← modperf · analyzed mods

RA Base Building Tweaks

Faunt's RABB Tweaks This mod adds extra functionality to RA Base Building, giving both players and server admins the flexibility to expand and use the system exactly how they want. Just a heads-up: This is the first public version of the mod (BETA)! I've tested it as much as possible, but if you spot any bugs or have cool suggestions, be sure to let me know in the discord! Discord Mod Features… (more)

Faunt's RABB Tweaks This mod adds extra functionality to RA Base Building, giving both players and server admins the flexibility to expand and use the system exactly how they want. Just a heads-up: This is the first public version of the mod (BETA)! I've tested it as much as possible, but if you spot any bugs or have cool suggestions, be sure to let me know in the discord! Discord Mod Features EnableBuildingOverrides: 1 = Our building rules apply. 0 = Reverts to rearmed rules. EnableHeightLimit: Enables the maximum building height restriction. MaxBuildHeightMeters: The maximum allowed building height (in meters). EnableFreePlacementModeForAll: Enables "Free" placement mode for all players. EnableCustomCollisionBoxSizes: Enables custom sizing for the hologram's collision box. FreePlacementBoxSize: The collision box size multiplier when in Free placement mode. SnapPlacementBoxSize: The collision box size multiplier when in Snap placement mode. EnableWallStacking: Enables placing walls close to each other or inside one another. DistanceBetweenWalls: The mandatory minimum distance between walls (only active when WallStacking is 0). EnableSlowRotation: Enables the feature to rotate objects slowly, degree-by-degree. Keybind "J" SlowRotationStep: The number of degrees the object rotates per step in slow mode. EnableDismantleDrops: Enables dropping materials back on the ground when dismantling. DefaultDropChance: The overall percentage chance (%) for materials to drop when dismantled. FrameDropChance: The percentage chance (%) for materials to drop when dismantling a Frame. DropMinAmount: The minimum amount of material items to drop. DropMaxAmount: The maximum amount of material items to drop. BaseRadius: The default radius of the Base/HQ flag territory. EnableDismantleAnytime: 1 = Authorized players can dismantle parts at any time. 0 = Reverts to RABB 10-minute limit. EnableRotateAction: Enables the action to rotate already placed objects. EnableRaiding: Enables the base raiding system (C4 damage). EnableOnlyDoorRaiding: Restricts raiding so only doors/gates can be destroyed (walls are protected). EnableScheduleRaiding: Enables time-based raid schedules (Raid Times). ArmDelaySeconds (C4): The time (in seconds) it takes for a standard C4 to explode after being placed. ExplosionDamage (C4): The damage dealt by a standard C4 explosion. ArmDelaySeconds (ImprovisedC4): The time (in seconds) it takes for an Improvised C4 to explode. ExplosionDamage (ImprovisedC4): The damage dealt by an Improvised C4 explosion. Your support and positive ratings are a huge motivation for me to keep updating this project and to create more useful mods for the community in the future. Let me know what you think! COPYRIGHT & USAGE RULES STRICTLY NO REPACKS ALLOWED. You are NOT allowed to repack, re-upload, or modify this mod in any way. You are NOT allowed to include this mod in any server pack or modpack. Huge shoutout to Designful and all the contributors of RA Base Building for creating such an amazing base building mod for us. Any unauthorized re-uploads or repacks will be immediately hit with a DMCA takedown notice without any prior warning. If you have any questions, bug reports, or need help, join official discord server: Discord Created by Faunt

Workshop 3775004001 · mod updated 2026-09-03 · analyzed 2026-10-03 12:39 UTC · history · 27 script files

EconomyEnvironmentEquipmentMechanics 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 44% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.001 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; 21 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
  • This mod
  • 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
  • 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% of this mod's structural load. 0.001 ms/s in all.

99%Event hooks · 99%
7 hooks · 0.0014 ms/s
Lifecycle hooks · 0.7%
5 hooks · 0.00001 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 7 hooks 0.0014 ms/s 99% ActionAdminTerritoryAuthorize.ActionCondition, ActionArmAndPlaceC4.ActionCondition, ActionDeployObject.ActionCondition and 4 more
Lifecycle hooksrun when an entity is created, loaded or deleted 5 hooks 0.00001 ms/s 0.7% MissionServer.OnInit, TerritoryHQ.EEInit, TerritoryHQ.OnStoreLoad and 1 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.

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 classes from other mods
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 classesActionRotateBase, ActionUpgradeBase
2 locationsRABBTweaks.pbo::Scripts\4_World\Faunts_RearmedActionOverrides.c:42
RABBTweaks.pbo::Scripts\4_World\FauntsRABB_HeightOverride.c:364
By design
Another mod's class · PlaceableExplosivesBase
PlaceableExplosivesBase replaced on 1 method · 1 override

DoExplosion

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

1 classPlaceableExplosivesBase
1 locationRABBTweaks.pbo::Scripts\4_World\FauntsRABB_ExplosivesOverride.c:35
By design
Another mod's class · TerritoryTrigger
TerritoryTrigger replaced on 1 method · 1 override

SetRadius

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

1 classTerritoryTrigger
1 locationRABBTweaks.pbo::Scripts\4_World\FauntsRABB_TerritoryTrigger.c:2

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 × 2 classes
per event
no I/O, timers or RPC super() on some paths
ActionCondition × 2 classes
per event
no I/O, timers or RPC
ActionCondition on ActionAdminTerritoryAuthorize
per event
no I/O, timers or RPC replaces vanilla
EEHitBy on BaseBuilding
per event
no I/O, timers or RPC super() on some paths
SetActions on TerritoryHQ
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 66 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
ActionAdminTerritoryAuthorize.ActionCondition T2 yes ✗ none RABBTweaks.pbo::Scripts\4_World\FauntsRABB_ActionTerritoryAuthorizePatch.c:26
ActionArmAndPlaceC4.ActionCondition T2 yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_Hologram.c:271
ActionArmAndPlaceC4.ActionConditionContinue — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_Hologram.c:281
ActionConstructor.RegisterActions — yes ✓ RABBTweaks.pbo::Scripts\4_World\FauntsRABB_ActionConstructor.c:3
ActionDeployObject.ActionCondition T2 yes ✓ RABBTweaks.pbo::Scripts\4_World\FauntsRABB_HeightOverride.c:389
ActionDeployObject.ActionConditionContinue — yes ✓ RABBTweaks.pbo::Scripts\4_World\FauntsRABB_HeightOverride.c:411
ActionDismantleBase.ActionCondition T2 no conditional RABBTweaks.pbo::Scripts\4_World\Faunts_RearmedActionOverrides.c:3
ActionDismantleBase.OnFinishProgressServer — yes conditional RABBTweaks.pbo::Scripts\4_World\Faunts_RearmedActionOverrides.c:14
ActionPlaceHologram.ActionConditionContinue — yes ✓ RABBTweaks.pbo::Scripts\4_World\FauntsRABB_HeightOverride.c:220
ActionPlaceHologram.ActionCondition T2 yes ✓ RABBTweaks.pbo::Scripts\4_World\FauntsRABB_HeightOverride.c:246
ActionRotateBase.ActionCondition T2 no ✗ none RABBTweaks.pbo::Scripts\4_World\Faunts_RearmedActionOverrides.c:30
ActionRotateBase.OnFinishProgressServer — yes ✗ none RABBTweaks.pbo::Scripts\4_World\Faunts_RearmedActionOverrides.c:42
ActionTargetsCursor.HideWidget — yes ✓ RABBTweaks.pbo::Scripts\5_Mission\FauntsRABB_ActionTargetsCursor.c:26
ActionTargetsCursor.SetActionWidget — yes ✓ RABBTweaks.pbo::Scripts\5_Mission\FauntsRABB_ActionTargetsCursor.c:80
ActionTerritoryAuthorize.ActionCondition T2 yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_ActionTerritoryAuthorizePatch.c:2
ActionUpgradeBase.SetupAction — yes ✓ RABBTweaks.pbo::Scripts\4_World\FauntsRABB_HeightOverride.c:299
ActionUpgradeBase.ActionConditionContinue — yes ✗ none RABBTweaks.pbo::Scripts\4_World\FauntsRABB_HeightOverride.c:314
ActionUpgradeBase.ActionCondition T2 no ✗ none RABBTweaks.pbo::Scripts\4_World\FauntsRABB_HeightOverride.c:328
ActionUpgradeBase.OnFinishProgressServer — yes ✗ none RABBTweaks.pbo::Scripts\4_World\FauntsRABB_HeightOverride.c:364
BaseBuilding.EvaluatePlacementCondition — yes ✓ RABBTweaks.pbo::Scripts\4_World\FauntsRABB_CollisionOverride.c:2
BaseBuilding.GetSmallRotationStep — no conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_Hologram.c:7
BaseBuilding.AttemptDestructionBehaviour — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_MaterialDrops.c:2
BaseBuilding.EEOnDamageCalculated — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_RaidingOverride.c:78
BaseBuilding.EEHitBy T2 yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_RaidingOverride.c:84
BaseBuilding_DoorFrameBase.GetAllowedPlacementModes — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_FreePlacement.c:3
BaseBuilding_DoubleDoorBase.GetAllowedPlacementModes — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_FreePlacement.c:7
BaseBuilding_DoubleDoorFrameBase.GetAllowedPlacementModes — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_FreePlacement.c:4
BaseBuilding_EmbrasureBase.GetAllowedPlacementModes — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_FreePlacement.c:8
BaseBuilding_FloorBase.GetAllowedPlacementModes — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_FreePlacement.c:9
BaseBuilding_FoundationBase.EvaluatePlacementCondition — yes ✗ none RABBTweaks.pbo::Scripts\4_World\FauntsRABB_HeightOverride.c:3
BaseBuilding_GarageDoorBase.GetAllowedPlacementModes — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_FreePlacement.c:10
BaseBuilding_HalfWallBase.GetAllowedPlacementModes — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_FreePlacement.c:2
BaseBuilding_LadderHatchBase.GetAllowedPlacementModes — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_FreePlacement.c:11
BaseBuilding_RampBase.EvaluatePlacementCondition — yes ✗ none RABBTweaks.pbo::Scripts\4_World\FauntsRABB_HeightOverride.c:45
BaseBuilding_RoofBase.GetAllowedPlacementModes — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_FreePlacement.c:6
BaseBuilding_ShelfBase.GetAllowedPlacementModes — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_FreePlacement.c:12
BaseBuilding_ShutterBase.GetAllowedPlacementModes — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_FreePlacement.c:13
BaseBuilding_SingleDoorBase.GetAllowedPlacementModes — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_FreePlacement.c:14
BaseBuilding_StairsBase.GetAllowedPlacementModes — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_FreePlacement.c:15
BaseBuilding_StepLadderBase.GetAllowedPlacementModes — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_FreePlacement.c:16
BaseBuilding_TriangleFloorBase.GetAllowedPlacementModes — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_FreePlacement.c:17
BaseBuilding_TriangleFoundationBase.EvaluatePlacementCondition — yes ✗ none RABBTweaks.pbo::Scripts\4_World\FauntsRABB_HeightOverride.c:24
BaseBuilding_WallBase.GetAllowedPlacementModes — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_FreePlacement.c:1
BaseBuilding_WindowBase.GetAllowedPlacementModes — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_FreePlacement.c:18
BaseBuilding_WindowFrameBase.GetAllowedPlacementModes — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_FreePlacement.c:5
BaseBuildingHologram.Update — no ✗ none RABBTweaks.pbo::Scripts\4_World\FauntsRABB_Hologram.c:42
Hologram.EvaluateCollision — yes ✓ RABBTweaks.pbo::Scripts\4_World\FauntsRABB_Hologram.c:232
Hologram.GetProjectionEntityPosition — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_Hologram.c:245
ItemBase.SetCurrentHQ — yes ✓ RABBTweaks.pbo::Scripts\4_World\FauntsRABB_ItemBase.c:3
JMModuleConstructor.RegisterModules — yes ✓ RABBTweaks.pbo::Scripts\5_Mission\FauntsRABB_ModuleConstructor.c:3
MissionGameplay.OnInit T3 yes ✓ RABBTweaks.pbo::Scripts\5_Mission\FauntsRABB_Mission.c:11
MissionGameplay.OnUpdate T0 yes ✓ RABBTweaks.pbo::Scripts\5_Mission\FauntsRABB_MissionGameplay.c:3
MissionGameplay.CreateScriptedMenu — yes conditional RABBTweaks.pbo::Scripts\5_Mission\FauntsRABB_MissionGameplay.c:15
MissionServer.OnInit T3 yes ✓ RABBTweaks.pbo::Scripts\5_Mission\FauntsRABB_Mission.c:3
MissionServer.OnInit T3 yes ✓ RABBTweaks.pbo::Scripts\5_Mission\FauntsRABB_MissionServer.c:4
MissionServer.RegisterNoBuildZones — yes ✓ RABBTweaks.pbo::Scripts\5_Mission\FauntsRABB_MissionServer.c:11
PlaceableExplosivesBase.DoExplosion — yes ✗ none RABBTweaks.pbo::Scripts\4_World\FauntsRABB_ExplosivesOverride.c:35
RA_C4.GetArmDelay — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_ExplosivesOverride.c:3
RA_Improvised_C4.GetArmDelay — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_ExplosivesOverride.c:11
TerritoryHQ.EEInit T3 yes ✓ RABBTweaks.pbo::Scripts\4_World\FauntsRABB_TerritoryHQ.c:18
TerritoryHQ.OnPlacementComplete — yes ✓ RABBTweaks.pbo::Scripts\4_World\FauntsRABB_TerritoryHQ.c:29
TerritoryHQ.GetMaxPlayers — yes conditional RABBTweaks.pbo::Scripts\4_World\FauntsRABB_TerritoryHQ.c:68
TerritoryHQ.OnStoreSave T3 yes ✓ RABBTweaks.pbo::Scripts\4_World\FauntsRABB_TerritoryHQ.c:76
TerritoryHQ.OnStoreLoad T3 yes ✓ RABBTweaks.pbo::Scripts\4_World\FauntsRABB_TerritoryHQ.c:89
TerritoryHQ.SetActions T2 yes ✓ RABBTweaks.pbo::Scripts\4_World\FauntsRABB_TerritoryHQ_Actions.c:2
TerritoryTrigger.SetRadius — yes ✗ none RABBTweaks.pbo::Scripts\4_World\FauntsRABB_TerritoryTrigger.c:2
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ActionTerritoryAuthorize.ActionConditionT2 8.0placeholder0.0002
ActionAdminTerritoryAuthorize.ActionConditionT2 8.0placeholder0.0002
ActionPlaceHologram.ActionConditionT2 8.0placeholder0.0002
ActionDeployObject.ActionConditionT2 8.0placeholder0.0002
ActionArmAndPlaceC4.ActionConditionT2 8.0placeholder0.0002
BaseBuilding.EEHitByT2 8.0placeholder0.0002
TerritoryHQ.SetActionsT2 8.0placeholder0.0002
TerritoryHQ.EEInitT3 0.1placeholder0.0000
TerritoryHQ.OnStoreSaveT3 0.1placeholder0.0000
TerritoryHQ.OnStoreLoadT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000

Includes 0.001 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.

RABBTweaks.pbo

  • FauntsRABB requiredVersion 0.1 — requires DZ_Data, DZ_Characters, DZ_Scripts, Rearmed_BaseBuilding, RA_BaseBuilding_Scripts, DF_Scripts, JM_CF_Scripts

census 1.1 · findings 1.1 · hash 31337c96686b4bf5