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IAT_Crafting_Plus

IAT_Crafting_Plus This mod is the first of many private mods that are being released publicly over time from The Survivalists Role Play Server. Create complex crafting recipes for your players using this new crafting framework. This mod provides a server developer the necessary tools in order to create a crafting workbench that allows the creation of recipes based on the slots of the workbench. Features - Make any… (more)

IAT_Crafting_Plus This mod is the first of many private mods that are being released publicly over time from The Survivalists Role Play Server. Create complex crafting recipes for your players using this new crafting framework. This mod provides a server developer the necessary tools in order to create a crafting workbench that allows the creation of recipes based on the slots of the workbench. Features - Make any object with slots a workbench - Multi Ingredient recipes - Customizable tools for workbenches - Server Side Recipe JSON How To Use Subscribe to the mod. Unpack and read the readme. Scripting?? Unpack and read the readme. Github Readme Usage & Terms - You MAY NOT repack or publish this mod on any platform including Steam. - You MAY use this mod on monetized servers within the scope of Bohemia's Monetization Guidelines PERMISSION IS NOT GRANTED FOR THIS MOD TO BE INCLUDED IN A "SERVER PACK" OR "MOD PACK" Subscribe via the workshop, use a "Collection" or do not use the mod at all.

Workshop 3142819902 · mod updated 2025-06-03 · analyzed 2026-10-03 04:29 UTC · history · 11 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 32% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.001 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; 32 others share it. Ranked list.

10
20
30
40
  • 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
  • This mod
  • 23 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
  • 40 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% of this mod's structural load. 0.001 ms/s in all.

99%Event hooks · 99%
3 hooks · 0.00059 ms/s
Lifecycle hooks · 0.3%
1 hook · 0.000002 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 3 hooks 0.00059 ms/s 99% ItemBase.OnVariablesSynchronized, ItemBase.SetActions, PlayerBase.OnRPC
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s 0.3% MissionServer.OnClientReadyEvent

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.

OnRPC on PlayerBase
per event
no I/O, timers or RPC
OnVariablesSynchronized on ItemBase
per event
no I/O, timers or RPC
SetActions on ItemBase
per event
no I/O, timers or RPC
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 5 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 ✓ iat_scripts.pbo::4_world\actions\modded_actionconstructor.c:3
ItemBase.SetActions T2 yes ✓ iat_scripts.pbo::4_world\entities\modded_itembase.c:3
ItemBase.OnVariablesSynchronized T2 yes ✓ iat_scripts.pbo::4_world\entities\modded_itembase.c:10
MissionServer.OnClientReadyEvent T3 yes ✓ iat_scripts.pbo::5_mission\mission\modded_missionserver.c:8
PlayerBase.OnRPC T2 yes ✓ iat_scripts.pbo::4_world\entities\manbase\modded_playerbase.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.OnRPCT2 8.0placeholder0.0002
ItemBase.SetActionsT2 8.0placeholder0.0002
ItemBase.OnVariablesSynchronizedT2 8.0placeholder0.0002
MissionServer.OnClientReadyEventT3 0.1placeholder0.0000

Includes 0.001 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.

iat_consumables.pbo

  • IAT_Crafting_Plus_Consumables — requires DZ_Data, DZ_Gear_Consumables

iat_crafting.pbo

  • IAT_Crafting_Plus_Crafting — requires DZ_Data

iat_scripts.pbo

  • IAT_Crafting_Plus_Scripts — requires DZ_Data, DZ_Scripts

census 1.1 · findings 1.1 · hash e7bf6ec5a744fd4d