← modperf · analyzed mods

DayZ-Bicycle

Description This mod is an attempt to add the bicycle back into the game. We have done animations for this - thats why the Survivor Animations mod needs to be installed. The bicycle is like the car, but there is obviously no need to start an engine or add fuel. The bicycle comes with a small inventory and we may add attachments possibly in the future. Arma Bicycles is separate addon due ADPL-SA license. How it works… (more)

Description This mod is an attempt to add the bicycle back into the game. We have done animations for this - thats why the Survivor Animations mod needs to be installed. The bicycle is like the car, but there is obviously no need to start an engine or add fuel. The bicycle comes with a small inventory and we may add attachments possibly in the future. Arma Bicycles is separate addon due ADPL-SA license. How it works Its basically car. It start engine when you get in. It will set gear to first as well. So after entering to bicycle just press W to move forward. Installation Install like any other mod. Dont forget install Survivor Animations as depedency. In mod folder are example xml files. Known Issues - incompatible mod: Expansion Animations - lights not yet implemented (will be using dynamo) - likely more Further Info No repacks allowed. Don't 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 Kamo - great help with blender animations and adjustments MarioE - general animation lessons Nazzgy - help with rvmats and models Sajid_Alfa - help with models RaG Tyson - help with models of vehicles, simulation and configs Chris P Bacon - sponsored model of bicycle Jacob Mango - hints regarding pedals synchronization

Workshop 2971190303 · mod updated 2026-10-16 · analyzed 2026-10-16 10:28 UTC · history · 26 script files

AnimationCharacterMechanicsVehicle Workshop tags, chosen by the author

Stall risks
1 pattern

Patterns that can stall a single frame regardless of the load figure — see below.

Compatibility
2 by design

2 chain breaks, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.

Structural footprint 1.1
A
2 by design
Heavier than 53% of 328 scripted mods analyzed.

0.000863% of each server frame at 100 players (0.009 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; 9 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
  • This mod
  • 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 99.9% of this mod's structural load. 0.009 ms/s in all.

99.9%Event hooks · 99.9%
13 hooks · 0.0086 ms/s
Lifecycle hooks · <0.1%
1 hook · 0.000002 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 13 hooks 0.0086 ms/s 99.9% CombinationLock.OnItemLocationChanged, ItemBase.EEItemLocationChanged, ActionCarHornLong.ActionCondition and 10 more
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s <0.1% CombinationLock.AfterStoreLoad

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.

By design
2 leaf classes
2 classes replaced on 1 method · 2 overrides

OnTick

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

2 classesHungerMdfr, ThirstMdfr
2 locationsBicycle.pbo::scripts\4_World\modifiers.c:3
Bicycle.pbo::scripts\4_World\modifiers.c:48

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 ItemBase
every inventory move
timer
OnItemLocationChanged on CombinationLock
every inventory move
no I/O, timers or RPC
ActionCondition × 6 classes
per event
no I/O, timers or RPC super() on some paths
ActionCondition × 3 classes
per event
no I/O, timers or RPC
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 35 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
ActionCarHornLong.ActionCondition T2 yes conditional Bicycle.pbo::scripts\4_World\actions\actioncarhorn.c:99
ActionCarHornShort.ActionCondition T2 yes conditional Bicycle.pbo::scripts\4_World\actions\actioncarhorn.c:69
ActionCombinationLockUnlock.ActionCondition T2 yes ✓ Bicycle.pbo::scripts\4_World\entities\core\BicycleCombinationLock.c:123
ActionConstructor.RegisterActions — yes ✓ Bicycle.pbo::scripts\4_World\actions\ActionConstructor.c:3
ActionDialCombinationLockOnTarget.ActionCondition T2 yes ✓ Bicycle.pbo::scripts\4_World\entities\core\BicycleCombinationLock.c:63
ActionGetInTransport.ActionCondition T2 yes conditional Bicycle.pbo::scripts\4_World\actions\actiongetintransport.c:3
ActionNextCombinationLockDialOnTarget.ActionCondition T2 yes ✓ Bicycle.pbo::scripts\4_World\entities\core\BicycleCombinationLock.c:93
ActionPushCar.ActionCondition T2 yes conditional Bicycle.pbo::scripts\4_World\actions\actionpushcar.c:4
ActionStartEngine.ActionCondition T2 yes conditional Bicycle.pbo::scripts\4_World\actions\actiongetintransport.c:16
ActionStopEngine.ActionCondition T2 yes conditional Bicycle.pbo::scripts\4_World\actions\actiongetintransport.c:26
AnimalBase.RegisterTransportHit — yes conditional Bicycle.pbo::scripts\4_World\entities\animalbase.c:3
CombinationLock.OnItemLocationChanged T2 yes ✓ Bicycle.pbo::scripts\4_World\entities\core\BicycleCombinationLock.c:8
CombinationLock.AfterStoreLoad T3 yes ✓ Bicycle.pbo::scripts\4_World\entities\core\BicycleCombinationLock.c:20
CombinationLock.IsLockAttached — yes conditional Bicycle.pbo::scripts\4_World\entities\core\BicycleCombinationLock.c:32
CombinationLock.IsLockedOnParent — yes conditional Bicycle.pbo::scripts\4_World\entities\core\BicycleCombinationLock.c:40
CombinationLock.SetActions T2 yes ✓ Bicycle.pbo::scripts\4_World\entities\core\BicycleCombinationLock.c:54
DayZPlayerImplement.ModCommandHandlerInside — yes ✓ Bicycle.pbo::scripts\4_World\DayZPlayerImplement.c:6
DayZPlayerImplementSwimming.HandleSwimming — yes ✓ Bicycle.pbo::scripts\4_World\dayzplayerimplementswimming.c:5
EmoteManager.CanPlayEmote — yes ✗ none Bicycle.pbo::scripts\4_World\emotemanager.c:4
Environment.IsInsideVehicle — yes ✗ none Bicycle.pbo::scripts\4_World\environment.c:4
Environment.GetEnvironmentTemperature — yes conditional Bicycle.pbo::scripts\4_World\environment.c:10
Environment.DetermineHeatcomfortBehavior — yes conditional Bicycle.pbo::scripts\4_World\environment.c:26
Hologram.EvaluateCollision — yes conditional Bicycle.pbo::scripts\4_World\entities\core\Hologram.c:3
HungerMdfr.OnTick — yes ✗ none Bicycle.pbo::scripts\4_World\modifiers.c:3
ItemBase.EEItemLocationChanged T2 yes ✓ Bicycle.pbo::scripts\4_World\entities\core\ItemBase.c:4
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ Bicycle.pbo::scripts\4_World\entities\core\AnimRegisterIK.c:3
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ Bicycle.pbo::scripts\4_World\entities\core\AnimRegisterIK.c:12
PlayerBase.CanBeTargetedByAI — yes conditional Bicycle.pbo::scripts\4_World\entities\playerbase.c:12
PlayerBase.OnVehicleSeatDriverEnter — yes ✓ Bicycle.pbo::scripts\4_World\entities\playerbase.c:25
PlayerBase.OnVehicleSeatDriverLeft — yes ✓ Bicycle.pbo::scripts\4_World\entities\playerbase.c:45
PlayerBase.RegisterTransportHit — yes conditional Bicycle.pbo::scripts\4_World\entities\playerbase.c:52
ThirstMdfr.OnTick — yes ✗ none Bicycle.pbo::scripts\4_World\modifiers.c:48
Wrench.SetActions T2 yes ✓ Bicycle.pbo::scripts\4_World\entities\wrench.c:3
ZombieBase.RegisterTransportHit — yes conditional Bicycle.pbo::scripts\4_World\entities\zombiebase.c:3
ZombieBase.FightAttackLogic — yes conditional Bicycle.pbo::scripts\4_World\entities\zombiebase.c:45
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
CombinationLock.OnItemLocationChangedT2 130.0measured0.0032
ItemBase.EEItemLocationChangedT2 130.0measured0.0032
ActionCarHornShort.ActionConditionT2 8.0placeholder0.0002
ActionCarHornLong.ActionConditionT2 8.0placeholder0.0002
ActionGetInTransport.ActionConditionT2 8.0placeholder0.0002
ActionStartEngine.ActionConditionT2 8.0placeholder0.0002
ActionStopEngine.ActionConditionT2 8.0placeholder0.0002
ActionPushCar.ActionConditionT2 8.0placeholder0.0002
CombinationLock.SetActionsT2 8.0placeholder0.0002
ActionDialCombinationLockOnTarget.ActionConditionT2 8.0placeholder0.0002
ActionNextCombinationLockDialOnTarget.ActionConditionT2 8.0placeholder0.0002
ActionCombinationLockUnlock.ActionConditionT2 8.0placeholder0.0002
Wrench.SetActionsT2 8.0placeholder0.0002
CombinationLock.AfterStoreLoadT3 0.1placeholder0.0000

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.

0_DayzBicycleDefines.pbo

  • DayzBicycleDefines requiredVersion 0.1 — no requiredAddons

Bicycle.pbo

  • Bicycle requiredVersion 0.1 — requires DZ_Data, DZ_Gear_Camping, DZ_Vehicles_Wheeled, DZ_Sounds_Effects, DZ_Scripts

census 1.1 · findings 1.1 · hash 393774b228b72a6f