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RaG_Core

RaG Core RaG Core is the shared foundation used by most RaG mods. It provides common systems for configuration, logging, custom liquids, networking, activity tracking, item placement, notifications, and visual effects. IMPORTANT RaG Core is a dependency, not a standalone gameplay mod. If another mod lists RaG Core as required, install both mods on the server and all connecting clients. RaG Core does not require… (more)

RaG Core RaG Core is the shared foundation used by most RaG mods. It provides common systems for configuration, logging, custom liquids, networking, activity tracking, item placement, notifications, and visual effects. IMPORTANT RaG Core is a dependency, not a standalone gameplay mod. If another mod lists RaG Core as required, install both mods on the server and all connecting clients. RaG Core does not require economy or trader entries. It does not add standalone loot items. Mod Developers RaG Core provides documented systems that can also be used by third-party DayZ mods. Developer documentation: RaG Core Developer Wiki Core Systems Central Configuration System RaG Core provides versioned, server-side JSON configuration storage. Dependent mods can generate and store their configuration under one predictable directory: $profile:\RaG_Core\Configs\<ModName>\<ConfigName>.json Benefits include: Automatic default-file generation Versioned configuration schemas Per-mod configuration directories Shared loading and saving API Support for controlled schema migrations Structured Logging System RaG Core provides buffered, per-mod logging with separate channels and log levels. Supported standard levels: Debug Info Warning Error Logs are organized under: $profile:\RaG_Core\Logs\ Current logger behavior includes: Separate directories and channels for each mod Dated log files Buffered writes Immediate flushing of errors Automatic rollover after 50,000 lines Automatic cleanup of logs older than 30 days Protection against unbounded log buffers Third-party mods can register their own logging channels instead of mixing diagnostics into RaG Core logs. Activity Logging RaG Core can record supported player and vehicle activity. General activity includes: Deploying and dismantling objects Opening and closing supported containers Opening and closing fences Packing tents Locking and unlocking doors Vehicle activity includes: Entering and leaving vehicles Starting and stopping engines Switching seats Opening and closing vehicle doors Vehicle damage caused by players Vehicle deletion or despawning Extended activity includes: Picking up items Dropping items Items entering or leaving player inventory Items being ruined Extended and heavy activity logging can produce substantial output. Keep heavy logging disabled unless investigating a specific problem. Supported interactions can also be forwarded to GameLabs/CFTools when that integration is available. Custom Liquid Framework RaG Core includes a config-driven custom liquid system. Built-in liquid definitions include: Milk, Honey, HoneyWine, Red Wine, White Wine, AVGas, Whiskey, Espresso, Coffee, Tea, Motor Oil, Energy Drink, Virus, Poison, Milk Coffee, Antivenom, Coolant, Brake Fluid, Hydraulic Fluid, Cooking Oil, Vinegar, Apple Juice, and Orange Juice. The framework handles supported: Liquid display names and inspect-menu colors Nutrition and consumption Container filling and transfers Container allowlists by liquid type or group Fuel and coolant validation Vehicle filling Hazardous liquid classification Legacy liquid ID migration Third-party developers can define their own liquids through `CfgLiquidDefinitions`. Connection and RPC Helpers RaG Core provides shared connection tracking for addon-owned data. This allows dependent mods to: Send initial settings once per player connection Avoid duplicate configuration sends Track sends separately for each mod Clear tracked player data after disconnect RaG Core does not automatically allocate third-party RPC IDs or synchronize arbitrary objects. Each addon remains responsible for its own RPC values, payloads, and client handlers. Reusable Item and Placement Classes RaG Core contains shared base classes for: Deployable kits Placeable objects Openable containers Static objects Persistent open and closed states Dismantling support Placement warnings Repair and power checks These systems reduce duplicated code across dependent mods and give related RaG items consistent behavior. Notifications and Visual Effects RaG Core provides shared notification icons and registered particle effects. Dependent mods can reuse these assets without shipping duplicate copies. Server Configuration RaG Core automatically generates its server configuration after first start: $profile:\RaG_Core\Configs\RaG_Core\RaG_Core.json Default configuration: { "Version": 3, "EnableDebugLog": 0, "EnableInfoLog": 0, "EnableWarningLog": 0, "EnableErrorLog": 1, "EnableCFToolsDismantleLog": 1, "EnableCFToolsOpenCloseLog": 1, "EnableGeneralActivityLog": 1, "EnableVehicleActivityLog": 1, "EnableExtendedActivityLog": 0, "EnableHeavyExtendedActivityLog": 0 } Configuration Reference Version - Configuration schema version. Do not edit. EnableDebugLog - Detailed diagnostics for troubleshooting. EnableInfoLog - General informational messages. EnableWarningLog - Non-fatal warnings and unexpected conditions. EnableErrorLog - Failed operations and serious problems. EnableCFToolsDismantleLog - Supported dismantling events for GameLabs/CFTools. EnableCFToolsOpenCloseLog - Supported open and close events for GameLabs/CFTools. EnableGeneralActivityLog - General player and object activity. EnableVehicleActivityLog - Supported vehicle activity. EnableExtendedActivityLog - Additional item interaction records. EnableHeavyExtendedActivityLog - Highest-volume inventory tracking. Use `0` to disable a setting and `1` to enable it. Restart the server after changing configuration. Troubleshooting If a RaG mod is not working correctly: Confirm RaG Core is installed on both server and clients. Confirm all players are running the same current Workshop version. Set EnableDebugLog to `1`. Restart the server. Reproduce the problem. Check the RaG Core Debug log. Debug logs are written under: $profile:\RaG_Core\Logs\RaG_Core\Debug\ Send the relevant log file when requesting support. Do not send screenshots of isolated console lines when a complete log is available. No manual command-line mod ordering is required. Dependent mods declare `RaG_Core` and `RaG_Core_Scripts` through `CfgPatches.requiredAddons[]`, and DayZ resolves internal addon order from those dependencies. Permissions and Support Monetization and Repacking This mod may not be monetized, repacked, or reuploaded. You may use it on an approved monetized server, provided this mod is not itself part of the monetization. Bohemia Interactive Monetization Rules Repacking permission will not be granted. Do not ask. Support and Donations Support: [url=https://discord.g

Workshop 3556131153 · mod updated 2026-10-19 · analyzed 2026-10-19 22:36 UTC · history · 80 script files

CharacterEconomyEnvironmentMechanicsSound 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
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 54% of 328 scripted mods analyzed.

0.00175% of each server frame at 100 players (0.017 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; 4 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
  • This mod
  • 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
  • 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 99.8% of this mod's structural load. 0.017 ms/s in all.

99.8%Event hooks · 99.8%
27 hooks · 0.017 ms/s
Lifecycle hooks · <0.1%
7 hooks · 0.000014 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 27 hooks 0.017 ms/s 99.8% DigitalCodeLock.EEItemAttached, DigitalCodeLock.EEItemDetached, ItemBase.OnInventoryEnter and 24 more
Lifecycle hooksrun when an entity is created, loaded or deleted 7 hooks 0.000014 ms/s <0.1% CarScript.EEDelete, DigitalCodeLock.AfterStoreLoad, DigitalCodeLock.EEInit and 4 more

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.

EEItemAttached on DigitalCodeLock
every inventory move
no I/O, timers or RPC
EEItemDetached on DigitalCodeLock
every inventory move
no I/O, timers or RPC
OnInventoryEnter on ItemBase
every inventory move
no I/O, timers or RPC
OnInventoryExit on ItemBase
every inventory move
no I/O, timers or RPC
ActionCondition × 8 classes
per event
no I/O, timers or RPC super() on some paths
SetActions × 6 classes
per event
no I/O, timers or RPC
ActionCondition × 2 classes
per event
no I/O, timers or RPC
EEHitBy × 2 classes
per event
no I/O, timers or RPC
CanReleaseAttachment on DigitalCodeLock
per event
no I/O, timers or RPC super() on some paths
OnRPC on DigitalCodeLock
per event
RPC send super() on some paths
OnRPC on CodeLockComponent
per event
no I/O, timers or RPC super() on some paths
OnRPC on PlayerBase
per event
no I/O, timers or RPC
OnVariablesSynchronized on DigitalCodeLock
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 109 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.ActionCondition T2 yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Actions\ActionAttach.c:3
ActionAttachOnSelection.ActionCondition T2 yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Actions\ActionAttachOnSelection.c:3
ActionAttachToConstruction.ActionCondition T2 yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:878
ActionAttachToConstruction.FindAndTranslateAttachmentSlot — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:891
ActionCloseBarrel.OnExecuteServer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\Actions\ActionCloseBarrel.c:3
ActionCloseCarDoorsOutside.OnEndServer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\Actions\ActionCloseCarDoorsOutside.c:3
ActionCloseFence.OnExecuteServer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\Actions\ActionCloseFence.c:3
ActionConstructor.RegisterActions — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Actions\ActionConstructor.c:3
ActionCreateIndoorFireplace.ActionCondition T2 yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Actions\ActionCreateIndoorFireplace.c:3
ActionCreateIndoorFireplace.OnExecuteServer — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Actions\ActionCreateIndoorFireplace.c:52
ActionDeployObject.OnExecuteServer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\Actions\ActionDeployObject.c:3
ActionDismantlePart.OnExecuteServer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\Actions\ActionDismantlePart.c:3
ActionDropItem.OnExecuteServer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\Actions\ActionDropItem.c:3
ActionFillCoolant.ActionCondition T2 yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Liquids\LiquidActions.c:61
ActionFillFuel.ActionCondition T2 yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Liquids\LiquidActions.c:3
ActionGetInTransport.OnEndServer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\Actions\ActionGetInTransport.c:3
ActionGetOutTransport.OnStartServer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\Actions\ActionGetOutTransport.c:3
ActionIgniteFireplaceByAir.ActionCondition T2 yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Actions\ActionIgniteFireplaceByAir.c:3
ActionInteractCodeLockItem.ActionCondition T2 yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\Actions\ActionInteractRaGDigitalCodeLock.c:74
ActionLockDoors.OnFinishProgressServer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\Actions\ActionLockDoors.c:3
ActionOpenBarrel.OnExecuteServer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\Actions\ActionOpenBarrel.c:3
ActionOpenCarDoorsOutside.OnEndServer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\Actions\ActionOpenCarDoorsOutside.c:3
ActionOpenFence.OnExecuteServer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\Actions\ActionOpenFence.c:3
ActionPackTent.OnFinishProgressServer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\Actions\ActionPackTent.c:3
ActionPlaceFireplaceIndoor.ActionCondition T2 yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Actions\ActionPlaceFireplaceIndoor.c:3
ActionRepairPart.RepairCondition — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Actions\ActionRepairPart.c:3
ActionResetCodeOnCodeLock.ActionCondition T2 yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\Actions\ActionInteractRaGDigitalCodeLock.c:89
ActionResetCodeOnCodeLock.OnExecuteServer — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\Actions\ActionInteractRaGDigitalCodeLock.c:104
ActionStartEngine.OnEndServer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\Actions\ActionStartEngine.c:3
ActionStopEngine.OnEndServer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\Actions\ActionStopEngine.c:3
ActionSwitchSeats.Start — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\Actions\ActionSwitchSeats.c:3
ActionTakeItem.OnExecuteServer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\Actions\ActionTakeItem.c:3
ActionTakeItemToHands.OnExecuteServer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\Actions\ActionTakeItemToHands.c:3
ActionToggleTentOpen.OnExecuteServer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\Actions\ActionToggleTentOpen.c:3
ActionUnlockDoors.OnFinishProgressServer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\Actions\ActionLockDoors.c:27
AttachmentCategoriesContainer.UpdateInterval — yes ✓ RaG_Core.pbo::scripts\5_Mission\RaG_Core\Modded\AttachmentCategoriesContainer.c:3
Barrel_ColorBase.OnWasAttached — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Barrel_ColorBase.c:3
CargoContainer.UpdateInterval — yes ✓ RaG_Core.pbo::scripts\5_Mission\RaG_Core\CargoContainer.c:5
CarScript.EEDelete T3 yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\CarScript.c:5
CarScript.EEHitBy T2 yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\CarScript.c:15
Clothing.CanLoadItemIntoCargoClothingConditions — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Clothing.c:3
Clothing.CanReceiveItemIntoCargoClothingConditions — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Clothing.c:19
Clothing.CanPutInCargoClothingConditions — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Clothing.c:35
CodeLockComponent.OnRPC T2 yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:795
CodeLockComponent.CheckCodeRequest — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:813
CodeLockComponent.ResetPIN — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:838
CodeLockComponent.SetLockCode — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:849
CodeLockComponent.SetLockState — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:862
ContainerWithCargoAndAttachments.UpdateInterval — yes ✓ RaG_Core.pbo::scripts\5_Mission\RaG_Core\ContainerWithCargoAndAttachments.c:5
DayZGame.OnPostUpdate — yes ✓ RaG_Core.pbo::scripts\3_Game\RaG_Core\RaG_ServerPerformance.c:38
DigitalCodeLock.NeedBattery — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:105
DigitalCodeLock.HasBattery — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:112
DigitalCodeLock.HasEnergy — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:119
DigitalCodeLock.GetBatteryEnergy — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:126
DigitalCodeLock.CanReleaseAttachment T2 yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:133
DigitalCodeLock.EEInit T3 yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:496
DigitalCodeLock.OnWasAttached — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:508
DigitalCodeLock.AfterStoreLoad T3 yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:536
DigitalCodeLock.OnVariablesSynchronized T2 yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:552
DigitalCodeLock.EEItemAttached T2 yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:560
DigitalCodeLock.EEItemDetached T2 yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:573
DigitalCodeLock.OnWorkStop — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:579
DigitalCodeLock.OnWork — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:591
DigitalCodeLock.OnWorkStart — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:607
DigitalCodeLock.OnRPC T2 yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:624
DigitalCodeLock.ResetPIN — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:680
DigitalCodeLock.SetActions T2 yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:688
DigitalCodeLock.CanDetachAttachment — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:696
DigitalCodeLock.StartItemSoundServer — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:711
DigitalCodeLock.StartItemSoundServer — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:718
DigitalCodeLock.UnlockOnServer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:725
DigitalCodeLock.IsPlayerOnBackside — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:735
DigitalCodeLock.CanDetachCodeLock — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:744
DigitalCodeLock.HasValidParent — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:753
DigitalCodeLock.CanBeLocked — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:762
DigitalCodeLock.CanSetCode — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\DigitalCodeLock.c:780
DigitalCodeLockUI.ConfirmCode — yes ✓ RaG_Core.pbo::scripts\5_Mission\RaG_Core\DigitalCodeLockUI.c:5
DigitalCodeLockUI.CodeResponse — yes ✓ RaG_Core.pbo::scripts\5_Mission\RaG_Core\DigitalCodeLockUI.c:15
DigitalCodeLockUI.SetTargetLock — yes ✓ RaG_Core.pbo::scripts\5_Mission\RaG_Core\DigitalCodeLockUI.c:22
DigitalCodeLockUI.Update — yes ✓ RaG_Core.pbo::scripts\5_Mission\RaG_Core\DigitalCodeLockUI.c:31
DigitalCodeLockUI.OnKeyDown — yes ✓ RaG_Core.pbo::scripts\5_Mission\RaG_Core\DigitalCodeLockUI.c:66
DigitalCodeLockUI.KeyPress — yes conditional RaG_Core.pbo::scripts\5_Mission\RaG_Core\DigitalCodeLockUI.c:79
Edible_Base.ProcessDecay — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Edible_Base.c:4
Hammer.SetActions T2 yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Tools.c:13
Hologram.SetProjectionPosition — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Hologram.c:9
Hologram.SetProjectionOrientation — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Hologram.c:20
Hologram.GetProjectionName — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Hologram.c:31
Hologram.EvaluateCollision — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Hologram.c:40
Hologram.RefreshVisual — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Hologram.c:103
Hologram.GetProjectionEntityPosition — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Hologram.c:149
InspectMenuNew.UpdateItemInfoLiquidType — yes ✓ RaG_Core.pbo::scripts\5_Mission\RaG_Core\liquids\InspectMenuNew.c:3
ItemBase.EEHitBy T2 yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\ItemBase.c:5
ItemBase.OnInventoryEnter T2 yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\ItemBase.c:30
ItemBase.OnInventoryExit T2 yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Logging\ActivityLogger\ItemBase.c:51
ItemBase.CanBeConsumed — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\ItemBase.c:835
ItemBase.OnStoreLoad T3 yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\ItemBase.c:850
ItemBase.SetActions T2 yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\ItemBase.c:863
Liquid.GetLiquidConfigProperty — yes ✗ none RaG_Core.pbo::scripts\4_World\RaG_Core\Liquids\Liquid.c:3
Liquid.CanTransfer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Liquids\Liquid.c:35
Liquid.FillContainer — yes conditional RaG_Core.pbo::scripts\4_World\RaG_Core\Liquids\Liquid.c:55
Liquid.CanFillContainer — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Liquids\Liquid.c:71
MissionServer.OnMissionFinish T3 yes ✓ RaG_Core.pbo::scripts\5_Mission\RaG_Core\MissionServer.c:25
MissionServer.InvokeOnConnect T3 yes ✓ RaG_Core.pbo::scripts\5_Mission\RaG_Core\MissionServer.c:33
MissionServer.PlayerDisconnected T3 yes ✓ RaG_Core.pbo::scripts\5_Mission\RaG_Core\MissionServer.c:51
PlayerBase.OnRPC T2 yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\PlayerBase.c:3
Pliers.SetActions T2 yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Tools.c:23
PluginManager.Init — yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Plugins\PluginManager.c:3
Screwdriver.SetActions T2 yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Tools.c:3
Weapon_Base.SetActions T2 yes ✓ RaG_Core.pbo::scripts\4_World\RaG_Core\Modded\Weapon_Base.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
DigitalCodeLock.EEItemAttachedT2 130.0measured0.0032
DigitalCodeLock.EEItemDetachedT2 130.0measured0.0032
ItemBase.OnInventoryEnterT2 130.0measured0.0032
ItemBase.OnInventoryExitT2 130.0measured0.0032
ActionInteractCodeLockItem.ActionConditionT2 8.0placeholder0.0002
ActionResetCodeOnCodeLock.ActionConditionT2 8.0placeholder0.0002
DigitalCodeLock.CanReleaseAttachmentT2 8.0placeholder0.0002
DigitalCodeLock.OnVariablesSynchronizedT2 8.0placeholder0.0002
DigitalCodeLock.OnRPCT2 8.0placeholder0.0002
DigitalCodeLock.SetActionsT2 8.0placeholder0.0002
CodeLockComponent.OnRPCT2 8.0placeholder0.0002
ActionAttachToConstruction.ActionConditionT2 8.0placeholder0.0002
ActionFillFuel.ActionConditionT2 8.0placeholder0.0002
ActionFillCoolant.ActionConditionT2 8.0placeholder0.0002
CarScript.EEHitByT2 8.0placeholder0.0002
ItemBase.EEHitByT2 8.0placeholder0.0002
ActionAttach.ActionConditionT2 8.0placeholder0.0002
ActionAttachOnSelection.ActionConditionT2 8.0placeholder0.0002
ActionCreateIndoorFireplace.ActionConditionT2 8.0placeholder0.0002
ActionIgniteFireplaceByAir.ActionConditionT2 8.0placeholder0.0002
ActionPlaceFireplaceIndoor.ActionConditionT2 8.0placeholder0.0002
ItemBase.SetActionsT2 8.0placeholder0.0002
PlayerBase.OnRPCT2 8.0placeholder0.0002
Screwdriver.SetActionsT2 8.0placeholder0.0002
Hammer.SetActionsT2 8.0placeholder0.0002
Pliers.SetActionsT2 8.0placeholder0.0002
Weapon_Base.SetActionsT2 8.0placeholder0.0002
DigitalCodeLock.EEInitT3 0.1placeholder0.0000
DigitalCodeLock.AfterStoreLoadT3 0.1placeholder0.0000
CarScript.EEDeleteT3 0.1placeholder0.0000
ItemBase.OnStoreLoadT3 0.1placeholder0.0000
MissionServer.OnMissionFinishT3 0.1placeholder0.0000
MissionServer.InvokeOnConnectT3 0.1placeholder0.0000
MissionServer.PlayerDisconnectedT3 0.1placeholder0.0000

Includes 0.005 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_Core.pbo

  • RaG_Core requiredVersion 0.1 — requires DZ_Data, DZ_Gear_Camping, DZ_Gear_Nasdara_Camping
  • RaG_Core_Scripts requiredVersion 0.1 —
    requires 12 addons DZ_Data, DZ_Scripts, DZ_Gear_Cooking, DZ_Weapons_Melee_Blade, DZ_Gear_Tools, DZ_Weapons_Melee, DZ_Gear_Crafting, DZ_Gear_Books, DZ_Gear_Containers, DZ_Gear_Consumables, DZ_Gear_Medical, DZ_Gear_Cultivation

census 1.1 · findings 1.1 · hash 5315d13b22957329