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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

Workshop 3157695626 · mod updated 2026-10-18 · analyzed 2026-10-18 01:35 UTC · history · 108 script files

EconomyEnvironmentEquipmentProps Workshop tags, chosen by the author

Stall risks
None found

No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.

Compatibility
4 by design

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

Structural footprint 1.1
A
4 by design
Heavier than 81% of 328 scripted mods analyzed.

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.

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
  • 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
  • 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
  • This mod
  • 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

Repeating timers carry 99% of this mod's structural load. 0.284 ms/s in all.

Event hooks · 1.1%
16 hooks · 0.0032 ms/s
Lifecycle hooks · <0.1%
2 hooks · 0.000004 ms/s
99%Repeating timers · 99%
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.

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

OnFinishProgressServer

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

2 classesActionDestroyCombinationLock, ActionDialCombinationLockOnTarget
2 locationsRaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionDestroyCombinationLock.c:3
RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionDialCombinationLockOnTarget.c:20
By design
Leaf class · ActionBuildPartCB
ActionBuildPartCB replaced on 1 method · 1 override

CreateActionComponent

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classActionBuildPartCB
1 locationRaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionBuildPart.c:3
By design
Leaf class · ActionFoldBaseBuildingObject
ActionFoldBaseBuildingObject replaced on 1 method · 1 override

CreateConditionComponents

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classActionFoldBaseBuildingObject
1 locationRaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Actions\Vanilla\ActionFoldBaseBuildingObject.c:3

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.

ActionCondition × 8 classes
per event
no I/O, timers or RPC super() on some paths
SetActions × 8 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 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.

methodsurfaceserversuper()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
surfacetierrate (Hz)rate sourcems/s
ActionAttachCodeLockToFence.ActionConditionT2 8.0placeholder0.0002
ActionCloseFence.ActionConditionT2 8.0placeholder0.0002
ActionDialCombinationLockOnTarget.ActionConditionT2 8.0placeholder0.0002
ActionDismantlePart.ActionConditionT2 8.0placeholder0.0002
ActionNextCombinationLockDialOnTarget.ActionConditionT2 8.0placeholder0.0002
ActionOpenFence.ActionConditionT2 8.0placeholder0.0002
ActionTakeMaterialToHands.ActionConditionT2 8.0placeholder0.0002
ActionTakeMaterialToHandsSwitch.ActionConditionT2 8.0placeholder0.0002
Bark_ColorBase.SetActionsT2 8.0placeholder0.0002
PortableGasLamp.SetActionsT2 8.0placeholder0.0002
Stone.SetActionsT2 8.0placeholder0.0002
Hatchet.SetActionsT2 8.0placeholder0.0002
WoodAxe.SetActionsT2 8.0placeholder0.0002
FirefighterAxe.SetActionsT2 8.0placeholder0.0002
Crowbar.SetActionsT2 8.0placeholder0.0002
Hammer.SetActionsT2 8.0placeholder0.0002
PortableGasLamp.EEInitT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000

Repeating timers

period (ms)residency ms/sfiring ms/swhere
500.1400 0.000496RaG_BaseBuilding.pbo::Scripts\4_World\RaG_BaseBuilding\Items\RaG_BB_Base.c:38
500.1400 0.000496RaG_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_BaseBuilding requiredVersion 0.1 — requires DZ_Gear_Containers, DZ_Gear_Camping, DZ_Gear_Crafting, DZ_Gear_Tools, DZ_Data, RaG_Core

census 1.1 · findings 1.1 · hash b1b713f4bef58178