCheck.Can — yes ✓ RFWC_Core.pbo::scripts\4_world\Actions\TargetConditionsComponents\CCTCursorNoRuinCheck.c:3
CCTCursorParent.Can — yes ✓ RFWC_Core.pbo::scripts\4_world\Actions\TargetConditionsComponents\CCTCursorParent.c:3
CCTObject.Can — yes ✓ RFWC_Core.pbo::scripts\4_world\Actions\TargetConditionsComponents\CCTObject.c:3
CCTParent.Can — yes ✓ RFWC_Core.pbo::scripts\4_world\Actions\TargetConditionsComponents\CCTObject.c:36
CCTSurface.Can — yes ✓ RFWC_Core.pbo::scripts\4_world\Actions\TargetConditionsComponents\CCTSurface.c:3
CCTTree.Can — yes ✓ RFWC_Core.pbo::scripts\4_world\Actions\TargetConditionsComponents\CCTTree.c:3
EngineOil.SetActions T2 yes ✓ RFWC_Core.pbo::scripts\4_world\Actions\PlayerAction.c:14
IngameHud.Init — yes ✓ RFWC_Core.pbo::scripts\5_mission\GUI\headsUpDisplay.c:53
IngameHud.RefreshVehicleHud — yes ✓ RFWC_Core.pbo::scripts\5_mission\GUI\headsUpDisplay.c:111
PlayerBase.SetActions T2 yes ✓ RFWC_Core.pbo::scripts\4_world\Actions\PlayerAction.c:3
PlayerBase.RegisterTransportHit — yes conditional RFWC_Core.pbo::scripts\4_world\PlayerBase.c:4
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.SetActionsT2 8.0placeholder0.0002
EngineOil.SetActionsT2 8.0placeholder0.0002

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.

0_RFWC_Define.pbo

  • 0_RFWC_Define_mod — no requiredAddons

RFWC_Buoys.pbo

  • RFWC_Buoys_mod requiredVersion 0.1 — requires DZ_Data

RFWC_CarpBoat.pbo

  • RFWC_CarpBoat_mod — requires DZ_Scripts, DZ_Data, DZ_Gear_Containers, DZ_Sounds_Effects, DZ_Vehicles_Wheeled, DZ_Vehicles_Parts, RFWC_Core_mod

RFWC_Core.pbo

  • RFWC_Core_mod — requires DZ_Scripts, DZ_Data, DZ_Gear_Containers, DZ_Sounds_Effects, DZ_Vehicles_Wheeled, DZ_Vehicles_Parts

RFWC_DragBoat.pbo

  • RFWC_DragBoat_mod — requires DZ_Scripts, DZ_Data, DZ_Gear_Containers, DZ_Sounds_Effects, DZ_Vehicles_Wheeled, DZ_Vehicles_Parts, RFWC_Core_mod

RFWC_DragBoat_ReTexture.pbo

  • RFWC_DragBoat_ReTexture — requires DZ_Scripts, DZ_Data, DZ_Gear_Containers, DZ_Sounds_Effects, DZ_Vehicles_Wheeled, DZ_Vehicles_Parts, RFWC_Core_mod, RFWC_DragBoat_mod

RFWC_Seadoo.pbo

  • RFWC_Seadoo_mod — requires DZ_Scripts, DZ_Data, DZ_Gear_Containers, DZ_Sounds_Effects, DZ_Vehicles_Wheeled, DZ_Vehicles_Parts, RFWC_Core_mod

RFWC_Whaler.pbo

  • RFWC_Whaler_mod — requires DZ_Scripts, DZ_Data, DZ_Gear_Containers, DZ_Sounds_Effects, DZ_Vehicles_Wheeled, DZ_Vehicles_Parts, RFWC_Core_mod

RFWC_Wrecks.pbo

  • RFWC_Wrecks requiredVersion 0.1 — requires DZ_Data

RFWC_Zodiac.pbo

  • RFWC_Zodiac_mod — requires DZ_Scripts, DZ_Data, DZ_Gear_Containers, DZ_Sounds_Effects, DZ_Vehicles_Wheeled, DZ_Vehicles_Parts, RFWC_Core_mod

census 1.1 · findings 1.1 · hash 8473d025994c3877