← modperf

Stack composer

Started from Experimental: the 24 mods it publishes to the Steam server browser (as of 2026-10-22), 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 VAZ-2126 not analyzed
  3. 3 gebsfish
  4. 4 Ambient Animals Pack
  5. 5 SobrMods Ammo Pack not analyzed
  6. 6 DAG_ZombiSkinning not analyzed
  7. 7 AJs Creatures V2 not analyzed
  8. 8 AutoCarFlip
  9. 9 Dynamic Scavenging not analyzed
  10. 10 Zenarchist's Core Mod not analyzed
  11. 11 CashRobbery not analyzed
  12. 12 Dabs Framework
  13. 13 BuilderItems
  14. 14 DayZ Editor Loader
  15. 15 RUSForma
  16. 16 NoVehicleDamage
  17. 17 SpawnerBubaku
  18. 18 Infected Horde Audio Limiter not analyzed
  19. 19 RUSForma_Motorcycles
  20. 20 The Glob (Mutant) not analyzed
  21. 21 AgricultureCore
  22. 22 CannabisPlus
  23. 23 SFP
  24. 24 Traveler_Experimental not analyzed
Edit as text

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

10 of 24 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 4 below.

Mods silencing mods
None

Across 26 server-side methods hooked by two or more mods. 1 more on client-only UI classes, listed separately.

Structural load
0.30% of a frame at 100 players

3.023 ms per second, all 14 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.

DayZGame.OnRPC
per event
Dabs Framework then CF sometimes stops here then vanilla
PlayerBase.EEHitBy
per event
SFP then Ambient Animals Pack then vanilla

Stall risks#

4 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.

SFP
PlayerBase.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
SFP4.pbo::scripts\4_World\ShumMutant\PlayerBase_ShumMutant.c:229
SFP
PlayerBase.OnScheduledTick
about 30× per player per second
Per-player, per-frame hook warning
SFP4.pbo::scripts\4_World\Krovososok\Player\SFP_KrovososClientController.c:222
SFP
PlayerBase.OnScheduledTick
about 30× per player per second
Per-player, per-frame hook warning
SFP4.pbo::scripts\4_World\SFP_EXO_MARK5\SFP_ExoMark5_PlayerBase.c:1753
SFP
PlayerBase.OnRPC
per event
Timer created inside a hot hook heuristic
SFP4.pbo::scripts\4_World\ShumMutant\PlayerBase_ShumMutant.c:315

Everything else#

All 26 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 → gebsfish → AutoCarFlip → Dabs Framework → AgricultureCore → CannabisPlus → SFP
MissionServer.OnInit T3 vanilla → CF → gebsfish → AgricultureCore → CannabisPlus → SFP
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → gebsfish → Ambient Animals Pack → CannabisPlus → SFP
MissionServer.OnMissionStart T3 vanilla → CF → AutoCarFlip → Dabs Framework → DayZ Editor Loader
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → RUSForma_Motorcycles → AgricultureCore → CannabisPlus
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → gebsfish → SFP
PlayerBase.EEKilled T3 vanilla → AgricultureCore → CannabisPlus → SFP
PlayerBase.Init — vanilla → AutoCarFlip → AgricultureCore → SFP
PluginManager.Init — vanilla → Dabs Framework → SpawnerBubaku → SFP
PluginRecipesManager.RegisterRecipies — vanilla → gebsfish → AgricultureCore → CannabisPlus
ChernarusPlusData.InitYieldBank — vanilla → gebsfish ✂ → Ambient Animals Pack
DayZGame.DeferredInit — vanilla → CF → gebsfish
DayZGame.OnEvent — vanilla → CF → Dabs Framework
DayZGame.OnRPC T2 vanilla → CF (cond) → Dabs Framework
EnochData.InitYieldBank — vanilla → gebsfish ✂ → Ambient Animals Pack
Hologram.EvaluateCollision — vanilla → gebsfish → Ambient Animals Pack (cond)
MissionBase.OnInit T3 vanilla → gebsfish → Dabs Framework
MissionServer.InvokeOnConnect T3 vanilla → CF → Dabs Framework
MissionServer.OnClientDisconnectedEvent T3 vanilla → CF → Dabs Framework
MissionServer.OnClientPrepareEvent — vanilla → CF → gebsfish
MissionServer.OnClientReadyEvent T3 vanilla → CF → SFP
MissionServer.OnMissionFinish T3 vanilla → CF → SFP
MissionServer.PlayerDisconnected T3 vanilla → CF → Dabs Framework
PlantBase.Init — vanilla → AgricultureCore (cond) → CannabisPlus
PlayerBase.EEHitBy T2 vanilla → Ambient Animals Pack → SFP
SakhalData.InitYieldBank — vanilla → gebsfish ✂ → Ambient Animals Pack
225 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
ActionDeployObject.OnEndServer — CannabisPlus (cond)
ActionDigWorms.OnFinishProgressServer — gebsfish ✂
ActionFishingNew.ComposeLocalContextData — gebsfish
ActionFishingNew.HandleReciveData — gebsfish
ActionFishingNew.OnEnd — gebsfish
ActionFishingNew.ReadFromContext — gebsfish
ActionFishingNew.SetupAction — gebsfish (cond)
ActionFishingNew.TrySpawnCatch — gebsfish
ActionFishingNew.WriteToContext — gebsfish
ActionGetInTransport.ActionCondition T2 gebsfish (cond)
ActionGetInTransport.OnEndServer — AutoCarFlip
ActionHarvestCrops.OnExecuteClient — AgricultureCore (cond)
ActionHarvestCrops.OnExecuteServer — AgricultureCore (cond)
ActionPlaceObject.ActionCondition T2 CannabisPlus (cond)
ActionPushBoat.ActionCondition T2 gebsfish (cond)
ActionPushCar.OnEndServer — gebsfish
ActionRestrainTarget.ActionCondition T2 SFP (cond)
ActionRestrainTarget.ActionConditionContinue — SFP (cond)
ActionRestrainTarget.OnFinishProgressServer — SFP (cond)
ActionRestrainTarget.OnStartServer — SFP (cond)
ActionSkinning.ActionCondition T2 SFP (cond)
ActionSkinning.ActionConditionContinue — SFP (cond)
ActionSkinning.OnFinishProgressServer — SFP (cond)
ActionTogglePlaceObject.ActionCondition T2 CannabisPlus (cond)
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnimalBase.EEHitBy T2 SFP
AnimalBase.EEInit T3 SFP
AnimalBase.EOnInit T3 SFP
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
Animal_CanisLupus.EEKilled T3 SFP
BleedingSourcesManagerServer.ProcessHit — SFP (cond)
BoatScript.GetActions — gebsfish
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BoatScript.SetActions T2 gebsfish
Bottle_Base.SetActions T2 SFP
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CAContinuousCraft.Setup — gebsfish
CAContinuousFertilizeGardenSlot.Setup — AgricultureCore
CAContinuousRepeatFishing.SetNewSignalData — gebsfish
CarScript.OnContact — NoVehicleDamage ✂
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
CarScript.SetActions T2 gebsfish
CatchYieldBank.GetYieldItemByIdx — gebsfish (cond)
CatchYieldBank.Init — gebsfish
CatchYieldBank.RegisterYieldItem — gebsfish (cond)
CatchingContextBase.SpawnAndSetupCatch — gebsfish ✂
CatchingContextFishingRodAction.GenerateResult — gebsfish ✂
CatchingContextFishingRodAction.Init — gebsfish
CatchingContextFishingRodAction.InitCatchingItemData — gebsfish
CatchingContextFishingRodAction.ModifySignalProbability — gebsfish ✂
CatchingContextFishingRodAction.OnAfterSpawnSignalHit — gebsfish ✂
CatchingContextFishingRodAction.OnBeforeSpawnSignalHit — gebsfish ✂
CatchingContextFishingRodAction.OnSignalMiss — gebsfish ✂
CatchingContextFishingRodAction.OnSignalPass — gebsfish ✂
CatchingContextFishingRodAction.RandomizeSignalDuration — gebsfish ✂
CatchingContextFishingRodAction.RandomizeSignalStartTime — gebsfish ✂
CatchingContextFishingRodAction.RemoveItemSafe — gebsfish ✂
CatchingContextFishingRodAction.TryDamageItems — gebsfish ✂
CatchingContextFishingRodAction.TryHookLoss — gebsfish ✂
CreditsLoader.GetData — CF ✂
DayZAnimalCommandDeathModdable.PreAnimUpdate — Ambient Animals Pack (cond)
DayZAnimalCommandLookAtModdable.PreAnimUpdate — Ambient Animals Pack
DayZAnimalCommandMoveModdable.PreAnimUpdate — Ambient Animals Pack
DayZGame.CreateDefaultPlayer — SFP ✂
DayZGame.CreateRandomPlayer — SFP ✂
DayZGame.ListAvailableCharacters — SFP
DayZGame.OnUpdate T0 CF
DayZGame.RegisterProfilesOptions — Dabs Framework
DayZGame.SetMissionPath — Dabs Framework
DayZPlayerImplement.OnStepEvent — gebsfish
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerImplement.PlaySound — gebsfish (cond)
DayZPlayerImplementFallDamage.HandleFallDamage — SFP (cond)
DeadfallData.InitYieldBank — gebsfish ✂
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 ✂
DeerisleData.InitYieldBank — gebsfish ✂
Edible_Base.EEDelete T3 gebsfish
Edible_Base.EEInit T3 gebsfish
Edible_Base.EEItemLocationChanged T2 gebsfish
Edible_Base.OnVariablesSynchronized T2 gebsfish
Edible_Base.ProcessDecay — gebsfish
EmoteConstructor.RegisterEmotes — Dabs Framework
EmoteDabbing.EmoteCondition — Dabs Framework (cond)
FishYieldItemBase.GetCycleTimeForYieldItem — gebsfish ✂
GesturesMenu.GetGestureItems — Dabs Framework
GesturesMenu.OnMenuRelease — Dabs Framework
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.HeightPlacementCheck — gebsfish (cond)
Hologram.IsBaseViable — gebsfish (cond)
Hologram.IsClippingRoof — gebsfish (cond)
Hologram.IsCollidingBBox — gebsfish
Hologram.IsCollidingGeometryProxy — gebsfish
Hologram.SetHologramPosition — gebsfish
Hologram.UpdateHologram — gebsfish (cond)
ItemBase.EOnContact — SFP
ItemBase.GetItemSize — Dabs Framework ✂
ItemBase.InitItemSounds — SFP
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
KeybindingElement.Reload — CF
LuxData.InitYieldBank — gebsfish ✂
MissionBase.CF_IsLoaded — CF ✂
MissionBase.CreateScriptedMenu — SFP (cond)
MissionBase.InitWorldYieldDataDefaults — gebsfish ✂
MissionBase.UpdateDummyScheduler — SFP
MissionServer.AfterHiveInit — DayZ Editor Loader
MissionServer.CreateCharacter T3 SFP
MissionServer.InvokeOnDisconnect T3 CF
MissionServer.OnClientNewEvent T3 CF
MissionServer.OnClientReconnectEvent T3 CF
MissionServer.OnClientRespawnEvent T3 CF
MissionServer.OnEvent — CF
MissionServer.OnGameplayDataHandlerLoad — gebsfish
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 ✂
ModifiersManager.Init — SFP
MotorbikeScript.OnStoreLoad T3 CF
MotorbikeScript.OnStoreSave T3 CF
NamalskData.InitYieldBank — gebsfish ✂
NavalPlusData.InitYieldBank — gebsfish ✂
NotificationRuntimeData.GetIcon — CF ✂
NotificationRuntimeData.GetTitleText — CF ✂
NotificationUI.AddNotification — CF
NotificationUI.RemoveNotification — CF
NotificationUI.UpdateTargetHeight — CF
PPERequesterRegistrations.RegisterAdditionalRequesters — SFP
PlantBase.Harvest — AgricultureCore (cond)
PlantBase.OnItemHarvested — CannabisPlus ✂
PlantBase.OnStoreLoad T3 AgricultureCore
PlantBase.OnStoreSave T3 AgricultureCore
PlantBase.RemovePlantEx — AgricultureCore ✂
PlayerBase.AC_HasAnyPPEActive — CannabisPlus
PlayerBase.CanBeTargetedByAI — SFP (cond)
PlayerBase.CanConsumeStamina — SFP (cond)
PlayerBase.CanJump — SFP
PlayerBase.CanSprint — SFP (cond)
PlayerBase.CommandHandler T1 SFP
PlayerBase.DepleteStamina — SFP (cond)
PlayerBase.DepleteStaminaEx — SFP (cond)
PlayerBase.EEDelete T3 SFP
PlayerBase.GetActions — Dabs Framework ✂
PlayerBase.GetWeightSpecialized — SFP
PlayerBase.ModCommandHandlerAfter — SFP
PlayerBase.OnCommandHandlerTick — SFP
PlayerBase.OnJumpStart — SFP
PlayerBase.OnPlayerLoaded — AgricultureCore
PlayerBase.OnRPC T2 SFP (cond)
PlayerBase.OnScheduledTick T1 SFP
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStepEvent — SFP
PlayerBase.OnStoreLoad T3 SFP
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnStoreSave T3 SFP
PlayerBase.OnVariablesSynchronized T2 SFP
PlayerBase.ProcessFeetDamageServer — SFP (cond)
PlayerBase.SetActions T2 gebsfish
PluginDiagMenu.OnRPC T2 Dabs Framework
PluginDiagMenuClient.RegisterModdedDiags — Dabs Framework
PluginRecipesManagerBase.RegisterRecipies — Ambient Animals Pack
PrepareCarp.Init — gebsfish
PrepareFish.CanDo — gebsfish (cond)
PrepareFish.Do — gebsfish (cond)
PrepareFish.Init — gebsfish
PrepareFish.SpawnItems — gebsfish
PrepareMackerel.Init — gebsfish
PrepareSteelheadTrout.Init — gebsfish
PrepareWalleyePollock.Init — gebsfish
RepairEpoxy.Init — gebsfish
RepairWithTape.Init — gebsfish
SeedPackBase.EmptySeedPack — CannabisPlus (cond)
Spear.SetActions T2 gebsfish
StaminaHandler.Init — SFP
StaminaHandler.RecalculateStaminaCap — SFP
StaminaHandler.SetDepletionMultiplier — SFP
StaminaHandler.SetRecoveryMultiplier — SFP
StaminaHandler.StaminaProcessor_Move — SFP
StaminaHandler.Update — SFP
TrapSpawnBase.PlayCatchNoise — gebsfish (cond)
TrapSpawnBase.PlayCatchParticleSynced — gebsfish (cond)
TrapSpawnBase.PlayCatchSound — gebsfish (cond)
Worm.OnCEIterate — gebsfish
YieldItemBase.Init — gebsfish
YieldItemJunk.OnEntityYieldSpawned — gebsfish ✂
ZombieBase.EEDelete T3 SFP
ZombieBase.EEHitBy T2 SFP
ZombieBase.EEKilled T3 SpawnerBubaku
ZombieBase.OnRPC T2 SFP
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF
banovData.InitYieldBank — gebsfish ✂

23 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.