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 |
|---|---|---|---|---|
| 139 | JunkYardDog | A heavier than 58% | 0.025 |
1 by design |
| 140 | 3D Printer | A heavier than 57% | 0.025 |
clean |
| 141 | Sentinel Deathmatch | A heavier than 57% | 0.025 |
clean |
| 142 | GarbageSearch | A heavier than 57% | 0.025 |
clean |
| 143 | Automated Turrets | A heavier than 56% | 0.025 |
clean |
| 144 | CorpseSearching | A heavier than 56% | 0.025 |
1 to review |
| 145 | sFramework | A heavier than 56% | 0.025 |
clean |
| 146 | Care Packages | A heavier than 55% | 0.025 |
clean |
| 150 | RaG_Core | A heavier than 54% | 0.017 |
clean |
| 155 | DayZ-Bicycle | A heavier than 53% | 0.009 |
2 by design |
| 157 | CodeLock to ExpansionCodeLock Bridge | A heavier than 52% | 0.007 |
2 by design |
| 162 | Heroes And Bandits | A heavier than 51% | 0.006 |
clean |
| 166 | Mystery Box | A heavier than 49% | 0.004 |
clean |
| 167 | Solar Panel Power System | A heavier than 49% | 0.004 |
clean |
| 169 | Crocodile | A heavier than 48% | 0.003 |
clean |
| 169 | Inventory Move Sounds | A heavier than 48% | 0.003 |
clean |
| 171 | MuchCarKey | A heavier than 48% | 0.003 |
clean |
| 172 | FarmingPlus 2.0 | A heavier than 48% | 0.003 |
clean |
| 173 | RA Base Building | A heavier than 47% | 0.003 |
1 to review + 7 by design |
| 176 | RaG_Vehicle_Pack | A heavier than 46% | 0.002 |
clean |
| 181 | Basic_Territories_Updated | A heavier than 45% | 0.002 |
1 by design |
| 182 | Basic Territories | A heavier than 45% | 0.002 |
clean |
| 184 | RA Base Building Tweaks | A heavier than 44% | 0.001 |
4 by design |
| 185 | BaseRaidToolsV2 | A heavier than 44% | 0.001 |
2 by design |
| 186 | Custom Keycards | A heavier than 43% | 0.001 |
clean |
| 190 | Bed-Respawning | A heavier than 42% | 0.001 |
clean |
| 193 | TOWK's Medical | A heavier than 41% | 0.001 |
clean |
| 194 | Notes | A heavier than 39% | 0.001 |
7 by design |
| 194 | TweakRaidTools | A heavier than 39% | 0.001 |
clean |
| 194 | Zeroy-FishingZ | A heavier than 39% | 0.001 |
clean |
| 203 | MuchDecos_Codelock | A heavier than 37% | 0.001 |
1 by design |
| 210 | IAT_FacePaints | A heavier than 35% | 0.001 |
clean |
| 213 | Hitmarker | A heavier than 34% | 0.001 |
clean |
| 224 | CJ187-LootChest | A heavier than 29% | 0.001 |
clean |
| 224 | Immersive Placing | A heavier than 29% | 0.001 |
clean |
| 235 | RaidSchedule(OLD) | A heavier than 27% | 0.000 |
clean |
| 239 | Drones | A heavier than 27% | 0.000 |
clean |
| 239 | Search For Loot | A heavier than 27% | 0.000 |
clean |
| 242 | AdditionalMedicSupplies | A heavier than 21% | 0.000 |
clean |
| 242 | Garage | A heavier than 21% | 0.000 |
clean |
| 242 | Give&Take | A heavier than 21% | 0.000 |
clean |
| 242 | MedicalAttentionUpdated | A heavier than 21% | 0.000 |
22 by design |
| 242 | MoreGuns | A heavier than 21% | 0.000 |
clean |
| 259 | ZomBerry Admin Tools | A heavier than 20% | 0.000 |
clean |
| 262 | CheckIdentity | A heavier than 18% | 0.000 |
clean |
| 262 | Enhanced Banking | A heavier than 18% | 0.000 |
clean |
| 262 | StaminaSettings | A heavier than 18% | 0.000 |
7 by design |
| 262 | TimeDestruction | A heavier than 18% | 0.000 |
clean |
| 270 | Ambient Animals Pack | A heavier than 10% | 0.000 |
clean |
| 270 | Autorun Mod | A heavier than 10% | 0.000 |
clean |
← heavier page 2 of 3 · 132 mods lighter →
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.