modperf
Search the Steam Workshop for a DayZ mod, or paste a mod or collection URL (or a bare workshop id).
modperf reads the mod's Enforce Script and reports what it actually does:
every dispatch-surface override, chain-safety (super()) findings,
timers, and a Footprint grade.
Static analysis only — nothing is executed.
Browse analyzed mods → Compose a stack → Most contested methods → Load vs. subscribers →
How the 328 scripted mods score
Structural load: milliseconds of server main thread per second at 100 players, from each mod's hooks and timers.
The letter changes at 2, 6, 20 and 60 ms/s, so it separates 12 mods from 316; the load behind it spreads them all. The heaviest tenth starts at 0.702 ms/s. Load counts how often hooks fire and how many timers stay alive, not what they do inside: the heaviest structure is not the laggiest mod. See where a mod ranks →
Lighter after an update
Mods that shed structural load in an update and have kept it off. Both versions are scored under the same rules; the gray track is the version before.
KarmaKrew Chernarus Balanceupdated 2026-10-19 1.546 → 0.556 ms/s · −64% · 1 fewer error finding SF_Weapons
updated 2026-10-18 0.000 → 0.000 ms/s · −100% RaG_BaseItems
updated 2026-10-18 0.003 → 0.003 ms/s · −13% DieselGear
updated 2026-10-15 0.880 → 0.026 ms/s · −97%
File I/O on hot paths, timers created per event, and hooks that run per player per frame.
Overrides that skip super(), ranked by how far the break reaches: a base class or saved data first, whole-class replacements grouped.
A letter grade, a rank among scripted mods and the share of a server frame its hooks and timers take.
Public Workshop items only. Collections expand to per-mod reports. Reports live at a stable URL per mod — link them anywhere. Published an update? Paste the URL again: the report is rebuilt from the new version and its history shows what changed. How the grade works.