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MuchFramework

Mod Support ended with Version 1.26 Mod will work until it won't. Use it if you want but there won't be any more updates Repack is still not allowed. Use DayZ modding system to do fixes if you wish so. What is MuchFramework? MuchFramework is the best framework for standardising your base building mods. This was extracted from MuchStuffPack to make it available for everyone wanting to make more kit items without… (more)

Mod Support ended with Version 1.26 Mod will work until it won't. Use it if you want but there won't be any more updates Repack is still not allowed. Use DayZ modding system to do fixes if you wish so. What is MuchFramework? MuchFramework is the best framework for standardising your base building mods. This was extracted from MuchStuffPack to make it available for everyone wanting to make more kit items without running MSP. This framework has Codelock integration for your openable items. This framework has hiding proxy integration for your items with proxies shown on the models. Repack is not allowed, just use this mod as required mod/addon. Monetization You may run this on monetized servers as long no item or retexture of an item from this pack is monetized. Copyright Repack is not allowed. Copyright Helkhiana This item is not authorized for posting on Steam, except under the Steam account Helkhiana. Sponsors 🎮 Need a DayZ server? Rent yours here and get 25% OFF! Donations

Workshop 3171576913 · mod updated 2025-02-25 · analyzed 2026-10-03 10:04 UTC · history · 55 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
1 to review

1 chain break on base classes or persisted data.

Structural footprint 1.1
A
1 to review
Heavier than 71% of 328 scripted mods analyzed.

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.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 40 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
  • This mod
  • 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

Repeating timers carry 99% of this mod's structural load. 0.142 ms/s in all.

Event hooks · 1.1%
8 hooks · 0.0016 ms/s
Lifecycle hooks · <0.1%
2 hooks · 0.000004 ms/s
99%Repeating timers · 99%
1 timer · 0.14 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 8 hooks 0.0016 ms/s 1.1% Clothing.CanReceiveAttachment, CodeLock.SetActions, Hammer.SetActions and 5 more
Lifecycle hooksrun when an entity is created, loaded or deleted 2 hooks 0.000004 ms/s <0.1% Edible_Base.EEInit, MissionServer.InvokeOnConnect
Repeating timersstay in the timer queue, which is walked every frame 1 timer 0.14 ms/s 99% every 3 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.

Chain breaks, by consequence

1 override 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.

Review
Base class · every PlayerBase (2 vanilla subclasses)
PlayerBase.CalculateVisibilityForAI

Vanilla's work on this method, and any earlier-loaded mod's, never runs for any PlayerBase.

0_InventoryFixSolo.pbo::scripts\4_World\player_base.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.

SetActions × 5 classes
per event
no I/O, timers or RPC
CanReceiveAttachment on Clothing
per event
no I/O, timers or RPC
CanReceiveAttachment on ItemBase
per event
no I/O, timers or RPC replaces vanilla
OnRPC on PlayerBase
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 29 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 ✓ MuchFramework.pbo::scripts\4_World\MuchFramework\Actions\ActionConstructor.c:3
Clothing.CanPutInCargoClothingConditions — yes ✗ none 0_InventoryFixSolo.pbo::scripts\4_World\clothing_base.c:3
Clothing.CanReceiveItemIntoCargoClothingConditions — yes ✗ none 0_InventoryFixSolo.pbo::scripts\4_World\clothing_base.c:27
Clothing.CanLoadItemIntoCargoClothingConditions — yes ✗ none 0_InventoryFixSolo.pbo::scripts\4_World\clothing_base.c:34
Clothing.CanReceiveAttachment T2 yes ✓ 0_InventoryFixSolo.pbo::scripts\4_World\clothing_base.c:41
CodeLock.NewUnlockServer — yes ✓ MuchFramework.pbo::scripts\4_World\MuchFramework\Codelock\CodeLock.c:4
CodeLock.SetActions T2 yes ✓ MuchFramework.pbo::scripts\4_World\MuchFramework\Codelock\CodeLock.c:20
CodeLockServerRPC.OpenTarget — yes ✓ MuchFramework.pbo::scripts\4_World\MuchFramework\Codelock\CodeLockServerRPC.c:4
Edible_Base.EEInit T3 yes ✓ MuchFramework.pbo::scripts\4_World\MuchFramework\Modded\edible_base.c:6
Edible_Base.ProcessDecay — yes ✓ MuchFramework.pbo::scripts\4_World\MuchFramework\Modded\edible_base.c:15
Hammer.SetActions T2 yes ✓ MuchFramework.pbo::scripts\4_World\MuchFramework\Modded\DismantlingTools.c:12
Hologram.UpdateHologram — yes ✓ MuchFramework.pbo::scripts\4_World\MuchFramework\Modded\holograms.c:6
Hologram.GetProjectionName — yes conditional MuchFramework.pbo::scripts\4_World\MuchFramework\Modded\holograms.c:41
Hologram.EvaluateCollision — yes conditional MuchFramework.pbo::scripts\4_World\MuchFramework\Modded\holograms.c:50
Hologram.RefreshVisual — yes conditional MuchFramework.pbo::scripts\4_World\MuchFramework\Modded\holograms.c:63
Hologram.GetProjectionEntityPosition — yes conditional MuchFramework.pbo::scripts\4_World\MuchFramework\Modded\holograms.c:105
Hologram.SetProjectionPosition — yes conditional MuchFramework.pbo::scripts\4_World\MuchFramework\Modded\holograms.c:236
ItemBase.CanReceiveAttachment T2 yes ✗ none 0_InventoryFixSolo.pbo::scripts\4_World\ItemBase.c:3
ItemBase.CanLoadAttachment — yes ✗ none 0_InventoryFixSolo.pbo::scripts\4_World\ItemBase.c:23
ItemBase.CanBePlaced — yes conditional MuchFramework.pbo::scripts\4_World\MuchFramework\Modded\ItemBase.c:45
MissionBase.CreateScriptedMenu — yes ✓ MuchFramework.pbo::scripts\5_Mission\missionBase.c:3
MissionServer.InvokeOnConnect T3 yes ✓ MuchFramework.pbo::scripts\5_Mission\MissionServer.c:5
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ MuchFramework.pbo::scripts\4_World\MuchFramework\Modded\AnimRegisterIK.c:3
PlayerBase.CalculateVisibilityForAI — yes ✗ none 0_InventoryFixSolo.pbo::scripts\4_World\player_base.c:3
PlayerBase.OnRPC T2 yes ✓ MuchFramework.pbo::scripts\4_World\MuchFramework\Modded\PlayerBase.c:3
PlayerBase.SetActions T2 yes ✓ MuchFramework.pbo::scripts\4_World\MuchFramework\Modded\PlayerBase.c:42
Pliers.SetActions T2 yes ✓ MuchFramework.pbo::scripts\4_World\MuchFramework\Modded\DismantlingTools.c:21
PluginManager.Init — yes ✓ MuchFramework.pbo::scripts\4_World\MuchFramework\Plugins\PluginManager.c:3
Screwdriver.SetActions T2 yes ✓ MuchFramework.pbo::scripts\4_World\MuchFramework\Modded\DismantlingTools.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
Clothing.CanReceiveAttachmentT2 8.0placeholder0.0002
ItemBase.CanReceiveAttachmentT2 8.0placeholder0.0002
CodeLock.SetActionsT2 8.0placeholder0.0002
Screwdriver.SetActionsT2 8.0placeholder0.0002
Hammer.SetActionsT2 8.0placeholder0.0002
Pliers.SetActionsT2 8.0placeholder0.0002
PlayerBase.OnRPCT2 8.0placeholder0.0002
PlayerBase.SetActionsT2 8.0placeholder0.0002
Edible_Base.EEInitT3 0.1placeholder0.0000
MissionServer.InvokeOnConnectT3 0.1placeholder0.0000

Repeating timers

period (ms)residency ms/sfiring ms/swhere
30000.1400 0.000008MuchFramework.pbo::scripts\4_World\MuchFramework\Entities\Base\ItemBaseBase.c:63

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_InventoryFixSolo.pbo

  • InventoryFixSolo requiredVersion 0.1 — requires DZ_Data, DZ_Scripts

MuchFramework.pbo

  • MuchFramework requiredVersion 0.1 — requires DZ_Data
  • MF_Proxies requiredVersion 0.1 —
    requires 12 addons DZ_Scripts, DZ_Gear_Cooking, DZ_Weapons_Melee_Blade, DZ_Gear_Tools, DZ_Weapons_Melee, DZ_Gear_Crafting, DZ_Gear_Books, DZ_Gear_Containers, Mass_Textures, Munghardsgunwall, Skyline_Furniture_Base, MassBuildings
  • Mass_Textures — no requiredAddons
  • Munghardsgunwall — no requiredAddons
  • Skyline_Furniture_Base — no requiredAddons
  • MassBuildings — no requiredAddons

census 1.1 · findings 1.1 · hash ce41c1ec3761dd07