← modperf · analyzed mods

CF

This is a Community framework for DayZ SA. One notable feature is it aims to resolve the issue of conflicting RPC type ID's and mods. For help on using this mod in your own projects, follow this README on github the Community-Framework github here. Installation: Before you install the mod, you will need to wipe your server. Monetization: You are hereby given monetization approval under the conditions that you follow… (more)

This is a Community framework for DayZ SA. One notable feature is it aims to resolve the issue of conflicting RPC type ID's and mods. For help on using this mod in your own projects, follow this README on github the Community-Framework github here. Installation: Before you install the mod, you will need to wipe your server. Monetization: You are hereby given monetization approval under the conditions that you follow the DayZ Server Monetization agreement and have obtained permission from Bohemia. Read more here. Repacking: You are not permitted to repack any part of Community Framework.

Workshop 1559212036 · mod updated 2026-10-13 · analyzed 2026-10-13 14:23 UTC · history · 173 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
1 by design

1 chain break, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.

Structural footprint 1.1
A
1 by design
Heavier than 62% of 328 scripted mods analyzed.

0.00747% of each server frame at 100 players (0.075 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; 16 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
  • 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
  • This mod
  • 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

Every-frame hooks carry 99.6% of this mod's structural load. 0.075 ms/s in all.

99.6%Every-frame hooks · 99.6%
3 hooks · 0.074 ms/s
Event hooks · 0.3%
1 hook · 0.0002 ms/s
Lifecycle hooks · <0.1%
31 hooks · 0.000062 ms/s
Every-frame hooksrun every server frame 3 hooks 0.074 ms/s 99.6% DayZGame.OnUpdate, MissionServer.OnUpdate
Event hooksrun when something happens: an inventory move, a hit, an action 1 hook 0.0002 ms/s 0.3% DayZGame.OnRPC
Lifecycle hooksrun when an entity is created, loaded or deleted 31 hooks 0.000062 ms/s <0.1% AdvancedCommunication.OnStoreLoad, AdvancedCommunication.OnStoreSave, AnimalBase.OnStoreLoad and 28 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

1 override 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
Leaf class · ModLoader
ModLoader replaced on 1 method · 1 override

LoadMods

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

1 classModLoader
1 locationscripts.pbo::3_Game\CommunityFramework\Mods\ModLoader.c:188

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.

OnUpdate × 2 classes
every server frame
no I/O, timers or RPC
OnRPC on DayZGame
per event
no I/O, timers or RPC super() on some paths

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 80 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
AdvancedCommunication.OnStoreSave T3 yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\AdvancedCommunication.c:5
AdvancedCommunication.OnStoreLoad T3 yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\AdvancedCommunication.c:15
AnimalBase.OnStoreSave T3 yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\AnimalBase.c:5
AnimalBase.OnStoreLoad T3 yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\AnimalBase.c:15
BoatScript.OnStoreSave T3 yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\BoatScript.c:5
BoatScript.OnStoreLoad T3 yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\BoatScript.c:12
BuildingBase.OnStoreSave T3 yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\BuildingBase.c:5
BuildingBase.OnStoreLoad T3 yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\BuildingBase.c:15
CarScript.OnStoreSave T3 yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\CarScript.c:5
CarScript.OnStoreLoad T3 yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\CarScript.c:12
CreditsLoader.GetData — yes ✗ none scripts.pbo::3_Game\CommunityFramework\Credits\CreditsLoader.c:26
DayZGame.OnUpdate T0 yes ✓ scripts.pbo::3_Game\CommunityFramework\ExpressionVM\DayZGame.c:7
DayZGame.DeferredInit — yes ✓ scripts.pbo::3_Game\CommunityFramework\Game\DayZGame.c:33
DayZGame.OnUpdate T0 yes ✓ scripts.pbo::3_Game\CommunityFramework\Game\DayZGame.c:44
DayZGame.OnRPC T2 yes conditional scripts.pbo::3_Game\CommunityFramework\Game\DayZGame.c:57
DayZGame.OnEvent — yes ✓ scripts.pbo::3_Game\CommunityFramework\Game\DayZGame.c:118
DayZPlayerImplement.OnStoreSave T3 yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\DayZPlayerImplement.c:5
DayZPlayerImplement.OnStoreLoad T3 yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\DayZPlayerImplement.c:12
HelicopterScript.OnStoreSave T3 yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\HelicopterScript.c:5
HelicopterScript.OnStoreLoad T3 yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\HelicopterScript.c:12
ItemBase.OnStoreSave T3 yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\ItemBase.c:5
ItemBase.OnStoreLoad T3 yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\ItemBase.c:12
KeybindingElement.Reload — yes ✓ scripts.pbo::5_Mission\CommunityFramework\GUI\Keybindings\KeybindingElement.c:6
KeybindingsGroup.AddSubgroup — yes ✗ none scripts.pbo::5_Mission\CommunityFramework\GUI\Keybindings\KeybindingsGroup.c:40
MissionBase.CF_IsLoaded — yes ✗ none scripts.pbo::5_Mission\CommunityFramework\Mission\MissionBase.c:73
MissionGameplay.OnMissionStart T3 yes ✓ scripts.pbo::5_Mission\CommunityFramework\Mission\MissionGameplay.c:3
MissionGameplay.OnMissionFinish T3 yes ✓ scripts.pbo::5_Mission\CommunityFramework\Mission\MissionGameplay.c:11
MissionGameplay.OnMissionLoaded — yes ✓ scripts.pbo::5_Mission\CommunityFramework\Mission\MissionGameplay.c:18
MissionGameplay.OnUpdate T0 yes ✓ scripts.pbo::5_Mission\CommunityFramework\Mission\MissionGameplay.c:25
MissionServer.OnEvent — yes ✓ scripts.pbo::5_Mission\CommunityFramework\Mission\MissionServer.c:8
MissionServer.OnInit T3 yes ✓ scripts.pbo::5_Mission\CommunityFramework\Mission\MissionServer.c:27
MissionServer.OnMissionStart T3 yes ✓ scripts.pbo::5_Mission\CommunityFramework\Mission\MissionServer.c:32
MissionServer.OnMissionFinish T3 yes ✓ scripts.pbo::5_Mission\CommunityFramework\Mission\MissionServer.c:40
MissionServer.OnMissionLoaded — yes ✓ scripts.pbo::5_Mission\CommunityFramework\Mission\MissionServer.c:47
MissionServer.OnUpdate T0 yes ✓ scripts.pbo::5_Mission\CommunityFramework\Mission\MissionServer.c:54
MissionServer.InvokeOnConnect T3 yes ✓ scripts.pbo::5_Mission\CommunityFramework\Mission\MissionServer.c:61
MissionServer.InvokeOnDisconnect T3 yes ✓ scripts.pbo::5_Mission\CommunityFramework\Mission\MissionServer.c:70
MissionServer.OnClientReadyEvent T3 yes ✓ scripts.pbo::5_Mission\CommunityFramework\Mission\MissionServer.c:79
MissionServer.OnClientReconnectEvent T3 yes ✓ scripts.pbo::5_Mission\CommunityFramework\Mission\MissionServer.c:88
MissionServer.OnClientRespawnEvent T3 yes ✓ scripts.pbo::5_Mission\CommunityFramework\Mission\MissionServer.c:97
MissionServer.OnClientDisconnectedEvent T3 yes ✓ scripts.pbo::5_Mission\CommunityFramework\Mission\MissionServer.c:104
MissionServer.PlayerDisconnected T3 yes ✓ scripts.pbo::5_Mission\CommunityFramework\Mission\MissionServer.c:117
MissionServer.OnClientNewEvent T3 yes ✓ scripts.pbo::5_Mission\CommunityFramework\Mission\MissionServer.c:142
MissionServer.OnClientPrepareEvent — yes ✓ scripts.pbo::5_Mission\CommunityFramework\Mission\MissionServer.c:157
ModItemRegisterCallbacks.RegisterEmptyHanded — yes ✓ scripts.pbo::4_World\CommunityFramework\Classes\JMAnimRegister.c:5
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ scripts.pbo::4_World\CommunityFramework\Classes\JMAnimRegister.c:13
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ scripts.pbo::4_World\CommunityFramework\Classes\JMAnimRegister.c:21
ModItemRegisterCallbacks.RegisterRestrained — yes ✓ scripts.pbo::4_World\CommunityFramework\Classes\JMAnimRegister.c:29
ModItemRegisterCallbacks.RegisterSurrender — yes ✓ scripts.pbo::4_World\CommunityFramework\Classes\JMAnimRegister.c:37
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ scripts.pbo::4_World\CommunityFramework\Classes\JMAnimRegister.c:45
ModItemRegisterCallbacks.RegisterPistol — yes ✓ scripts.pbo::4_World\CommunityFramework\Classes\JMAnimRegister.c:53
ModItemRegisterCallbacks.RegisterFireArms — yes ✓ scripts.pbo::4_World\CommunityFramework\Classes\JMAnimRegister.c:61
ModItemRegisterCallbacks.RegisterArcheryItem — yes ✓ scripts.pbo::4_World\CommunityFramework\Classes\JMAnimRegister.c:69
ModItemRegisterCallbacks.RegisterLauncher — yes ✓ scripts.pbo::4_World\CommunityFramework\Classes\JMAnimRegister.c:77
ModItemRegisterCallbacks.RegisterCustom — yes ✓ scripts.pbo::4_World\CommunityFramework\Classes\JMAnimRegister.c:85
ModItemRegisterCallbacks.CustomBoneRemapping — yes ✓ scripts.pbo::4_World\CommunityFramework\Classes\JMAnimRegister.c:93
ModLoader.GetMods — yes ✗ none scripts.pbo::3_Game\CommunityFramework\Mods\ModLoader.c:177
ModLoader.LoadMods — yes ✗ none scripts.pbo::3_Game\CommunityFramework\Mods\ModLoader.c:188
ModStructure.GetModName — yes ✗ none scripts.pbo::3_Game\CommunityFramework\Mods\ModStructure.c:267
ModStructure.GetModLogo — yes ✗ none scripts.pbo::3_Game\CommunityFramework\Mods\ModStructure.c:272
ModStructure.GetModLogoSmall — yes ✗ none scripts.pbo::3_Game\CommunityFramework\Mods\ModStructure.c:277
ModStructure.GetModLogoOver — yes ✗ none scripts.pbo::3_Game\CommunityFramework\Mods\ModStructure.c:282
ModStructure.GetModActionURL — yes ✗ none scripts.pbo::3_Game\CommunityFramework\Mods\ModStructure.c:287
ModStructure.GetModToltip — yes ✗ none scripts.pbo::3_Game\CommunityFramework\Mods\ModStructure.c:292
ModStructure.GetModOverview — yes ✗ none scripts.pbo::3_Game\CommunityFramework\Mods\ModStructure.c:297
ModStructure.GetDebugName — yes ✓ scripts.pbo::3_Game\CommunityFramework\Mods\ModStructure.c:322
MotorbikeScript.OnStoreSave T3 yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\MotorbikeScript.c:7
MotorbikeScript.OnStoreLoad T3 yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\MotorbikeScript.c:14
NotificationRuntimeData.GetIcon — yes ✗ none scripts.pbo::3_Game\CommunityFramework\Notification\NotificationRuntimeData.c:38
NotificationRuntimeData.GetTitleText — yes ✗ none scripts.pbo::3_Game\CommunityFramework\Notification\NotificationRuntimeData.c:43
NotificationSystem.GetNotificationData — yes ✗ none scripts.pbo::3_Game\CommunityFramework\Notification\NotificationSystem.c:134
NotificationSystem.AddNotification — yes ✗ none scripts.pbo::3_Game\CommunityFramework\Notification\NotificationSystem.c:151
NotificationSystem.AddNotificationExtended — yes ✗ none scripts.pbo::3_Game\CommunityFramework\Notification\NotificationSystem.c:158
NotificationUI.AddNotification — yes ✓ scripts.pbo::3_Game\CommunityFramework\Notification\NotificationUI.c:21
NotificationUI.RemoveNotification — yes ✓ scripts.pbo::3_Game\CommunityFramework\Notification\NotificationUI.c:32
NotificationUI.UpdateTargetHeight — yes ✓ scripts.pbo::3_Game\CommunityFramework\Notification\NotificationUI.c:52
PlayerBase.OnSelectPlayer — yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\ManBase\PlayerBase.c:5
PlayerBase.OnStoreLoadLifespan — yes conditional scripts.pbo::4_World\CommunityFramework\Entities\ManBase\PlayerBase.c:58
ZombieBase.OnStoreSave T3 yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\ZombieBase.c:5
ZombieBase.OnStoreLoad T3 yes ✓ scripts.pbo::4_World\CommunityFramework\Entities\ZombieBase.c:15
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
DayZGame.OnUpdateT0 1000.0measured0.0248
DayZGame.OnUpdateT0 1000.0measured0.0248
MissionServer.OnUpdateT0 1000.0measured0.0248
DayZGame.OnRPCT2 8.0placeholder0.0002
AdvancedCommunication.OnStoreSaveT3 0.1placeholder0.0000
AdvancedCommunication.OnStoreLoadT3 0.1placeholder0.0000
AnimalBase.OnStoreSaveT3 0.1placeholder0.0000
AnimalBase.OnStoreLoadT3 0.1placeholder0.0000
BoatScript.OnStoreSaveT3 0.1placeholder0.0000
BoatScript.OnStoreLoadT3 0.1placeholder0.0000
BuildingBase.OnStoreSaveT3 0.1placeholder0.0000
BuildingBase.OnStoreLoadT3 0.1placeholder0.0000
CarScript.OnStoreSaveT3 0.1placeholder0.0000
CarScript.OnStoreLoadT3 0.1placeholder0.0000
DayZPlayerImplement.OnStoreSaveT3 0.1placeholder0.0000
DayZPlayerImplement.OnStoreLoadT3 0.1placeholder0.0000
HelicopterScript.OnStoreSaveT3 0.1placeholder0.0000
HelicopterScript.OnStoreLoadT3 0.1placeholder0.0000
ItemBase.OnStoreSaveT3 0.1placeholder0.0000
ItemBase.OnStoreLoadT3 0.1placeholder0.0000
MotorbikeScript.OnStoreSaveT3 0.1placeholder0.0000
MotorbikeScript.OnStoreLoadT3 0.1placeholder0.0000
ZombieBase.OnStoreSaveT3 0.1placeholder0.0000
ZombieBase.OnStoreLoadT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000
MissionServer.OnMissionStartT3 0.1placeholder0.0000
MissionServer.OnMissionFinishT3 0.1placeholder0.0000
MissionServer.InvokeOnConnectT3 0.1placeholder0.0000
MissionServer.InvokeOnDisconnectT3 0.1placeholder0.0000
MissionServer.OnClientReadyEventT3 0.1placeholder0.0000
MissionServer.OnClientReconnectEventT3 0.1placeholder0.0000
MissionServer.OnClientRespawnEventT3 0.1placeholder0.0000
MissionServer.OnClientDisconnectedEventT3 0.1placeholder0.0000
MissionServer.PlayerDisconnectedT3 0.1placeholder0.0000
MissionServer.OnClientNewEventT3 0.1placeholder0.0000

Includes 0.000 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.

gui.pbo

  • JM_CF_GUI requiredVersion 0.1 — requires DZ_Data

legacy.pbo

  • RPC_Scripts requiredVersion 0.1 — requires DZ_Data
  • JM_CF_Defines requiredVersion 0.1 — requires DZ_Data

scripts.pbo

  • JM_CF_Scripts requiredVersion 0.1 — requires DZ_Data

census 1.1 · findings 1.1 · hash 502740b93139c0ef