RaG_BaseBuilding
RaG BaseBuilding RaG BaseBuilding adds a modular construction system with 21 building kits, snap-point placement, configurable material costs, openable structures, storage, locks, and attachments. Build anything from a small shelter to a complete multi-level base. Required Mod RaG Core RaG BaseBuilding and RaG Core are required on server and clients. Features 21 craftable building kits Walls, floors, foundations,… (more)
RaG BaseBuilding RaG BaseBuilding adds a modular construction system with 21 building kits, snap-point placement, configurable material costs, openable structures, storage, locks, and attachments. Build anything from a small shelter to a complete multi-level base. Required Mod RaG Core RaG BaseBuilding and RaG Core are required on server and clients. Features 21 craftable building kits Walls, floors, foundations, roofs, stairs, ramps, and pillars Single doors, double doors, gates, windows, and floor hatches Wooden and metal doors Wooden storage Snap-point placement Manual rotation and height adjustment Openable doors, gates, windows, and hatches Vanilla Combination Lock support Native Codelock Mod support BreachingCharge compatibility Camouflage nets, barbed wire, Christmas lights, and gas lamps Configurable crafting, damage, dismantling, tools, and material costs Getting Started Craft any kit by combining: 4 Wooden Planks 10 Nails Server owners can change these amounts or disable individual kits. Alternatively, use the RaG BaseBuilding Book: Attach Planks and Nails to the book Enable crafting preview Cycle through available kits Craft the selected kit while crouched The book is reusable. Placement Controls Down Arrow — Toggle snapping Up Arrow — Enable manual rotation Mouse Wheel — Rotate Right Arrow — Cycle snap points Page Up / Page Down — Adjust height Controls can be changed under RaG BaseBuilding in DayZ settings. After placement, attach the requested Logs, Planks, Nails, or Metal Sheets and build the available construction stages. Locks and Raiding Completed doors, gates, and floor hatches support vanilla Combination Locks. Codelock Mod integration is included when Codelock is loaded. Raiding follows normal DayZ behavior unless changed through the RaG BaseBuilding server configuration. BreachingCharge compatibility is included. Server Configuration Configuration generates here: $profile:\RaG_Core\Configs\RaG_BaseBuilding\RaG_BaseBuilding.json Server owners can configure: Material costs Kit crafting Build and dismantle times Allowed tools Tool damage Build-anywhere behavior Damage protection Dismantling Inventory visibility Available attachments Full Instructions and Class Names Detailed setup, all kit class names, material costs, configuration settings, book instructions, and troubleshooting: RaG BaseBuilding Wiki Support RaG Discord Please use Discord for support. Steam friend invitations are not accepted. Support RaG Tyson on Ko-fi Credits Originally commissioned by Spud and created by Chopper. Maintained, expanded, fixed, and optimized by RaG Tyson. Additional credits: Spud and DDU Community Chopper from BaseBuildingPlus All community translators Permissions Do not repack, reupload, or redistribute this mod Do not monetize this mod or its contents Use on an approved monetized server is allowed when this mod is not part of monetization Repack permission is not granted. Bohemia Interactive Monetization Rules
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
4 chain breaks, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.
0.0284% of each server frame at 100 players (0.284 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.
Repeating timers carry 99% of this mod's structural load. 0.284 ms/s in all.
16 hooks · 0.0032 ms/s
2 hooks · 0.000004 ms/s
2 timers · 0.28 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 16 hooks | 0.0032 ms/s | 1.1% | ActionAttachCodeLockToFence.ActionCondition, ActionCloseFence.ActionCondition, ActionDialCombinationLockOnTarget.ActionCondition and 13 more |
| Lifecycle hooksrun when an entity is created, loaded or deleted | 2 hooks | 0.000004 ms/s | <0.1% | MissionServer.OnInit, PortableGasLamp.EEInit |
| Repeating timersstay in the timer queue, which is walked every frame | 2 timers | 0.28 ms/s | 99% | 2 × every 50 ms |
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
4 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.
OnFinishProgressServer
Only these classes are affected. Matters only if another mod in your stack patches the same classes.
2 classes
ActionDestroyCombinationLock, ActionDialCombinationLockOnTarget2 locations
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionDestroyCombinationLock.c:3RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionDialCombinationLockOnTarget.c:20CreateActionComponent
Only this class is affected. Matters only if another mod in your stack patches the same class.
1 class
ActionBuildPartCB1 location
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionBuildPart.c:3CreateConditionComponents
Only this class is affected. Matters only if another mod in your stack patches the same class.
1 class
ActionFoldBaseBuildingObject1 location
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionFoldBaseBuildingObject.c:3Where 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 · 30 · warning
- ActionAttachToConstruction.FindAndTranslateAttachmentSlot calls super.FindAndTranslateAttachmentSlot() only on some paths — on the others the chain below this mod is dropped.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionAttachToConstruction.c:4 - ActionBuildPart.OnFinishProgressServer calls super.OnFinishProgressServer() only on some paths — on the others the chain below this mod is dropped.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionBuildPart.c:22 - ActionCloseFence.ActionCondition returns true without consulting super.ActionCondition() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionCloseFence.c:3 - ActionDialCombinationLockOnTarget.ActionCondition returns true without consulting super.ActionCondition() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionDialCombinationLockOnTarget.c:3 - ActionDismantlePart.OnFinishProgressServer calls super.OnFinishProgressServer() only on some paths — on the others the chain below this mod is dropped.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionDismantlePart.c:140 - ActionDismantlePartCB.CreateActionComponent calls super.CreateActionComponent() only on some paths — on the others the chain below this mod is dropped.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionDismantlePart.c:3 - ActionNextCombinationLockDialOnTarget.ActionCondition returns true without consulting super.ActionCondition() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionNextCombinationLockDialOnTarget.c:3 - ActionOpenFence.ActionCondition returns true without consulting super.ActionCondition() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionOpenFence.c:12 - ActionOpenFence.OnStartServer calls super.OnStartServer() only on some paths — on the others the chain below this mod is dropped.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionOpenFence.c:3 - ActionRepairPart.OnFinishProgressServer calls super.OnFinishProgressServer() only on some paths — on the others the chain below this mod is dropped.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionRepairPart.c:60 - ActionRepairPart.RepairCondition returns true without consulting super.RepairCondition() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionRepairPart.c:3 - CombinationLock.IsLockAttached returns true without consulting super.IsLockAttached() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\combinationlock.c:33 - Construction.CanBuildPart returns true without consulting super.CanBuildPart() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Construction.c:41 - Construction.CanDismantlePart returns true without consulting super.CanDismantlePart() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Construction.c:66 - Construction.DismantlePartServerEx calls super.DismantlePartServerEx() only on some paths — on the others the chain below this mod is dropped.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Construction.c:108 - HDSN_DestructionManager.GetWallType calls super.GetWallType() only on some paths — on the others the chain below this mod is dropped.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Mod_Compatibilities\BreachingCharge\HDSN_DestructionManager.c:94 - Hologram.AddProjectionRotation calls super.AddProjectionRotation() only on some paths — on the others the chain below this mod is dropped.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Hologram.c:187 - Hologram.AlignProjectionOnTerrain calls super.AlignProjectionOnTerrain() only on some paths — on the others the chain below this mod is dropped.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Hologram.c:223 - Hologram.EvaluateCollision calls super.EvaluateCollision() only on some paths — on the others the chain below this mod is dropped.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Hologram.c:107 - Hologram.GetProjectionEntityPosition calls super.GetProjectionEntityPosition() only on some paths — on the others the chain below this mod is dropped.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Hologram.c:6 - Hologram.ProjectionBasedOnParent calls super.ProjectionBasedOnParent() only on some paths — on the others the chain below this mod is dropped.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Hologram.c:51 - Hologram.SetProjectionOrientation calls super.SetProjectionOrientation() only on some paths — on the others the chain below this mod is dropped.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Hologram.c:145 - Hologram.SubtractProjectionRotation calls super.SubtractProjectionRotation() only on some paths — on the others the chain below this mod is dropped.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Hologram.c:200 - ActionAttachCodeLockToFence.ActionCondition vetoes early (returns false) on some paths and defers to super.ActionCondition() otherwise — composes safely with vanilla's and earlier mods' conditions.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Custom\ActionAttachCodeLockToFence.c:4 - ActionDismantlePart.ActionCondition vetoes early (returns false) on some paths and defers to super.ActionCondition() otherwise — composes safely with vanilla's and earlier mods' conditions.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionDismantlePart.c:36 - ActionDismantlePart.DismantleCondition vetoes early (returns false) on some paths and defers to super.DismantleCondition() otherwise — composes safely with vanilla's and earlier mods' conditions.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionDismantlePart.c:58 - ActionTakeMaterialToHands.ActionCondition vetoes early (returns false) on some paths and defers to super.ActionCondition() otherwise — composes safely with vanilla's and earlier mods' conditions.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionTakeMaterialToHands.c:3 - ActionTakeMaterialToHandsSwitch.ActionCondition vetoes early (returns false) on some paths and defers to super.ActionCondition() otherwise — composes safely with vanilla's and earlier mods' conditions.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionTakeMaterialToHandsSwitch.c:3 - Construction.IsCollidingEx vetoes early (returns false) on some paths and defers to super.IsCollidingEx() otherwise — composes safely with vanilla's and earlier mods' conditions.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Construction.c:129 - VicinityItemManager.IsObstructed vetoes early (returns false) on some paths and defers to super.IsObstructed() otherwise — composes safely with vanilla's and earlier mods' conditions.
RaG_BaseBuilding.pbo::Scripts\5_Mission\RaG_BaseBuilding\VicinityItemManager.c:5
- ActionAttachToConstruction.FindAndTranslateAttachmentSlot calls super.FindAndTranslateAttachmentSlot() only on some paths — on the others the chain below this mod is dropped.
Checks answered without super() · 4 · warning
- BaseBuildingBase.IsBBFlat returns its own answer without consulting super.IsBBFlat() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\BaseBuildingBase.c:23 - CraftFenceKit.CanDo returns its own answer without consulting super.CanDo() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Recipes\CraftFenceKit.c:3 - CraftWatchtowerKit.CanDo returns its own answer without consulting super.CanDo() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Recipes\CraftWatchtowerKit.c:3 - Hologram.IsFloating returns its own answer without consulting super.IsFloating() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Hologram.c:213
- BaseBuildingBase.IsBBFlat returns its own answer without consulting super.IsBBFlat() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
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 61 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 |
|---|---|---|---|---|
ActionAttachCodeLockToFence.ActionCondition |
T2 | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Custom\ActionAttachCodeLockToFence.c:4 |
ActionAttachToConstruction.FindAndTranslateAttachmentSlot |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionAttachToConstruction.c:4 |
ActionBuildPart.OnFinishProgressServer |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionBuildPart.c:22 |
ActionBuildPartCB.CreateActionComponent |
— | yes | ✗ none | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionBuildPart.c:3 |
ActionCloseFence.ActionCondition |
T2 | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionCloseFence.c:3 |
ActionConstructor.RegisterActions |
— | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\ActionConstructor.c:3 |
ActionDestroyCombinationLock.OnFinishProgressServer |
— | yes | ✗ none | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionDestroyCombinationLock.c:3 |
ActionDialCombinationLockOnTarget.ActionCondition |
T2 | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionDialCombinationLockOnTarget.c:3 |
ActionDialCombinationLockOnTarget.OnFinishProgressServer |
— | yes | ✗ none | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionDialCombinationLockOnTarget.c:20 |
ActionDismantlePart.ActionCondition |
T2 | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionDismantlePart.c:36 |
ActionDismantlePart.DismantleCondition |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionDismantlePart.c:58 |
ActionDismantlePart.OnFinishProgressServer |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionDismantlePart.c:140 |
ActionDismantlePartCB.CreateActionComponent |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionDismantlePart.c:3 |
ActionFoldBaseBuildingObject.CreateConditionComponents |
— | yes | ✗ none | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionFoldBaseBuildingObject.c:3 |
ActionNextCombinationLockDialOnTarget.ActionCondition |
T2 | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionNextCombinationLockDialOnTarget.c:3 |
ActionOpenFence.OnStartServer |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionOpenFence.c:3 |
ActionOpenFence.ActionCondition |
T2 | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionOpenFence.c:12 |
ActionRepairPart.RepairCondition |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionRepairPart.c:3 |
ActionRepairPart.OnFinishProgressServer |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionRepairPart.c:60 |
ActionTakeMaterialToHands.ActionCondition |
T2 | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionTakeMaterialToHands.c:3 |
ActionTakeMaterialToHandsSwitch.ActionCondition |
T2 | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionTakeMaterialToHandsSwitch.c:3 |
Bark_ColorBase.SetActions |
T2 | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Bark_ColorBase.c:3 |
BaseBuildingBase.IsBBFlat |
— | yes | ✗ none | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\BaseBuildingBase.c:23 |
CombinationLock.IsLockAttached |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\combinationlock.c:33 |
Construction.GetConstructionPartsToBuild |
— | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Construction.c:29 |
Construction.CanBuildPart |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Construction.c:41 |
Construction.CanDismantlePart |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Construction.c:66 |
Construction.DestroyPartServer |
— | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Construction.c:96 |
Construction.DismantlePartServerEx |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Construction.c:108 |
Construction.IsCollidingEx |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Construction.c:129 |
CraftFenceKit.CanDo |
— | yes | ✗ none | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Recipes\CraftFenceKit.c:3 |
CraftWatchtowerKit.CanDo |
— | yes | ✗ none | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Recipes\CraftWatchtowerKit.c:3 |
Crowbar.SetActions |
T2 | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Tools.c:33 |
FirefighterAxe.SetActions |
T2 | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Tools.c:23 |
Hammer.SetActions |
T2 | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Tools.c:43 |
Hatchet.SetActions |
T2 | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Tools.c:3 |
HDSN_DestructionManager.GetWallType |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Mod_Compatibilities\BreachingCharge\HDSN_DestructionManager.c:94 |
Hologram.GetProjectionEntityPosition |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Hologram.c:6 |
Hologram.ProjectionBasedOnParent |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Hologram.c:51 |
Hologram.UpdateHologram |
— | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Hologram.c:68 |
Hologram.EvaluateCollision |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Hologram.c:107 |
Hologram.SetProjectionOrientation |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Hologram.c:145 |
Hologram.GetProjectionRotation |
— | yes | ✗ none | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Hologram.c:182 |
Hologram.AddProjectionRotation |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Hologram.c:187 |
Hologram.SubtractProjectionRotation |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Hologram.c:200 |
Hologram.IsFloating |
— | yes | ✗ none | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Hologram.c:213 |
Hologram.AlignProjectionOnTerrain |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Hologram.c:223 |
MissionGameplay.OnUpdate |
T0 | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\5_Mission\RaG_BaseBuilding\MissionGameplay.c:22 |
MissionServer.OnInit |
T3 | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\5_Mission\RaG_BaseBuilding\MissionServer.c:3 |
MissionServer.SendModData |
— | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\5_Mission\RaG_BaseBuilding\MissionServer.c:11 |
ModItemRegisterCallbacks.RegisterOneHanded |
— | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\ModItemRegisterCallbacks.c:3 |
ModItemRegisterCallbacks.RegisterHeavy |
— | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\ModItemRegisterCallbacks.c:10 |
PluginRecipesManager.RegisterRecipies |
— | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Recipes\moddedrecipe.c:3 |
PortableGasLamp.EEInit |
T3 | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\PortableGasLamp.c:5 |
PortableGasLamp.OnSwitchOn |
— | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\PortableGasLamp.c:20 |
PortableGasLamp.OnWasAttached |
— | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\PortableGasLamp.c:48 |
PortableGasLamp.OnWasDetached |
— | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\PortableGasLamp.c:61 |
PortableGasLamp.SetActions |
T2 | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\PortableGasLamp.c:74 |
Stone.SetActions |
T2 | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Stone.c:3 |
VicinityItemManager.IsObstructed |
— | yes | conditional | RaG_BaseBuilding.pbo::Scripts\5_Mission\RaG_BaseBuilding\VicinityItemManager.c:5 |
WoodAxe.SetActions |
T2 | yes | ✓ | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Overrides\Tools.c:13 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
ActionAttachCodeLockToFence.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
ActionCloseFence.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
ActionDialCombinationLockOnTarget.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
ActionDismantlePart.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
ActionNextCombinationLockDialOnTarget.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
ActionOpenFence.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
ActionTakeMaterialToHands.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
ActionTakeMaterialToHandsSwitch.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
Bark_ColorBase.SetActions | T2 | 8.0 | placeholder | 0.0002 |
PortableGasLamp.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Stone.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Hatchet.SetActions | T2 | 8.0 | placeholder | 0.0002 |
WoodAxe.SetActions | T2 | 8.0 | placeholder | 0.0002 |
FirefighterAxe.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Crowbar.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Hammer.SetActions | T2 | 8.0 | placeholder | 0.0002 |
PortableGasLamp.EEInit | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
Repeating timers
| period (ms) | residency ms/s | firing ms/s | where |
|---|---|---|---|
| 50 | 0.1400 | 0.000496 | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Items\RaG_BB_Base.c:38 |
| 50 | 0.1400 | 0.000496 | RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Items\RaG_BB_Base.c:45 |
Includes 0.003 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.
RaG_BaseBuilding.pbo
RaG_BaseBuildingrequiredVersion 0.1 — requiresDZ_Gear_Containers,DZ_Gear_Camping,DZ_Gear_Crafting,DZ_Gear_Tools,DZ_Data,RaG_Core
census 1.1 · findings 1.1 · hash b1b713f4bef58178