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Code_Lock_1.30_Fix

Code Lock 1.30 Fix Makes Code Lock work on DayZ 1.30. What it fixes Code Lock compiling on 1.30 (clash with vanilla's new GetCodeLock()). Mods with Code Lock support (BaseBuildingPlus, RaG, NamantH, Fish's Knife, Lux, Drippy Sneakers and others) keep working with no changes. The code lock staying in your hands after attaching it. How to use Requires Code Lock. Add it to your -mod line, before or after Code Lock.… (more)

Code Lock 1.30 Fix Makes Code Lock work on DayZ 1.30. What it fixes Code Lock compiling on 1.30 (clash with vanilla's new GetCodeLock()). Mods with Code Lock support (BaseBuildingPlus, RaG, NamantH, Fish's Knife, Lux, Drippy Sneakers and others) keep working with no changes. The code lock staying in your hands after attaching it. How to use Requires Code Lock. Add it to your -mod line, before or after Code Lock. Server and clients both need it. Copy the key from the keys folder to your server's keys folder. Safe to run on 1.29. Don't use it together with the CDS CodeLock 1.30 patch. Other older mods failing to compile on 1.30 (UnlockServer, ToggleHeadlights and similar)? See Legacy API 1.30. If this is useful on your server, you can support development here: Need help?

Workshop 3816638424 · mod updated 2026-10-09 · analyzed 2026-10-15 11:19 UTC · history · 3 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
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 29% 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; 32 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
  • This mod
  • 23 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
  • 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 99.8% of this mod's structural load. 0.001 ms/s in all.

99.8%Event hooks · 99.8%
3 hooks · 0.00059 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 3 hooks 0.00059 ms/s 99.8% Fence.CanDisplayAttachmentSlot, Fence.CanReceiveAttachment, Fence.SetActions

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.

CanDisplayAttachmentSlot on Fence
per event
no I/O, timers or RPC
CanReceiveAttachment on Fence
per event
no I/O, timers or RPC super() on some paths
SetActions on Fence
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 11 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
ActionSingleUseBase.OnExecute — yes ✓ Code_Lock_130_Fix.pbo::scripts\4_world\Actions\AttachJuncture130.c:13
Fence.GetCodeLock — yes ✓ Code_Lock_130_Fix.pbo::scripts\4_world\Entities\Fence.c:18
Fence.IsLocked — yes ✓ Code_Lock_130_Fix.pbo::scripts\4_world\Entities\Fence.c:24
Fence.CanDisplayAttachmentSlot T2 yes ✓ Code_Lock_130_Fix.pbo::scripts\4_world\Entities\Fence.c:31
Fence.CanOpenFence — yes conditional Code_Lock_130_Fix.pbo::scripts\4_world\Entities\Fence.c:39
Fence.CanReceiveAttachment T2 yes conditional Code_Lock_130_Fix.pbo::scripts\4_world\Entities\Fence.c:46
Fence.OnPartDismantledServer — yes ✓ Code_Lock_130_Fix.pbo::scripts\4_world\Entities\Fence.c:58
Fence.OnPartDestroyedServer — yes ✓ Code_Lock_130_Fix.pbo::scripts\4_world\Entities\Fence.c:76
Fence.SetActions T2 yes ✓ Code_Lock_130_Fix.pbo::scripts\4_world\Entities\Fence.c:98
ItemBase.CombineItemsClient — yes conditional Code_Lock_130_Fix.pbo::scripts\4_world\Entities\ItemBase.c:19
ItemBase.OnRightClick — yes conditional Code_Lock_130_Fix.pbo::scripts\4_world\Entities\ItemBase.c:24
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
Fence.CanDisplayAttachmentSlotT2 8.0placeholder0.0002
Fence.CanReceiveAttachmentT2 8.0placeholder0.0002
Fence.SetActionsT2 8.0placeholder0.0002

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.

Code_Lock_130_Fix.pbo

  • Code_Lock_130_Fix requiredVersion 0.1 — requires CodeLock, GDZ_Codelock

census 1.1 · findings 1.1 · hash 52a847b237fa7052