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RA Base Building

Join the discord! https://discord.gg/ZguvNk2JxH This mod revolutionizes DayZ Base Building. It includes several fan favorite base building parts like Ladder Hatches, Garage Doors, Compounds, all in 3 different tiers with balanced and functional raid mechanics. It also features a Territory and Upkeep system to let you balance your servers better without needing a bad gameplay mechanic like Base item restrictions. If… (more)

Join the discord! https://discord.gg/ZguvNk2JxH This mod revolutionizes DayZ Base Building. It includes several fan favorite base building parts like Ladder Hatches, Garage Doors, Compounds, all in 3 different tiers with balanced and functional raid mechanics. It also features a Territory and Upkeep system to let you balance your servers better without needing a bad gameplay mechanic like Base item restrictions. If you weren't excited by that alone, this mod also includes it's own CodeLock, C4, and No Build Zones that has all been heavily tested on the Rearmed servers all with performance and simplicity in mind. To start building, you will need to obtain a paper. With paper in hand it allows you to craft a blueprint. Once you obtain a blueprint, putting it in your hands and raising them will open the building radial menu. From there you can place any base object as your heart desires within your power. You cannot clip these objects into anything other than plants and rocks preventing weird and unbalanced behavior. Most blueprints cost a log to place, from there it costs planks to upgrade to wood, metal plates to upgrade to metal, and cinder blocks to concrete. CodeLocks are up to server owners to decide how they are obtained. Once you got your base sorted, its time to secure with a territory to prevent it from decaying and prevent unwanted individuals from griefing. To make one it's the same exact recipe as a Flag Pole. This mod includes Build Anywhere for the time being as the hologram code in this game sucks and is hard to mod. Main Class Names: RA_Blueprint (to build) RA_C4 (to raid) RA_ClawHammer (to upgrade faster than vanilla tools) RA_CodeLock (to lock ur base obviously) TerritoryHQ (to secure your territory) RA_Cinderblock (to upgrade to T3) How to add No Build Zone in init.c class CustomMission: MissionServer { override void RegisterNoBuildZones(array<ref NoBuildZoneData> no_build_zones) { super.RegisterNoBuildZones(no_build_zones); no_build_zones.Insert(new NoBuildZoneData("8940.89 0.0 13949.5", 900, "You cannot build this here!")); no_build_zones.Insert(new NoBuildZoneData("8930.89 0.0 1549.5", 900, "You cannot build this here either!")); } } No Repacks

Workshop 3173739565 · mod updated 2026-10-16 · analyzed 2026-10-16 07:29 UTC · history · 141 script files

EconomyEquipmentMechanics 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
1 to review

1 chain break on base classes or persisted data. 7 more are whole-class replacements of specific classes.

Structural footprint 1.1
A
1 to review
Heavier than 47% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.003 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; 12 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
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 23 mods
    0.001 to 0.0022 ms/s · grade A
  • This mod
  • 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 99.7% of this mod's structural load. 0.003 ms/s in all.

99.7%Event hooks · 99.7%
13 hooks · 0.0026 ms/s
Lifecycle hooks · <0.1%
1 hook · 0.000002 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 13 hooks 0.0026 ms/s 99.7% ActionAttach.ActionCondition, ActionAttachWithSwitch.ActionCondition, ActionDeployObject.ActionCondition and 9 more
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s <0.1% MissionServer.OnMissionStart

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

8 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.

Review
Base class · every Hologram
Hologram.EvaluateCollision

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

Scripts.pbo::4_World\BaseBuilding\Classes\Hologram.c:8
By design
Leaf class · ActionTargetsCursor
ActionTargetsCursor replaced on 5 methods · 5 overrides

CheckRefresherFlagVisibilityEx · SetActionWidget · SetInteractActionIcon · SetItemHealth · SetItemQuantity

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

1 classActionTargetsCursor
5 locationsScripts.pbo::5_Mission\ActionTargetsCursor.c:121
Scripts.pbo::5_Mission\ActionTargetsCursor.c:34
Scripts.pbo::5_Mission\ActionTargetsCursor.c:94
Scripts.pbo::5_Mission\ActionTargetsCursor.c:4
Scripts.pbo::5_Mission\ActionTargetsCursor.c:14
By design
Leaf class · ItemActionsWidget
ItemActionsWidget replaced on 2 methods · 2 overrides

SetActionWidget · SetItemHealth

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

1 classItemActionsWidget
2 locationsScripts.pbo::5_Mission\BaseBuilding\ItemActionsWidget.c:19
Scripts.pbo::5_Mission\BaseBuilding\ItemActionsWidget.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 × 6 classes
per event
no I/O, timers or RPC
ActionCondition × 4 classes
per event
no I/O, timers or RPC
EEHealthLevelChanged on ItemBase
per event
no I/O, timers or RPC
EEHitBy on ItemBase
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 65 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
ActionAttach.SetupAction — yes conditional Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:3
ActionAttach.ActionConditionContinue — yes conditional Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:16
ActionAttach.ActionCondition T2 yes ✓ Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:29
ActionAttach.IsIconDisabled — yes ✗ none Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:51
ActionAttachWithSwitch.SetupAction — yes conditional Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:59
ActionAttachWithSwitch.ActionConditionContinue — yes conditional Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:72
ActionAttachWithSwitch.ActionCondition T2 yes ✓ Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:85
ActionAttachWithSwitch.IsIconDisabled — yes ✗ none Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:107
ActionConstructor.RegisterActions — yes ✓ Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\ActionConstructor.c:3
ActionConstructor.RegisterActions — yes ✓ Scripts.pbo::4_World\CodeLock\Classes\UserActionComponent\ActionConstructor.c:3
ActionConstructor.RegisterActions — yes ✓ Scripts.pbo::4_World\Raiding\Classes\UserActionComponent\ActionConstructor.c:3
ActionConstructor.RegisterActions — yes ✓ Scripts.pbo::4_World\Territories\Classes\UserActionComponent\ActionConstructor.c:3
ActionDeployObject.SetupAction — yes conditional Scripts.pbo::4_World\NoBuildZones\Classes\UserActionComponent\Continuous\ActionDeployObject.c:3
ActionDeployObject.ActionConditionContinue — yes conditional Scripts.pbo::4_World\NoBuildZones\Classes\UserActionComponent\Continuous\ActionDeployObject.c:12
ActionDeployObject.ActionCondition T2 yes ✓ Scripts.pbo::4_World\NoBuildZones\Classes\UserActionComponent\Continuous\ActionDeployObject.c:21
ActionDeployObject.SetupAction — yes conditional Scripts.pbo::4_World\Territories\Classes\UserActionComponent\Continuous\ActionDeployObject.c:3
ActionDeployObject.ActionConditionContinue — yes conditional Scripts.pbo::4_World\Territories\Classes\UserActionComponent\Continuous\ActionDeployObject.c:19
ActionDeployObject.ActionCondition T2 yes ✓ Scripts.pbo::4_World\Territories\Classes\UserActionComponent\Continuous\ActionDeployObject.c:35
ActionDeployObject.IsIconDisabled — yes ✗ none Scripts.pbo::4_World\Territories\Classes\UserActionComponent\Continuous\ActionDeployObject.c:64
ActionDismantlePartCB.SetCallbackDuration — yes ✗ none Scripts.pbo::4_World\Territories\Classes\UserActionComponent\Continuous\ActionDismantlePart.c:4
ActionEnterLadder.Start — yes ✓ Scripts.pbo::4_World\BaseBuilding\Entities\ManBase\PlayerBase.c:124
ActionTargetsCursor.SetItemHealth — yes ✗ none Scripts.pbo::5_Mission\ActionTargetsCursor.c:4
ActionTargetsCursor.SetItemQuantity — yes ✗ none Scripts.pbo::5_Mission\ActionTargetsCursor.c:14
ActionTargetsCursor.SetActionWidget — yes ✗ none Scripts.pbo::5_Mission\ActionTargetsCursor.c:34
ActionTargetsCursor.SetInteractActionIcon — yes ✗ none Scripts.pbo::5_Mission\ActionTargetsCursor.c:94
ActionTargetsCursor.CheckRefresherFlagVisibilityEx — yes ✗ none Scripts.pbo::5_Mission\ActionTargetsCursor.c:121
ActionTogglePlaceObject.ActionCondition T2 yes ✓ Scripts.pbo::4_World\Territories\Classes\UserActionComponent\Continuous\ActionTogglePlaceObject.c:7
ActionTogglePlaceObject.IsIconDisabled — yes ✗ none Scripts.pbo::4_World\Territories\Classes\UserActionComponent\Continuous\ActionTogglePlaceObject.c:35
BearTrap.CanPlaceInEnemyTerritory — yes ✗ none Scripts.pbo::4_World\Territories\Entities\TrapBase\BearTrap.c:3
CfgGameplayHandler.GetDisableIsCollidingBBoxCheck — yes ✗ none Scripts.pbo::3_Game\BaseBuilding\CfgGameplayHandler.c:3
ClaymoreMine.CanPlaceInEnemyTerritory — yes ✗ none Scripts.pbo::4_World\Territories\Entities\TrapBase\BearTrap.c:11
CraftFenceKit.CanDo — yes ✗ none Scripts.pbo::4_World\BaseBuilding\Classes\Recipes\RecipeBase\CraftFenceKit.c:3
CraftTerritoryFlagKit.CanDo — yes ✗ none Scripts.pbo::4_World\BaseBuilding\Classes\Recipes\RecipeBase\CraftFenceKit.c:11
DayZPlayerImplement.ModCommandHandlerBefore — yes ✓ Scripts.pbo::4_World\BaseBuilding\Entities\ManBase\DayZPlayerImplement.c:9
DayZPlayerImplementMeleeCombat.Init — yes ✓ Scripts.pbo::4_World\BaseBuilding\Entities\DayZPlayerImplementMeleeCombat.c:3
DayZPlayerImplementMeleeCombat.HitZoneSelectionRaycastHelper — yes ✗ none Scripts.pbo::4_World\BaseBuilding\Entities\DayZPlayerImplementMeleeCombat.c:10
DeployableContainer_Base.GetCostToUpkeep — yes ✗ none Scripts.pbo::4_World\BaseBuilding\Entities\DecayableItems.c:12
Hammer.SetActions T2 yes ✓ Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase\Hammer.c:3
Hatchet.SetActions T2 yes ✓ Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase\Hatchet.c:3
Hologram.IsCollidingBBox — yes ✗ none Scripts.pbo::4_World\BaseBuilding\Classes\Hologram.c:3
Hologram.EvaluateCollision — yes ✗ none Scripts.pbo::4_World\BaseBuilding\Classes\Hologram.c:8
Hologram.PlaceEntity — yes ✗ none Scripts.pbo::4_World\BaseBuilding\Classes\Hologram.c:14
Hologram.ProjectionBasedOnParent — yes conditional Scripts.pbo::4_World\BaseBuilding\Classes\Hologram.c:19
Hologram.UpdateHologram — yes ✓ Scripts.pbo::4_World\NoBuildZones\Classes\Hologram.c:3
Hologram.UpdateHologram — yes ✓ Scripts.pbo::4_World\Territories\Classes\Hologram.c:3
ItemActionsWidget.SetItemHealth — yes ✗ none Scripts.pbo::5_Mission\BaseBuilding\ItemActionsWidget.c:3
ItemActionsWidget.SetActionWidget — yes ✗ none Scripts.pbo::5_Mission\BaseBuilding\ItemActionsWidget.c:19
ItemBase.EEHealthLevelChanged T2 yes ✓ Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase.c:41
ItemBase.EEHitBy T2 yes ✓ Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase.c:47
ItemBase.OnCEIterate — yes ✓ Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase.c:99
LandMineTrap.CanPlaceInEnemyTerritory — yes ✗ none Scripts.pbo::4_World\Territories\Entities\TrapBase\LandMineTrap.c:3
MissionGameplay.OnInit T3 yes conditional Scripts.pbo::5_Mission\MissionGameplay.c:3
MissionServer.OnMissionStart T3 yes ✓ Scripts.pbo::5_Mission\NoBuildZones\Mission\MissionServer.c:5
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase\Hammer.c:22
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase\Hammer.c:29
Paper.SetActions T2 yes ✓ Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase\Paper.c:3
PlayerBase.OnRaiseChanged — yes ✓ Scripts.pbo::4_World\BaseBuilding\Entities\ManBase\PlayerBase.c:6
PlayerBase.OnCommandLadderFinish — yes ✓ Scripts.pbo::4_World\BaseBuilding\Entities\ManBase\PlayerBase.c:108
PlayerBase.OnPlayerLoaded — yes ✓ Scripts.pbo::4_World\Territories\Entities\ManBase\PlayerBase.c:4
Pliers.SetActions T2 yes ✓ Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase.c:158
PluginRecipesManagerBase.RegisterRecipies — yes ✓ Scripts.pbo::4_World\BaseBuilding\Classes\Recipes\PluginRecipesManagerBase.c:3
PunchedCard.SetActions T2 yes ✓ Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase\Paper.c:12
Screwdriver.SetActions T2 yes ✓ Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase.c:149
TentBase.GetCostToUpkeep — yes ✗ none Scripts.pbo::4_World\BaseBuilding\Entities\DecayableItems.c:3
TripwireTrap.CanPlaceInEnemyTerritory — yes ✗ none Scripts.pbo::4_World\Territories\Entities\TrapBase\TripwireTrap.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ActionAttach.ActionConditionT2 8.0placeholder0.0002
ActionAttachWithSwitch.ActionConditionT2 8.0placeholder0.0002
ItemBase.EEHealthLevelChangedT2 8.0placeholder0.0002
ItemBase.EEHitByT2 8.0placeholder0.0002
Screwdriver.SetActionsT2 8.0placeholder0.0002
Pliers.SetActionsT2 8.0placeholder0.0002
Hammer.SetActionsT2 8.0placeholder0.0002
Hatchet.SetActionsT2 8.0placeholder0.0002
Paper.SetActionsT2 8.0placeholder0.0002
PunchedCard.SetActionsT2 8.0placeholder0.0002
ActionDeployObject.ActionConditionT2 8.0placeholder0.0002
ActionDeployObject.ActionConditionT2 8.0placeholder0.0002
ActionTogglePlaceObject.ActionConditionT2 8.0placeholder0.0002
MissionServer.OnMissionStartT3 0.1placeholder0.0000

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.

BaseBuilding.pbo

  • Gear_CodeLock requiredVersion 0.1 — requires DZ_Data
  • BaseBuilding_CompoundGate — requires Rearmed_BaseBuilding
  • BaseBuilding_CompoundWall — requires Rearmed_BaseBuilding
  • Rearmed_BaseBuilding — requires DZ_Data
  • BaseBuilding_DoorWall — requires Rearmed_BaseBuilding
  • BaseBuilding_DoorFrame — requires Rearmed_BaseBuilding, BaseBuilding_Wall
  • BaseBuilding_DoubleDoorWall — requires Rearmed_BaseBuilding
  • BaseBuilding_DoubleDoorFrame — requires Rearmed_BaseBuilding, BaseBuilding_Wall
  • BaseBuilding_Floor — requires Rearmed_BaseBuilding
  • BaseBuilding_Foundation — requires Rearmed_BaseBuilding
  • BaseBuilding_GarageDoor — requires Rearmed_BaseBuilding
  • BaseBuilding_HalfWall — requires Rearmed_BaseBuilding
  • Rearmed_BaseBuilding_InventoryOverrides — requires DZ_Data, DZ_Gear_Consumables, DZ_Gear_Camping
  • BaseBuilding_LadderHatch — requires Rearmed_BaseBuilding
  • BaseBuilding_HatchLadder — requires Rearmed_BaseBuilding
  • BaseBuilding_Gib_Objects — requires Rearmed_BaseBuilding
  • RA_BaseBuilding_Proxies requiredVersion 0.1 — requires DZ_Data
  • BaseBuilding_Ramp — requires Rearmed_BaseBuilding
  • BaseBuilding_Roof — requires Rearmed_BaseBuilding
  • BaseBuilding_RoofWall — requires Rearmed_BaseBuilding
  • Rearmed_BaseBuilding_Sounds — requires DZ_Data
  • BaseBuilding_Stairs — requires Rearmed_BaseBuilding
  • BaseBuilding_StairsStraight — requires Rearmed_BaseBuilding
  • BaseBuilding_StepLadder requiredVersion 0.1 — requires DZ_Data
  • RearmedServer_BaseBuilding_Storage requiredVersion 0.1 — requires DZ_Data
  • RearmedServer_Gear_Territory requiredVersion 0.1 — requires DZ_Data, RearmedServer_BaseBuilding_Storage
  • BaseBuilding_Blueprint requiredVersion 0.1 — requires DZ_Data, Rearmed_BaseBuilding
  • RA_Server_Building_CinderBlock requiredVersion 0.1 — requires DZ_Data
  • RearmedServer_BaseBuilding_ClawHammer requiredVersion 0.1 — requires DZ_Data
  • RA_Explosive_C4 requiredVersion 0.1 — requires DZ_Data
  • RearmedServer_Gear_Consumables_Gunpowder requiredVersion 0.1 — requires DZ_Data
  • RA_Explosive_Improvised_C4 requiredVersion 0.1 — requires DZ_Data
  • BaseBuilding_TriangleFloor — requires Rearmed_BaseBuilding
  • BaseBuilding_TriangleFoundation — requires Rearmed_BaseBuilding
  • BaseBuilding_TriangleLadderHatch — requires Rearmed_BaseBuilding
  • BaseBuilding_Wall — requires Rearmed_BaseBuilding
  • BaseBuilding_WindowFrame — requires Rearmed_BaseBuilding
  • BaseBuilding_Windows requiredVersion 0.1 — requires Rearmed_BaseBuilding

GUI.pbo

  • RA_BaseBuilding_GUI requiredVersion 0.1 — no requiredAddons

Particles.pbo

  • RearmedServer_Graphics requiredVersion 0.1 — no requiredAddons

Scripts.pbo

  • RA_BaseBuilding_Scripts requiredVersion 0.1 — requires DZ_Scripts

census 1.1 · findings 1.1 · hash d5328bba8695d53b