← modperf

Stack composer

Started from [RU] HOTLINE PVP|MOD|x5Loot|Trader|Bank|Events|KOTH|Heli+|Car+: the 4 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 HotlineMOD not analyzed
  3. 3 Admirals Parachute Mod
  4. 4 CarCover
Edit as text

One Workshop id or URL per line, in load order. Up to 250 mods.

1 of 4 mods not analyzed yet — left out of the composition below. Open a mod's page to request its analysis.
Stall risks

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. See it below.

Mods silencing mods
None

Across 4 server-side methods hooked by two or more mods.

Structural load
0.02% of a frame at 100 players

0.206 ms per second, all 3 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.

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.

DayZGame.OnUpdate
every server frame
Admirals Parachute Mod then CF then vanilla

Stall risks#

1 place where one mod's code can hold up a frame by itself, whatever the load figure says. Each is a pattern found in the code, not a measurement: how much it costs depends on what the hook does inside. Most severe first, then in load order.

Admirals Parachute Mod
PlayerBase.OnScheduledTick
about 30× per player per second
Per-player, per-frame hook warning
AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:432

Everything else#

All 4 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)
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → Admirals Parachute Mod → CarCover
ActionConstructor.RegisterActions — vanilla → Admirals Parachute Mod → CarCover
DayZGame.OnUpdate T0 vanilla → CF → Admirals Parachute Mod
MissionServer.OnInit T3 vanilla → CF → Admirals Parachute Mod
93 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
ActionDropItem.ActionCondition T2 Admirals Parachute Mod (cond)
ActionManagerBase.ActionPossibilityCheck — Admirals Parachute Mod (cond)
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CamoNet.SetActions T2 CarCover
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
CreditsLoader.GetData — CF ✂
DayZGame.DeferredInit — CF
DayZGame.OnEvent — CF
DayZGame.OnRPC T2 CF (cond)
DayZPlayerCamera3rdPersonErc.OnUpdate T0 Admirals Parachute Mod
DayZPlayerImplement.ModCommandHandlerInside — Admirals Parachute Mod
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerImplementFallDamage.HandleFallDamage — Admirals Parachute Mod (cond)
DayZPlayerImplementJumpClimb.Jump — Admirals Parachute Mod (cond)
EmoteManager.CanPlayEmote — Admirals Parachute Mod
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
KeybindingElement.Reload — CF
MissionBase.CF_IsLoaded — CF ✂
MissionServer.InvokeOnConnect T3 CF
MissionServer.InvokeOnDisconnect T3 CF
MissionServer.OnClientDisconnectedEvent 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.OnMissionFinish T3 CF
MissionServer.OnMissionLoaded — CF
MissionServer.OnMissionStart T3 CF
MissionServer.OnUpdate T0 CF
MissionServer.PlayerDisconnected T3 CF
ModItemRegisterCallbacks.CustomBoneRemapping — CF
ModItemRegisterCallbacks.RegisterArcheryItem — CF
ModItemRegisterCallbacks.RegisterCustom — CF
ModItemRegisterCallbacks.RegisterEmptyHanded — CF
ModItemRegisterCallbacks.RegisterFireArms — CF
ModItemRegisterCallbacks.RegisterHeavy — CF
ModItemRegisterCallbacks.RegisterLauncher — CF
ModItemRegisterCallbacks.RegisterOneHanded — 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
PlayerBase.CanManipulateInventory — Admirals Parachute Mod (cond)
PlayerBase.CanReceiveItemIntoCargo T2 Admirals Parachute Mod (cond)
PlayerBase.CanReceiveItemIntoHands T2 Admirals Parachute Mod (cond)
PlayerBase.CanReleaseCargo — Admirals Parachute Mod (cond)
PlayerBase.CanReleaseFromHands — Admirals Parachute Mod (cond)
PlayerBase.EEItemAttached T2 Admirals Parachute Mod
PlayerBase.EEItemDetached T2 Admirals Parachute Mod
PlayerBase.EEKilled T3 Admirals Parachute Mod
PlayerBase.Init — Admirals Parachute Mod
PlayerBase.IsAlreadyInFallingCommand — Admirals Parachute Mod
PlayerBase.IsFalling — Admirals Parachute Mod (cond)
PlayerBase.IsLanded — Admirals Parachute Mod (cond)
PlayerBase.OnPlayerLoaded — Admirals Parachute Mod
PlayerBase.OnScheduledTick T1 Admirals Parachute Mod
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnUnconsciousStart — Admirals Parachute Mod
PlayerBase.OnVariablesSynchronized T2 Admirals Parachute Mod
PluginRecipesManagerBase.RegisterRecipies — Admirals Parachute Mod
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

12 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.