Underground Bases
Take your DayZ survival to new depths with the Multi-Level Underground Bases Mod! This mod introduces a revolutionary concept, allowing you to build underground shelters with three distinct levels of upgrades. Three Levels of Upgrades: Journey underground to craft your covert underground base across three distinct levels. Each level serves a unique purpose, from additional storage area to living quarters and beyond!… (more)
Take your DayZ survival to new depths with the Multi-Level Underground Bases Mod! This mod introduces a revolutionary concept, allowing you to build underground shelters with three distinct levels of upgrades. Three Levels of Upgrades: Journey underground to craft your covert underground base across three distinct levels. Each level serves a unique purpose, from additional storage area to living quarters and beyond! Strategic Advantage: Exploit the tactical opportunities offered by your multi-level underground base for observation, ambushes, and secure gear storage. Personalization: Tailor each level to your preferences, whether it's for sleeping quarters, storage rooms, crafting areas, hatch camouflage, or even underground gardens. Enhanced Security: Fortify your multi-level fortress with a code lock or combination lock! How to build your Underground Base: Level 1: 1. Choose Location: Find a flat, hidden spot for your base entrance. 2. Dig an Entrance: Use the shovel to dig a hole for the entrance. 3. Attach 6 wooden logs, 99 nails, 40 planks. 4. Drag a hatchet to hands and build level 1 underground hatch. Level 2: 1. Drag a shovel to hands while inside your underground base, look at the floor/wall and "Upgrade Base". 2. Attach 6 wooden logs, 99 nails, 20 sheet metal, and 40 planks. 3. Put hatchet in your hands and "upgrade Base" to level 2. Level 3: 1. Drag a shovel to hands while inside your underground base, look at the floor/wall and "Upgrade Base". 2. Attach 6 wooden logs, 99 nails, 20 sheet metal, and 5 concrete blocks. 3. Put hatchet in your hands and "upgrade Base" to level 3. Thank you to DaemonForge, ChrisPBacon, Shelby, IceBlade, HunterzCZ, | RaG | Tyson, MDC, Gormirn, Lad, and BullsEyE for making this mod possible! Join our discord to see up coming changes and future plans for this mod! I do not authorize this to be re-packed, re-uploaded, or modified in any way. Underground Bases is allowed to be used on monetized servers as long as you follow the monetization agreement given by Bohemia Interactive and you have the permission to do so by Bohemia Interactive. If you like this mod and would like to support me, consider donating! Copyright 2026, DayZ Catalyst
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.
0.0142% of each server frame at 100 players (0.142 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; 40 others share it. Ranked list.
Repeating timers carry 98% of this mod's structural load. 0.142 ms/s in all.
11 hooks · 0.0022 ms/s
1 hook · 0.000002 ms/s
1 timer · 0.14 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 11 hooks | 0.0022 ms/s | 1.5% | ActionBuildPart.ActionCondition, ActionDigWorms.ActionCondition, CodeLock.SetActions and 6 more |
| Lifecycle hooksrun when an entity is created, loaded or deleted | 1 hook | 0.000002 ms/s | <0.1% | MissionServer.OnInit |
| Repeating timersstay in the timer queue, which is walked every frame | 1 timer | 0.14 ms/s | 98% | every 1 s |
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.
Other findings
super() only on some paths · 7 · warning
- ActionBuildPart.ActionCondition calls super.ActionCondition() only on some paths — on the others the chain below this mod is dropped.
UnderGroundBases.pbo::scripts\4_World\TerritoryCompat.c:15 - DigitalCodeLock.CanDetachCodeLock calls super.CanDetachCodeLock() only on some paths — on the others the chain below this mod is dropped.
UnderGroundBases.pbo::scripts\4_World\Classes\ActionVanillaCodeLockOnHatch.c:249 - Environment.GetTemperatureHeightCorrection calls super.GetTemperatureHeightCorrection() only on some paths — on the others the chain below this mod is dropped.
UnderGroundBases.pbo::scripts\4_World\Environment.c:3 - Hologram.EvaluateCollision calls super.EvaluateCollision() only on some paths — on the others the chain below this mod is dropped.
UnderGroundBases.pbo::scripts\4_World\Classes\Hologram.c:3 - WorldData.GetBaseEnvTemperatureAtPosition calls super.GetBaseEnvTemperatureAtPosition() only on some paths — on the others the chain below this mod is dropped.
UnderGroundBases.pbo::scripts\3_Game\worlddata.c:3 - ActionDigWorms.ActionCondition vetoes early (returns false) on some paths and defers to super.ActionCondition() otherwise — composes safely with vanilla's and earlier mods' conditions.
UnderGroundBases.pbo::scripts\4_World\Classes\ActionConstructor.c:68 - DigitalCodeLock.IsPlayerOnBackside vetoes early (returns false) on some paths and defers to super.IsPlayerOnBackside() otherwise — composes safely with vanilla's and earlier mods' conditions.
UnderGroundBases.pbo::scripts\4_World\Classes\ActionVanillaCodeLockOnHatch.c:242
- ActionBuildPart.ActionCondition calls super.ActionCondition() only on some paths — on the others the chain below this mod is dropped.
Several overrides of one hot surface · 2 · info
- 2 overrides of ActionBuildPart.ActionCondition within this mod.
- 2 overrides of Hacksaw.SetActions within this mod.
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 28 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 |
|---|---|---|---|---|
ActionBuildPart.ActionCondition |
T2 | yes | conditional | UnderGroundBases.pbo::scripts\4_World\TerritoryCompat.c:15 |
ActionBuildPart.ActionCondition |
T2 | yes | ✓ | UnderGroundBases.pbo::scripts\4_World\TerritoryCompat.c:45 |
ActionBuildPart.Can |
— | yes | ✓ | UnderGroundBases.pbo::scripts\4_World\TerritoryCompat.c:68 |
ActionConstructor.RegisterActions |
— | yes | ✓ | UnderGroundBases.pbo::scripts\4_World\Classes\ActionConstructor.c:2 |
ActionConstructor.RegisterActions |
— | yes | ✓ | UnderGroundBases.pbo::scripts\4_World\Codelock\actionconstructor.c:3 |
ActionDigWorms.ActionCondition |
T2 | yes | conditional | UnderGroundBases.pbo::scripts\4_World\Classes\ActionConstructor.c:68 |
ChemlightLight.OnFrameLightSource |
— | yes | ✓ | UnderGroundBases.pbo::scripts\4_World\Entities\GasLampLight.c:29 |
CodeLock.SetActions |
T2 | yes | ✓ | UnderGroundBases.pbo::scripts\4_World\Codelock\CodeLock.c:4 |
DigitalCodeLock.IsPlayerOnBackside |
— | yes | conditional | UnderGroundBases.pbo::scripts\4_World\Classes\ActionVanillaCodeLockOnHatch.c:242 |
DigitalCodeLock.CanDetachCodeLock |
— | yes | conditional | UnderGroundBases.pbo::scripts\4_World\Classes\ActionVanillaCodeLockOnHatch.c:249 |
Environment.GetTemperatureHeightCorrection |
— | yes | conditional | UnderGroundBases.pbo::scripts\4_World\Environment.c:3 |
FieldShovel.SetActions |
T2 | yes | ✓ | UnderGroundBases.pbo::scripts\4_World\Classes\ActionConstructor.c:39 |
Hacksaw.SetActions |
T2 | yes | ✓ | UnderGroundBases.pbo::scripts\4_World\Classes\ActionConstructor.c:79 |
Hacksaw.SetActions |
T2 | yes | ✓ | UnderGroundBases.pbo::scripts\4_World\Codelock\Hacksaw.c:4 |
Hammer.SetActions |
T2 | yes | ✓ | UnderGroundBases.pbo::scripts\4_World\Classes\ActionConstructor.c:48 |
HandEventDrop.CheckRequestEx |
— | yes | ✓ | UnderGroundBases.pbo::scripts\3_Game\UGBDropFix.c:40 |
HandEventDrop.CanPerformEventEx |
— | yes | ✓ | UnderGroundBases.pbo::scripts\3_Game\UGBDropFix.c:47 |
Hatchet.SetActions |
T2 | yes | ✓ | UnderGroundBases.pbo::scripts\4_World\Classes\ActionConstructor.c:58 |
Hologram.EvaluateCollision |
— | yes | conditional | UnderGroundBases.pbo::scripts\4_World\Classes\Hologram.c:3 |
Hologram.GetProjectionEntityPosition |
— | yes | ✓ | UnderGroundBases.pbo::scripts\4_World\Classes\Hologram.c:16 |
MissionServer.OnInit |
T3 | yes | ✓ | UnderGroundBases.pbo::scripts\5_Mission\missionServer.c:3 |
MissionServer.OnEvent |
— | yes | ✓ | UnderGroundBases.pbo::scripts\5_Mission\missionServer.c:9 |
PlayerBase.DropEntityImpl |
— | yes | ✓ | UnderGroundBases.pbo::scripts\4_World\Entities\playerbase.c:6 |
PlayerBase.OnRPC |
T2 | yes | ✓ | UnderGroundBases.pbo::scripts\4_World\Entities\playerbase.c:87 |
PortableGasLampLight.OnFrameLightSource |
— | yes | ✓ | UnderGroundBases.pbo::scripts\4_World\Entities\GasLampLight.c:18 |
Shovel.SetActions |
T2 | yes | ✓ | UnderGroundBases.pbo::scripts\4_World\Classes\ActionConstructor.c:31 |
TorchLight.OnFrameLightSource |
— | yes | ✓ | UnderGroundBases.pbo::scripts\4_World\Entities\GasLampLight.c:40 |
WorldData.GetBaseEnvTemperatureAtPosition |
— | yes | conditional | UnderGroundBases.pbo::scripts\3_Game\worlddata.c:3 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
Shovel.SetActions | T2 | 8.0 | placeholder | 0.0002 |
FieldShovel.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Hammer.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Hatchet.SetActions | T2 | 8.0 | placeholder | 0.0002 |
ActionDigWorms.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
Hacksaw.SetActions | T2 | 8.0 | placeholder | 0.0002 |
CodeLock.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Hacksaw.SetActions | T2 | 8.0 | placeholder | 0.0002 |
PlayerBase.OnRPC | T2 | 8.0 | placeholder | 0.0002 |
ActionBuildPart.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
ActionBuildPart.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
Repeating timers
| period (ms) | residency ms/s | firing ms/s | where |
|---|---|---|---|
| 1000 | 0.1400 | 0.000025 | UnderGroundBases.pbo::scripts\4_World\UndergroundBase.c:30 |
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.
UnderGroundBases.pbo
UndergroundBasesrequiredVersion 0.1 — requiresDZ_Data,DZ_Gear_Nasdara_Camping,DZ_ScriptsUG_SoundsrequiredVersion 0.1 — requiresDZ_Data
census 1.1 · findings 1.1 · hash ba31df32e72c2073