Analyzed mods, ranked
Where the 548 analyzed mods fall
220 asset-only
316 scripted · A11 scripted · B1 scripted · C
Median scripted mod
0.004 ms/s
Heaviest tenth starts at 0.702 ms/s. The letter separates 12 mods from 316; the rank separates all of them.
| Rank | Mod | Footprint | Structural load · heaviest first | Chain breaks |
|---|---|---|---|---|
| 270 | SIX-DayZ-Auto-Run | A heavier than 10% | 0.000 |
clean |
| 270 | TalkingNPC | A heavier than 10% | 0.000 |
clean |
| 270 | UnlimitedRun | A heavier than 10% | 0.000 |
clean |
| 301 | Bounty_fix | A heavier than 7% | 0.000 |
clean |
| 305 | BodyBags | A heavier than 0% | 0.000 |
clean |
| 305 | GoreZ | A heavier than 0% | 0.000 |
2 by design |
| 305 | King of the Hill | A heavier than 0% | 0.000 |
clean |
← heavier page 2 of 2 · 57 mods
What the rank measures
Milliseconds of server main thread per second at 100 players, from how often each hook fires and how many timers stay alive. One per-frame hook is about 0.025 ms/s; one repeating timer about 0.140. Ties share a rank: same structure, same score. "Heavier than N%" is against scripted mods only.
What it leaves out
What the hooks do inside, network cost, and engine-side load. Rank 1 is the busiest structure, not the laggiest mod. The chain-breaks cell counts a break on a base class or on persisted data as "to review"; breaks on specific classes a mod replaces wholesale are "by design" — each mod's page ranks them. Methodology.