← modperf

Stack composer

Started from The Refuge Deerisle 6.1 Exp | No Bases | Adventure | 1PP: the 8 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 DeerIsle Official (Experimental - Dev Build) analysis failed
  2. 2 CF
  3. 3 VPPAdminTools
  4. 4 GameLabs
  5. 5 WindstridesClothingPack
  6. 6 The Refuge Deerisle not analyzed
  7. 7 DayZ-Bicycle
  8. 8 Survivor Animations
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One Workshop id or URL per line, in load order. Up to 250 mods.

2 of 8 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 all 6 below.

Mods silencing mods
None

Across 23 server-side methods hooked by two or more mods.

Structural load
0.26% of a frame at 100 players

2.606 ms per second, all 6 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.

PlayerBase.CommandHandler
about 30× per player per second
Survivor Animations then VPPAdminTools RPC send then vanilla
DayZGame.OnUpdate
every server frame
GameLabs then VPPAdminTools then CF then vanilla
MissionServer.OnUpdate
every server frame
Survivor Animations then CF then vanilla
ItemBase.EEItemLocationChanged
every inventory move
DayZ-Bicycle timer then GameLabs then vanilla
PlayerBase.SetActions
per event
Survivor Animations then WindstridesClothingPack then VPPAdminTools then vanilla
DayZGame.OnRPC
per event
VPPAdminTools sometimes stops here then CF sometimes stops here then vanilla

Stall risks#

6 places 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.

VPPAdminTools
PlayerBase.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
VPPAdminTools.pbo::4_World\VPPAdminTools\Entities\PlayerBase.c:401
VPPAdminTools
SurvivorBase.EOnFrame
about 30× per player per second
Per-player, per-frame hook warning
VPPAdminTools.pbo::4_World\VPPAdminTools\Entities\SurvivorBase.c:42
VPPAdminTools
SurvivorBase.EOnPostFrame
about 30× per player per second
Per-player, per-frame hook warning
VPPAdminTools.pbo::4_World\VPPAdminTools\Entities\SurvivorBase.c:61
GameLabs
PlayerBase.OnScheduledTick
about 30× per player per second
Per-player, per-frame hook warning
000_Scripts.pbo::4_World\4_Hooking\*жкндлѐњ.c:213
Survivor Animations
PlayerBase.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
SurvivorAnims.pbo::Scripts\4_World\PlayerBase.c:115
DayZ-Bicycle
ItemBase.EEItemLocationChanged
every inventory move
Timer created inside a hot hook heuristic
Bicycle.pbo::scripts\4_World\entities\core\ItemBase.c:4

Everything else#

All 23 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 → VPPAdminTools → WindstridesClothingPack → DayZ-Bicycle → Survivor Animations
DayZGame.DeferredInit — vanilla → CF → VPPAdminTools → GameLabs
DayZGame.OnUpdate T0 vanilla → CF → VPPAdminTools → GameLabs
MissionServer.OnEvent — vanilla → CF → VPPAdminTools → GameLabs
MissionServer.OnInit T3 vanilla → CF → VPPAdminTools → GameLabs
MissionServer.OnMissionStart T3 vanilla → CF → VPPAdminTools → GameLabs
MissionServer.PlayerDisconnected T3 vanilla → CF → VPPAdminTools → GameLabs
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → GameLabs → WindstridesClothingPack
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → WindstridesClothingPack → DayZ-Bicycle
PlayerBase.SetActions T2 vanilla → VPPAdminTools → WindstridesClothingPack → Survivor Animations
DayZGame.OnRPC T2 vanilla → CF (cond) → VPPAdminTools (cond)
DayZPlayerImplement.ModCommandHandlerInside — vanilla → VPPAdminTools → DayZ-Bicycle
ItemBase.EEItemLocationChanged T2 vanilla → GameLabs → DayZ-Bicycle
MissionServer.InvokeOnConnect T3 vanilla → CF → GameLabs
MissionServer.OnMissionFinish T3 vanilla → CF → VPPAdminTools
MissionServer.OnUpdate T0 vanilla → CF → Survivor Animations
ModItemRegisterCallbacks.RegisterFireArms — vanilla → CF → GameLabs
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → DayZ-Bicycle
PlayerBase.CanBeTargetedByAI — vanilla → VPPAdminTools (cond) → DayZ-Bicycle (cond)
PlayerBase.CommandHandler T1 vanilla → VPPAdminTools → Survivor Animations
PlayerBase.EEKilled T3 vanilla → VPPAdminTools → GameLabs
PlayerBase.Init — vanilla → VPPAdminTools → Survivor Animations
Weapon_Base.EEFired — vanilla → VPPAdminTools → GameLabs
223 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
ActionActivateTrap.OnFinishProgressServer — VPPAdminTools
ActionAttachToConstruction.OnExecuteServer — GameLabs
ActionBandageSelf.OnEndServer — GameLabs
ActionBandageTarget.OnEndServer — GameLabs
ActionCarHornLong.ActionCondition T2 DayZ-Bicycle (cond)
ActionCarHornShort.ActionCondition T2 DayZ-Bicycle (cond)
ActionCombinationLockUnlock.ActionCondition T2 DayZ-Bicycle
ActionDialCombinationLockOnTarget.ActionCondition T2 DayZ-Bicycle
ActionDrink.OnEndServer — GameLabs
ActionDrink.OnStartServer — GameLabs
ActionDrinkPondContinuous.OnEndServer — GameLabs
ActionDrinkWellContinuous.OnEndServer — GameLabs
ActionEatBig.OnEndServer — GameLabs
ActionEatBig.OnStartServer — GameLabs
ActionGetInTransport.ActionCondition T2 DayZ-Bicycle (cond)
ActionNextCombinationLockDialOnTarget.ActionCondition T2 DayZ-Bicycle
ActionPin.OnEndServer — GameLabs
ActionPin.OnStartServer — VPPAdminTools
ActionPushCar.ActionCondition T2 DayZ-Bicycle (cond)
ActionSkinning.OnFinishProgressServer — WindstridesClothingPack
ActionStartEngine.ActionCondition T2 DayZ-Bicycle (cond)
ActionStopEngine.ActionCondition T2 DayZ-Bicycle (cond)
ActionUnpin.OnStartServer — VPPAdminTools
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnalyticsManagerServer.OnEntityKilled — GameLabs
AnimalBase.EEHitBy T2 GameLabs
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AnimalBase.RegisterTransportHit — DayZ-Bicycle (cond)
AreaExposureMdfr.Activate — VPPAdminTools (cond)
AreaExposureMdfr.OnActivate — VPPAdminTools (cond)
BUISOptic.CanPutAsAttachment — GameLabs (cond)
BaseBuildingBase.EEDelete T3 GameLabs
BaseBuildingBase.EEHitBy T2 GameLabs
BaseBuildingBase.EEOnAfterLoad T3 GameLabs
BaseBuildingBase.GL_Delete — GameLabs ✂
BaseBuildingBase.GL_GatherPersistentID — GameLabs ✂
BaseBuildingBase.GL_Load — GameLabs ✂
BaseBuildingBase.GL_Save — GameLabs ✂
BoatScript.EEHitBy T2 GameLabs
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CarScript.EEHitBy T2 GameLabs
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
ChernarusPlusData.WeatherOnBeforeChange — VPPAdminTools
CombinationLock.AfterStoreLoad T3 DayZ-Bicycle
CombinationLock.EEDelete T3 GameLabs
CombinationLock.EEOnAfterLoad T3 GameLabs
CombinationLock.GL_Delete — GameLabs ✂
CombinationLock.GL_GatherPersistentID — GameLabs ✂
CombinationLock.GL_Load — GameLabs ✂
CombinationLock.GL_Save — GameLabs ✂
CombinationLock.IsLockAttached — DayZ-Bicycle (cond)
CombinationLock.IsLockedOnParent — DayZ-Bicycle (cond)
CombinationLock.LockServer — GameLabs
CombinationLock.OnItemLocationChanged T2 DayZ-Bicycle
CombinationLock.SetActions T2 DayZ-Bicycle
CombinationLock.UnlockOnServer — GameLabs
ContaminatedArea_Dynamic.EEDelete T3 GameLabs
ContaminatedArea_Dynamic.EEInit T3 GameLabs
ContaminatedTrigger.OnEnterServerEvent — VPPAdminTools (cond)
CreditsLoader.GetData — CF ✂
DayZGame.ConnectLaunch — GameLabs (cond)
DayZGame.OnEvent — CF
DayZGame.OnInitialize — VPPAdminTools (cond)
DayZGame.OnKeyPress — VPPAdminTools
DayZGame.OnKeyRelease — VPPAdminTools
DayZGame.TryConnect — GameLabs (cond)
DayZPlayerImplement.CameraHandler — VPPAdminTools (cond)
DayZPlayerImplement.ModCommandHandlerBefore — VPPAdminTools
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerImplementSwimming.HandleSwimming — DayZ-Bicycle
DigitalCodeLock.EEDelete T3 GameLabs
DigitalCodeLock.EEOnAfterLoad T3 GameLabs
DigitalCodeLock.GL_Delete — GameLabs ✂
DigitalCodeLock.GL_GatherPersistentID — GameLabs ✂
DigitalCodeLock.GL_Load — GameLabs ✂
DigitalCodeLock.GL_Save — GameLabs ✂
DigitalCodeLock.OnWorkStop — GameLabs
DigitalCodeLock.ResetPIN — GameLabs
DigitalCodeLock.SetLockState — GameLabs
DigitalCodeLock.UnlockOnServer — GameLabs
DrowningMdfr.ActivateCondition — VPPAdminTools (cond)
DrowningMdfr.DeactivateCondition — VPPAdminTools (cond)
DrowningMdfr.OnTick — VPPAdminTools (cond)
EmoteCB.OnAnimationEvent — Survivor Animations (cond)
EmoteConstructor.RegisterEmotes — Survivor Animations
EmoteManager.CanPlayEmote — DayZ-Bicycle ✂
EmoteManager.CreateEmoteCallback — Survivor Animations
EmoteManager.PlayEmote — Survivor Animations (cond)
EnochData.WeatherOnBeforeChange — VPPAdminTools
Environment.DetermineHeatcomfortBehavior — DayZ-Bicycle (cond)
Environment.GetEnvironmentTemperature — DayZ-Bicycle (cond)
Environment.IsInsideVehicle — DayZ-Bicycle ✂
ExpansionGlobalChatModule.AddChatMessage_Server — GameLabs
FenceKit.OnPlacementComplete — GameLabs
GesturesMenu.GetGestureItems — Survivor Animations
GesturesMenu.OnMenuRelease — Survivor Animations
Grenade_Base.EEHitBy T2 VPPAdminTools
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.EvaluateCollision — DayZ-Bicycle (cond)
HungerMdfr.OnTick — DayZ-Bicycle ✂
ItemBase.EEOnAfterLoad T3 GameLabs
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
KeybindingElement.Reload — CF
LandMineTrap.EEHitBy T2 VPPAdminTools
Land_ContainerLocked_Blue_DE.EEDelete T3 GameLabs
Land_ContainerLocked_Blue_DE.EEInit T3 GameLabs
Land_ContainerLocked_Orange_DE.EEDelete T3 GameLabs
Land_ContainerLocked_Orange_DE.EEInit T3 GameLabs
Land_ContainerLocked_Red_DE.EEDelete T3 GameLabs
Land_ContainerLocked_Red_DE.EEInit T3 GameLabs
Land_ContainerLocked_Yellow_DE.EEDelete T3 GameLabs
Land_ContainerLocked_Yellow_DE.EEInit T3 GameLabs
Land_Mil_ContainerHabitat_Armory_Locked_Green_DE.EEDelete T3 GameLabs
Land_Mil_ContainerHabitat_Armory_Locked_Green_DE.EEInit T3 GameLabs
M4_CarryHandleOptic.CanPutAsAttachment — GameLabs (cond)
Magnum_Base.InitStateMachine — Survivor Animations ✂
Magnum_Base.SetActions T2 Survivor Animations
MaskBase.CanPutAsAttachment — WindstridesClothingPack
MissionBase.CF_IsLoaded — CF ✂
MissionBase.CreateScriptedMenu — VPPAdminTools
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.OnGameplayDataHandlerLoad — GameLabs
MissionServer.OnMissionLoaded — CF
ModItemRegisterCallbacks.CustomBoneRemapping — CF
ModItemRegisterCallbacks.RegisterArcheryItem — CF
ModItemRegisterCallbacks.RegisterCustom — CF
ModItemRegisterCallbacks.RegisterEmptyHanded — 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.EEHitBy T2 GameLabs
MotorbikeScript.OnStoreLoad T3 CF
MotorbikeScript.OnStoreSave T3 CF
NotificationRuntimeData.GetIcon — CF ✂
NotificationRuntimeData.GetTitleText — CF ✂
NotificationUI.AddNotification — CF
NotificationUI.RemoveNotification — CF
NotificationUI.UpdateTargetHeight — CF
OptionsMenuGame.Apply — VPPAdminTools
OptionsMenuGame.IsChanged — VPPAdminTools (cond)
OptionsMenuGame.Revert — VPPAdminTools
OptionsMenuGame.SetOptions — VPPAdminTools
Pistol_Base.GetInventoryHandAnimation — WindstridesClothingPack (cond)
PlayerBase.EEHitBy T2 GameLabs
PlayerBase.EEItemAttached T2 WindstridesClothingPack
PlayerBase.EEItemDetached T2 WindstridesClothingPack
PlayerBase.ModCommandHandlerAfter — Survivor Animations
PlayerBase.OnConnect — VPPAdminTools
PlayerBase.OnDrawOptics2D — VPPAdminTools (cond)
PlayerBase.OnParticleEvent — Survivor Animations
PlayerBase.OnRPC T2 VPPAdminTools
PlayerBase.OnScheduledTick T1 GameLabs
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnVariablesSynchronized T2 VPPAdminTools
PlayerBase.OnVehicleSeatDriverEnter — DayZ-Bicycle
PlayerBase.OnVehicleSeatDriverLeft — DayZ-Bicycle
PlayerBase.OnVehicleSwitchSeat — GameLabs
PlayerBase.RegisterTransportHit — DayZ-Bicycle (cond)
PluginAdminLog.OnContinouousAction — GameLabs
PluginAdminLog.OnPlacementComplete — GameLabs
PluginAdminLog.PlayerHitBy — VPPAdminTools (cond)
PluginAdminLog.PlayerKilled — VPPAdminTools (cond)
PluginManager.Init — VPPAdminTools
PluginRecipesManagerBase.RegisterRecipies — WindstridesClothingPack
ScientificBriefcase.EEDelete T3 GameLabs
ScientificBriefcase.EEInit T3 GameLabs
ScientificBriefcase.Open — GameLabs
StaticObj_Wreck_Chinook.EEDelete T3 GameLabs
StaticObj_Wreck_Chinook.EEInit T3 GameLabs
StaticObj_Wreck_Mi24_TK.EEDelete T3 GameLabs
StaticObj_Wreck_Mi24_TK.EEInit T3 GameLabs
SurvivorBase.CanJump — VPPAdminTools
SurvivorBase.EOnFrame T1 VPPAdminTools ✂
SurvivorBase.EOnPostFrame T1 VPPAdminTools
TerritoryFlagKit.OnPlacementComplete — GameLabs
ThirstMdfr.OnTick — DayZ-Bicycle ✂
TransferValues.SendValue — VPPAdminTools
TrapBase.OnPlacementComplete — VPPAdminTools
VPPAdminHud.DefineButtons — VPPAdminTools
VPPContextActionManager.RegisterActions — VPPAdminTools
VPPContextActionManager.RegisterProviders — VPPAdminTools
WatchtowerKit.OnPlacementComplete — GameLabs
Wreck_Mi8.EEDelete T3 GameLabs
Wreck_Mi8.EEInit T3 GameLabs
Wreck_Mi8_Crashed.EEDelete T3 GameLabs
Wreck_Mi8_Crashed.EEInit T3 GameLabs
Wreck_SantasSleigh.EEDelete T3 GameLabs
Wreck_SantasSleigh.EEInit T3 GameLabs
Wreck_UH1Y.EEDelete T3 GameLabs
Wreck_UH1Y.EEInit T3 GameLabs
Wrench.SetActions T2 DayZ-Bicycle
ZombieBase.EEHitBy T2 GameLabs
ZombieBase.FightAttackLogic — DayZ-Bicycle (cond)
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF
ZombieBase.RegisterTransportHit — DayZ-Bicycle (cond)

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.