← modperf

Stack composer

Started from Test: the 9 mods it publishes to the Steam server browser (as of 2026-10-20), put back into load order — servers publish the list last-loaded first. Mods loaded with -servermod= are never published, so they are not here; add them if you know them.

Your stack in load order, earliest first. Drag a row, or use the arrows, to reorder.

  1. 1 CF
  2. 2 Dabs Framework
  3. 3 RaG_Core
  4. 4 RaG_BaseBuilding
  5. 5 DayZ Editor Loader
  6. 6 BuilderItems
  7. 7 RaG_BaseItems
  8. 8 SearchInventory
  9. 9 TestDarkAnatomy not analyzed
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One Workshop id or URL per line, in load order. Up to 250 mods.

1 of 9 mods not analyzed yet — left out of the composition below. Open a mod's page to request its analysis.
Stall risks
None found

File I/O on hot paths, timers created per event, and per-player-per-frame hooks across the stack. These can stall a frame regardless of the load figure.

Mods silencing mods
None

Across 25 server-side methods hooked by two or more mods. 1 more on client-only UI classes, listed separately.

Structural load
0.10% of a frame at 100 players

0.989 ms per second, all 8 mods combined. Hook dispatch and timers only — not what the hooks do inside. Methodology.

Who silences whom#

A later-loaded mod overrides a method without super(), so the earlier mod's code on that method — and vanilla's — never runs. Whether that is a bug or the whole point of the mod is the author's call; this shows the structure, not intent.

✓ No server-side conflicts: every method two or more of these mods hook preserves super() end to end.

1 conflict on client-only classes (menus, HUD, notifications) — no server effect
  • NotificationSystem.GetNotificationData — Dabs Framework silences CF

Hot hooks shared across the stack#

The engine calls the last-loaded mod first; each super() hands on to the mod before it, ending at vanilla. Badges show what each mod's override calls inside — that body work, not the chain itself, is what costs frame time.

Hammer.SetActions
per event
RaG_BaseItems then RaG_BaseBuilding then RaG_Core then vanilla
DayZGame.OnRPC
per event
Dabs Framework then CF sometimes stops here then vanilla
FirefighterAxe.SetActions
per event
RaG_BaseItems then RaG_BaseBuilding then vanilla
Hatchet.SetActions
per event
RaG_BaseItems then RaG_BaseBuilding then vanilla
WoodAxe.SetActions
per event
RaG_BaseItems then RaG_BaseBuilding then vanilla

Everything else#

All 25 server-side methods hooked by two or more mods

vanilla → earliest mod → … → latest mod (dispatch enters at the latest). struck = suppressed by a later chain break; ✂ = no super(); "(cond)" = super() only on some paths.

methodtierchain (load order)
ActionConstructor.RegisterActions — vanilla → Dabs Framework → RaG_Core → RaG_BaseBuilding → RaG_BaseItems
MissionServer.OnInit T3 vanilla → CF → RaG_BaseBuilding → RaG_BaseItems → SearchInventory
Hammer.SetActions T2 vanilla → RaG_Core → RaG_BaseBuilding → RaG_BaseItems
MissionServer.InvokeOnConnect T3 vanilla → CF → Dabs Framework → RaG_Core
MissionServer.OnMissionStart T3 vanilla → CF → Dabs Framework → DayZ Editor Loader
MissionServer.PlayerDisconnected T3 vanilla → CF → Dabs Framework → RaG_Core
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → RaG_BaseBuilding → RaG_BaseItems
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → RaG_BaseBuilding → RaG_BaseItems
ActionAttachToConstruction.FindAndTranslateAttachmentSlot — vanilla → RaG_Core (cond) → RaG_BaseBuilding (cond)
ActionRepairPart.RepairCondition — vanilla → RaG_Core (cond) → RaG_BaseBuilding (cond)
DayZGame.OnEvent — vanilla → CF → Dabs Framework
DayZGame.OnRPC T2 vanilla → CF (cond) → Dabs Framework
FirefighterAxe.SetActions T2 vanilla → RaG_BaseBuilding → RaG_BaseItems
Hatchet.SetActions T2 vanilla → RaG_BaseBuilding → RaG_BaseItems
Hologram.EvaluateCollision — vanilla → RaG_Core (cond) → RaG_BaseBuilding (cond)
Hologram.GetProjectionEntityPosition — vanilla → RaG_Core (cond) → RaG_BaseBuilding (cond)
Hologram.SetProjectionOrientation — vanilla → RaG_Core → RaG_BaseBuilding (cond)
ItemBase.OnStoreLoad T3 vanilla → CF → RaG_Core
MissionServer.OnClientDisconnectedEvent T3 vanilla → CF → Dabs Framework
MissionServer.OnMissionFinish T3 vanilla → CF → RaG_Core
MissionServer.SendModData — vanilla → RaG_BaseBuilding → RaG_BaseItems
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → RaG_BaseItems
PluginManager.Init — vanilla → Dabs Framework → RaG_Core
PluginRecipesManager.RegisterRecipies — vanilla → RaG_BaseBuilding → RaG_BaseItems
WoodAxe.SetActions T2 vanilla → RaG_BaseBuilding → RaG_BaseItems
240 methods hooked by only one of these mods

No cross-mod interaction is possible here; a ✂ still means vanilla's behaviour on that method is replaced.

methodtiermod
ActionAttach.ActionCondition T2 RaG_Core (cond)
ActionAttachCodeLockToFence.ActionCondition T2 RaG_BaseBuilding (cond)
ActionAttachOnSelection.ActionCondition T2 RaG_Core (cond)
ActionAttachToConstruction.ActionCondition T2 RaG_Core (cond)
ActionBuildPart.OnFinishProgressServer — RaG_BaseBuilding (cond)
ActionBuildPartCB.CreateActionComponent — RaG_BaseBuilding ✂
ActionCloseBarrel.OnExecuteServer — RaG_Core
ActionCloseCarDoorsOutside.OnEndServer — RaG_Core
ActionCloseFence.ActionCondition T2 RaG_BaseBuilding (cond)
ActionCloseFence.OnExecuteServer — RaG_Core
ActionCreateIndoorFireplace.ActionCondition T2 RaG_Core (cond)
ActionCreateIndoorFireplace.OnExecuteServer — RaG_Core (cond)
ActionDeployObject.OnExecuteServer — RaG_Core
ActionDestroyCombinationLock.OnFinishProgressServer — RaG_BaseBuilding ✂
ActionDialCombinationLockOnTarget.ActionCondition T2 RaG_BaseBuilding (cond)
ActionDialCombinationLockOnTarget.OnFinishProgressServer — RaG_BaseBuilding ✂
ActionDismantlePart.ActionCondition T2 RaG_BaseBuilding (cond)
ActionDismantlePart.DismantleCondition — RaG_BaseBuilding (cond)
ActionDismantlePart.OnExecuteServer — RaG_Core
ActionDismantlePart.OnFinishProgressServer — RaG_BaseBuilding (cond)
ActionDismantlePartCB.CreateActionComponent — RaG_BaseBuilding (cond)
ActionDropItem.OnExecuteServer — RaG_Core
ActionFillCoolant.ActionCondition T2 RaG_Core
ActionFillFuel.ActionCondition T2 RaG_Core
ActionFoldBaseBuildingObject.CreateConditionComponents — RaG_BaseBuilding ✂
ActionGetInTransport.OnEndServer — RaG_Core
ActionGetOutTransport.OnStartServer — RaG_Core
ActionIgniteFireplaceByAir.ActionCondition T2 RaG_Core (cond)
ActionInteractCodeLockItem.ActionCondition T2 RaG_Core (cond)
ActionLightItemOnFire.ActionCondition T2 RaG_BaseItems (cond)
ActionLightItemOnFire.OnFinishProgressClient — RaG_BaseItems
ActionLightItemOnFire.OnFinishProgressServer — RaG_BaseItems
ActionLockDoors.OnFinishProgressServer — RaG_Core
ActionNextCombinationLockDialOnTarget.ActionCondition T2 RaG_BaseBuilding (cond)
ActionOpenBarrel.OnExecuteServer — RaG_Core
ActionOpenCarDoorsOutside.OnEndServer — RaG_Core
ActionOpenFence.ActionCondition T2 RaG_BaseBuilding (cond)
ActionOpenFence.OnExecuteServer — RaG_Core
ActionOpenFence.OnStartServer — RaG_BaseBuilding (cond)
ActionPackTent.OnFinishProgressServer — RaG_Core
ActionPlaceFireplaceIndoor.ActionCondition T2 RaG_Core (cond)
ActionPlugIn.CreateConditionComponents — RaG_BaseItems ✂
ActionRepairPart.OnFinishProgressServer — RaG_BaseBuilding (cond)
ActionResetCodeOnCodeLock.ActionCondition T2 RaG_Core (cond)
ActionResetCodeOnCodeLock.OnExecuteServer — RaG_Core (cond)
ActionStartEngine.OnEndServer — RaG_Core
ActionStopEngine.OnEndServer — RaG_Core
ActionSwitchSeats.Start — RaG_Core
ActionTakeItem.OnExecuteServer — RaG_Core
ActionTakeItemToHands.OnExecuteServer — RaG_Core
ActionTakeMaterialToHands.ActionCondition T2 RaG_BaseBuilding (cond)
ActionTakeMaterialToHandsSwitch.ActionCondition T2 RaG_BaseBuilding (cond)
ActionToggleTentOpen.OnExecuteServer — RaG_Core
ActionUnlockDoors.OnFinishProgressServer — RaG_Core
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AttachmentCategoriesContainer.UpdateInterval — RaG_Core
Bark_ColorBase.SetActions T2 RaG_BaseBuilding
Barrel_ColorBase.OnWasAttached — RaG_Core (cond)
BaseBuildingBase.IsBBFlat — RaG_BaseBuilding ✂
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CarScript.EEDelete T3 RaG_Core
CarScript.EEHitBy T2 RaG_Core
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
CargoContainer.UpdateInterval — RaG_Core
Clothing.CanLoadItemIntoCargoClothingConditions — RaG_Core (cond)
Clothing.CanPutInCargoClothingConditions — RaG_Core (cond)
Clothing.CanReceiveItemIntoCargoClothingConditions — RaG_Core (cond)
CodeLockComponent.CheckCodeRequest — RaG_Core (cond)
CodeLockComponent.OnRPC T2 RaG_Core (cond)
CodeLockComponent.ResetPIN — RaG_Core (cond)
CodeLockComponent.SetLockCode — RaG_Core (cond)
CodeLockComponent.SetLockState — RaG_Core (cond)
CombinationLock.IsLockAttached — RaG_BaseBuilding (cond)
Construction.CanBuildPart — RaG_BaseBuilding (cond)
Construction.CanDismantlePart — RaG_BaseBuilding (cond)
Construction.DestroyPartServer — RaG_BaseBuilding
Construction.DismantlePartServerEx — RaG_BaseBuilding (cond)
Construction.GetConstructionPartsToBuild — RaG_BaseBuilding
Construction.IsCollidingEx — RaG_BaseBuilding (cond)
ContainerWithCargoAndAttachments.UpdateInterval — RaG_Core
CraftFenceKit.CanDo — RaG_BaseBuilding ✂
CraftWatchtowerKit.CanDo — RaG_BaseBuilding ✂
CreditsLoader.GetData — CF ✂
Crowbar.SetActions T2 RaG_BaseBuilding
DayZGame.DeferredInit — CF
DayZGame.OnPostUpdate — RaG_Core
DayZGame.OnUpdate T0 CF
DayZGame.RegisterProfilesOptions — Dabs Framework
DayZGame.SetMissionPath — Dabs Framework
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
Debug.DestroyAllShapes — Dabs Framework ✂
Debug.DrawArrow — Dabs Framework ✂
Debug.DrawBox — Dabs Framework ✂
Debug.DrawBoxEx — Dabs Framework ✂
Debug.DrawCone — Dabs Framework ✂
Debug.DrawCube — Dabs Framework ✂
Debug.DrawCylinder — Dabs Framework ✂
Debug.DrawLine — Dabs Framework ✂
Debug.DrawLines — Dabs Framework ✂
Debug.DrawSphere — Dabs Framework ✂
DigitalCodeLock.AfterStoreLoad T3 RaG_Core
DigitalCodeLock.CanBeLocked — RaG_Core
DigitalCodeLock.CanDetachAttachment — RaG_Core (cond)
DigitalCodeLock.CanDetachCodeLock — RaG_Core (cond)
DigitalCodeLock.CanReleaseAttachment T2 RaG_Core (cond)
DigitalCodeLock.CanSetCode — RaG_Core (cond)
DigitalCodeLock.EEInit T3 RaG_Core
DigitalCodeLock.EEItemAttached T2 RaG_Core
DigitalCodeLock.EEItemDetached T2 RaG_Core
DigitalCodeLock.GetBatteryEnergy — RaG_Core (cond)
DigitalCodeLock.HasBattery — RaG_Core (cond)
DigitalCodeLock.HasEnergy — RaG_Core (cond)
DigitalCodeLock.HasValidParent — RaG_Core (cond)
DigitalCodeLock.IsPlayerOnBackside — RaG_Core (cond)
DigitalCodeLock.NeedBattery — RaG_Core (cond)
DigitalCodeLock.OnRPC T2 RaG_Core (cond)
DigitalCodeLock.OnVariablesSynchronized T2 RaG_Core
DigitalCodeLock.OnWasAttached — RaG_Core
DigitalCodeLock.OnWork — RaG_Core (cond)
DigitalCodeLock.OnWorkStart — RaG_Core
DigitalCodeLock.OnWorkStop — RaG_Core (cond)
DigitalCodeLock.ResetPIN — RaG_Core (cond)
DigitalCodeLock.SetActions T2 RaG_Core
DigitalCodeLock.StartItemSoundServer — RaG_Core (cond)
DigitalCodeLock.UnlockOnServer — RaG_Core
DigitalCodeLockUI.CodeResponse — RaG_Core
DigitalCodeLockUI.ConfirmCode — RaG_Core
DigitalCodeLockUI.KeyPress — RaG_Core (cond)
DigitalCodeLockUI.OnKeyDown — RaG_Core
DigitalCodeLockUI.SetTargetLock — RaG_Core
DigitalCodeLockUI.Update — RaG_Core
Edible_Base.ProcessDecay — RaG_Core
EmoteConstructor.RegisterEmotes — Dabs Framework
EmoteDabbing.EmoteCondition — Dabs Framework (cond)
FishingRod_Base_New.SetActions T2 RaG_BaseItems
GardenLime.SetActions T2 RaG_BaseItems
GesturesMenu.GetGestureItems — Dabs Framework
GesturesMenu.OnMenuRelease — Dabs Framework
HDSN_DestructionManager.GetWallType — RaG_BaseBuilding (cond)
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.AddProjectionRotation — RaG_BaseBuilding (cond)
Hologram.AlignProjectionOnTerrain — RaG_BaseBuilding (cond)
Hologram.GetProjectionName — RaG_Core (cond)
Hologram.GetProjectionRotation — RaG_BaseBuilding ✂
Hologram.IsFloating — RaG_BaseBuilding ✂
Hologram.ProjectionBasedOnParent — RaG_BaseBuilding (cond)
Hologram.RefreshVisual — RaG_Core (cond)
Hologram.SetProjectionPosition — RaG_Core
Hologram.SubtractProjectionRotation — RaG_BaseBuilding (cond)
Hologram.UpdateHologram — RaG_BaseBuilding
ItemBase.CanBeConsumed — RaG_Core
ItemBase.EEHitBy T2 RaG_Core
ItemBase.GetItemSize — Dabs Framework ✂
ItemBase.OnInventoryEnter T2 RaG_Core
ItemBase.OnInventoryExit T2 RaG_Core
ItemBase.OnStoreSave T3 CF
ItemBase.SetActions T2 RaG_Core
KeybindingElement.Reload — CF
Liquid.CanFillContainer — RaG_Core
Liquid.CanTransfer — RaG_Core
Liquid.FillContainer — RaG_Core (cond)
Liquid.GetLiquidConfigProperty — RaG_Core ✂
MagazineStorage.SetActions T2 RaG_BaseItems
MissionBase.CF_IsLoaded — CF ✂
MissionBase.CreateScriptedMenu — SearchInventory
MissionBase.OnInit T3 Dabs Framework
MissionServer.AfterHiveInit — DayZ Editor Loader
MissionServer.InvokeOnDisconnect T3 CF
MissionServer.OnClientNewEvent T3 CF
MissionServer.OnClientPrepareEvent — CF
MissionServer.OnClientReadyEvent T3 CF
MissionServer.OnClientReconnectEvent T3 CF
MissionServer.OnClientRespawnEvent T3 CF
MissionServer.OnEvent — CF
MissionServer.OnMissionLoaded — CF
MissionServer.OnUpdate T0 CF
ModItemRegisterCallbacks.CustomBoneRemapping — CF
ModItemRegisterCallbacks.RegisterArcheryItem — CF
ModItemRegisterCallbacks.RegisterCustom — CF
ModItemRegisterCallbacks.RegisterEmptyHanded — CF
ModItemRegisterCallbacks.RegisterFireArms — CF
ModItemRegisterCallbacks.RegisterLauncher — CF
ModItemRegisterCallbacks.RegisterPistol — CF
ModItemRegisterCallbacks.RegisterRestrained — CF
ModItemRegisterCallbacks.RegisterSurrender — CF
ModLoader.GetMods — CF ✂
ModLoader.LoadMods — CF ✂
ModStructure.GetDebugName — CF
ModStructure.GetModActionURL — CF ✂
ModStructure.GetModLogo — CF ✂
ModStructure.GetModLogoOver — CF ✂
ModStructure.GetModLogoSmall — CF ✂
ModStructure.GetModName — CF ✂
ModStructure.GetModOverview — CF ✂
ModStructure.GetModToltip — CF ✂
MotorbikeScript.OnStoreLoad T3 CF
MotorbikeScript.OnStoreSave T3 CF
NotificationRuntimeData.GetIcon — CF ✂
NotificationRuntimeData.GetTitleText — CF ✂
NotificationUI.AddNotification — CF
NotificationUI.RemoveNotification — CF
NotificationUI.UpdateTargetHeight — CF
PlantMaterial.CanDetachAttachment — RaG_BaseItems (cond)
PlantMaterial.CanPutAsAttachment — RaG_BaseItems ✂
PlayerBase.GetActions — Dabs Framework ✂
PlayerBase.OnRPC T2 RaG_Core
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.SetActions T2 RaG_BaseItems
Pliers.SetActions T2 RaG_Core
PluginDiagMenu.OnRPC T2 Dabs Framework
PluginDiagMenuClient.RegisterModdedDiags — Dabs Framework
PokeHolesBarrel.CanDo — RaG_BaseItems (cond)
PortableGasLamp.EEInit T3 RaG_BaseBuilding
PortableGasLamp.OnSwitchOn — RaG_BaseBuilding
PortableGasLamp.OnWasAttached — RaG_BaseBuilding
PortableGasLamp.OnWasDetached — RaG_BaseBuilding
PortableGasLamp.SetActions T2 RaG_BaseBuilding
PumpkinSeedsPack.SetActions T2 RaG_BaseItems
RainProcurementComponentBase.GetBaseLiquidAmount — RaG_BaseItems (cond)
Screwdriver.SetActions T2 RaG_Core
Shovel.SetActions T2 RaG_BaseItems
Stone.SetActions T2 RaG_BaseBuilding
VicinityItemManager.IsObstructed — RaG_BaseBuilding (cond)
VicinitySlotsContainer.DoubleClick — SearchInventory (cond)
VicinitySlotsContainer.MouseClick — SearchInventory ✂
Weapon_Base.SetActions T2 RaG_Core
WoodenLog.SetActions T2 RaG_BaseItems
WoodenPlank.SetActions T2 RaG_BaseItems
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

19 methods on client-only classes are not shown: a dedicated server never runs them.

Reading this page.

A conflict shows that code is skipped, not that an author made a mistake — overhaul mods replace systems on purpose. Long chains are cheap: one link costs about 25 ns per dispatch. What costs frame time is the work inside each hook, which is why the badges are there. Everything here comes from the mods' code alone; nothing was measured on a server. Methodology.