← modperf

Stack composer

Started from GoatYard.eu | Cherno | 1PP PVP | 6-man | Events/Quests | No tra: the 25 mods it publishes to the Steam server browser (as of 2026-10-21), 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 DayZ Editor Loader
  4. 4 BuilderItems
  5. 5 TerrainIslands
  6. 6 Notifications
  7. 7 CJ187-ToxicZoneAlarm
  8. 8 MZ KOTH
  9. 9 Custom Keycards
  10. 10 Advanced Weapon Scopes
  11. 11 WindstridesClothingPack
  12. 12 Asmond Vanilla Weapons not analyzed
  13. 13 Asmond Vanilla Clothing not analyzed
  14. 14 Dynamic Event Framework not analyzed
  15. 15 RaG_Core
  16. 16 RaG_BaseItems
  17. 17 GutZombies not analyzed
  18. 18 GOATYARD not analyzed
  19. 19 Dogtags
  20. 20 THYER5 Hunting Ghillies N Suppressors
  21. 21 IAT_FacePaints
  22. 22 GOATYARDWEAPONS not analyzed
  23. 23 GOATYARDVEHICLES not analyzed
  24. 24 FlipTransport
  25. 25 BS KeyRoom
Edit as text

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

7 of 25 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 26 server-side methods hooked by two or more mods. 1 more on client-only UI classes, listed separately.

Structural load
0.07% of a frame at 100 players

0.741 ms per second, all 18 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.

PlayerBase.SetActions
per event
BS KeyRoom then RaG_BaseItems then WindstridesClothingPack then Advanced Weapon Scopes then Custom Keycards then vanilla
DayZGame.OnRPC
per event
FlipTransport then Custom Keycards sometimes stops here then Dabs Framework then CF sometimes stops here then vanilla
ActionCloseDoors.ActionCondition
per event
BS KeyRoom then Custom Keycards sometimes stops here then vanilla
ActionOpenDoors.ActionCondition
per event
BS KeyRoom then Custom Keycards sometimes stops here then vanilla
Hammer.SetActions
per event
RaG_BaseItems then RaG_Core then vanilla
PlayerBase.OnRPC
per event
IAT_FacePaints then RaG_Core then vanilla

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 → Dabs Framework → Custom Keycards → Advanced Weapon Scopes → WindstridesClothingPack → RaG_Core → RaG_BaseItems → IAT_FacePaints → FlipTransport → BS KeyRoom
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → Custom Keycards → Advanced Weapon Scopes → WindstridesClothingPack → RaG_BaseItems → Dogtags → IAT_FacePaints → BS KeyRoom
MissionServer.OnInit T3 vanilla → CF → Notifications → MZ KOTH → RaG_BaseItems → FlipTransport → BS KeyRoom
MissionServer.InvokeOnConnect T3 vanilla → CF → Dabs Framework → RaG_Core → Dogtags → BS KeyRoom
PlayerBase.SetActions T2 vanilla → Custom Keycards → Advanced Weapon Scopes → WindstridesClothingPack → RaG_BaseItems → BS KeyRoom
DayZGame.OnRPC T2 vanilla → CF (cond) → Dabs Framework → Custom Keycards (cond) → FlipTransport
MissionServer.OnMissionStart T3 vanilla → CF → Dabs Framework → DayZ Editor Loader → Custom Keycards
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → WindstridesClothingPack → RaG_BaseItems → FlipTransport
MissionServer.PlayerDisconnected T3 vanilla → CF → Dabs Framework → RaG_Core
PluginRecipesManagerBase.RegisterRecipies — vanilla → Advanced Weapon Scopes → WindstridesClothingPack → THYER5 Hunting Ghillies N Suppressors
ActionCloseDoors.ActionCondition T2 vanilla → Custom Keycards (cond) → BS KeyRoom
ActionLockDoors.OnFinishProgressServer — vanilla → RaG_Core → BS KeyRoom (cond)
ActionOpenDoors.ActionCondition T2 vanilla → Custom Keycards (cond) → BS KeyRoom
ActionUnlockDoors.OnFinishProgressServer — vanilla → RaG_Core → BS KeyRoom (cond)
DayZGame.OnEvent — vanilla → CF → Dabs Framework
Hammer.SetActions T2 vanilla → RaG_Core → RaG_BaseItems
ItemBase.OnStoreLoad T3 vanilla → CF → RaG_Core
MissionServer.OnClientDisconnectedEvent T3 vanilla → CF → Dabs Framework
MissionServer.OnClientReadyEvent T3 vanilla → CF → IAT_FacePaints
MissionServer.OnEvent — vanilla → CF → BS KeyRoom
MissionServer.OnMissionFinish T3 vanilla → CF → RaG_Core
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → RaG_BaseItems
PlayerBase.OnRPC T2 vanilla → RaG_Core → IAT_FacePaints
PlayerBase.OnSelectPlayer — vanilla → CF → Dogtags
PlayerBase.OnStoreLoadLifespan — vanilla → CF (cond) → IAT_FacePaints
PluginManager.Init — vanilla → Dabs Framework → RaG_Core
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
ASVAL.CanEnterIronsights — Advanced Weapon Scopes (cond)
ActionAttach.ActionCondition T2 RaG_Core (cond)
ActionAttachOnSelection.ActionCondition T2 RaG_Core (cond)
ActionAttachToConstruction.ActionCondition T2 RaG_Core (cond)
ActionAttachToConstruction.FindAndTranslateAttachmentSlot — RaG_Core (cond)
ActionCloseBarrel.OnExecuteServer — RaG_Core
ActionCloseCarDoorsOutside.OnEndServer — RaG_Core
ActionCloseDoors.GetText — BS KeyRoom (cond)
ActionCloseFence.OnExecuteServer — RaG_Core
ActionCreateIndoorFireplace.ActionCondition T2 RaG_Core (cond)
ActionCreateIndoorFireplace.OnExecuteServer — RaG_Core (cond)
ActionDeployObject.OnExecuteServer — RaG_Core
ActionDismantlePart.OnExecuteServer — RaG_Core
ActionDropItem.OnExecuteServer — RaG_Core
ActionFillCoolant.ActionCondition T2 RaG_Core
ActionFillFuel.ActionCondition T2 RaG_Core
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.ActionCondition T2 Custom Keycards (cond)
ActionLockedDoors.ActionCondition T2 Custom Keycards (cond)
ActionOpenBarrel.OnExecuteServer — RaG_Core
ActionOpenCarDoorsOutside.OnEndServer — RaG_Core
ActionOpenDoors.GetText — BS KeyRoom (cond)
ActionOpenDoors.OnStartServer — BS KeyRoom (cond)
ActionOpenFence.OnExecuteServer — RaG_Core
ActionPackTent.OnFinishProgressServer — RaG_Core
ActionPlaceFireplaceIndoor.ActionCondition T2 RaG_Core (cond)
ActionPlugIn.CreateConditionComponents — RaG_BaseItems ✂
ActionPushCar.ActionCondition T2 FlipTransport
ActionPushObject.ActionCondition T2 FlipTransport
ActionRepairPart.RepairCondition — RaG_Core (cond)
ActionResetCodeOnCodeLock.ActionCondition T2 RaG_Core (cond)
ActionResetCodeOnCodeLock.OnExecuteServer — RaG_Core (cond)
ActionSkinning.OnFinishProgressServer — WindstridesClothingPack
ActionStartEngine.OnEndServer — RaG_Core
ActionStopEngine.OnEndServer — RaG_Core
ActionSwitchSeats.Start — RaG_Core
ActionTakeItem.OnExecuteServer — RaG_Core
ActionTakeItemToHands.OnExecuteServer — RaG_Core
ActionToggleNVMode.ActionCondition T2 Advanced Weapon Scopes (cond)
ActionToggleTentOpen.OnExecuteServer — RaG_Core
ActionUnlockDoors.ActionCondition T2 Custom Keycards (cond)
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AttachmentCategoriesContainer.UpdateInterval — RaG_Core
Aug.CanEnterIronsights — Advanced Weapon Scopes (cond)
Barrel_ColorBase.OnWasAttached — RaG_Core (cond)
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BoatScript.SetActions T2 FlipTransport
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CarScript.EEDelete T3 RaG_Core
CarScript.EEHitBy T2 RaG_Core
CarScript.OnInput — FlipTransport
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
CarScript.OnUpdate T0 FlipTransport
CarScript.SetActions T2 FlipTransport
CargoContainer.UpdateInterval — RaG_Core
Chat.AddInternal — Notifications (cond)
Chemlight_ColorBase.SetActions T2 IAT_FacePaints
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)
ContainerWithCargoAndAttachments.UpdateInterval — RaG_Core
ContaminatedArea_Dynamic.PlayFlareVFX — CJ187-ToxicZoneAlarm ✂
CreditsLoader.GetData — CF ✂
DayZGame.DeferredInit — CF
DayZGame.OnPostUpdate — RaG_Core
DayZGame.OnUpdate T0 CF
DayZGame.RegisterProfilesOptions — Dabs Framework
DayZGame.SetMissionPath — Dabs Framework
DayZPlayerCameraOptics.SetCameraPP — Advanced Weapon Scopes (cond)
DayZPlayerImplement.CanReleaseAttachment T2 Dogtags
DayZPlayerImplement.EEKilled T3 Dogtags
DayZPlayerImplement.OnRPC T2 BS KeyRoom
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)
ExpansionIcons.Generate — BS KeyRoom
ExpansionItemTooltip.SetView — BS KeyRoom
ExpansionQuestMenuItemEntry.SetEntry — BS KeyRoom
FirefighterAxe.SetActions T2 RaG_BaseItems
FishingRod_Base_New.SetActions T2 RaG_BaseItems
GardenLime.SetActions T2 RaG_BaseItems
GesturesMenu.GetGestureItems — Dabs Framework
GesturesMenu.OnMenuRelease — Dabs Framework
Hatchet.SetActions T2 RaG_BaseItems
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.EvaluateCollision — RaG_Core (cond)
Hologram.GetProjectionEntityPosition — RaG_Core (cond)
Hologram.GetProjectionName — RaG_Core (cond)
Hologram.RefreshVisual — RaG_Core (cond)
Hologram.SetProjectionOrientation — RaG_Core
Hologram.SetProjectionPosition — RaG_Core
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
JMModuleConstructor.RegisterModules — FlipTransport
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
MaskBase.CanPutAsAttachment — WindstridesClothingPack
MissionBase.CF_IsLoaded — CF ✂
MissionBase.CreateScriptedMenu — IAT_FacePaints (cond)
MissionBase.OnInit T3 Dabs Framework
MissionServer.AfterHiveInit — DayZ Editor Loader
MissionServer.EquipCharacter — Dogtags
MissionServer.InvokeOnDisconnect T3 CF
MissionServer.OnClientNewEvent T3 CF
MissionServer.OnClientPrepareEvent — CF
MissionServer.OnClientReconnectEvent T3 CF
MissionServer.OnClientRespawnEvent T3 CF
MissionServer.OnMissionLoaded — CF
MissionServer.OnUpdate T0 CF
MissionServer.SendModData — RaG_BaseItems
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
Pistol_Base.GetInventoryHandAnimation — WindstridesClothingPack (cond)
PlantMaterial.CanDetachAttachment — RaG_BaseItems (cond)
PlantMaterial.CanPutAsAttachment — RaG_BaseItems ✂
PlayerBase.CF_OnStoreLoad — IAT_FacePaints
PlayerBase.CF_OnStoreSave — IAT_FacePaints
PlayerBase.ClearInventory — Dogtags ✂
PlayerBase.EEItemAttached T2 WindstridesClothingPack
PlayerBase.EEItemDetached T2 WindstridesClothingPack
PlayerBase.GetActions — Dabs Framework ✂
PlayerBase.Init — IAT_FacePaints
PlayerBase.OnConnect — Custom Keycards
PlayerBase.OnStoreSaveLifespan — IAT_FacePaints
PlayerBase.OnVariablesSynchronized T2 IAT_FacePaints
PlayerBase.RemoveAllItems — Dogtags ✂
Pliers.SetActions T2 RaG_Core
PluginDiagMenu.OnRPC T2 Dabs Framework
PluginDiagMenuClient.RegisterModdedDiags — Dabs Framework
PluginLifespan.SetPlayerLifespanLevel — IAT_FacePaints (cond)
PluginLifespan.UpdateBloodTypeVisibility — Dogtags
PluginRecipesManager.RegisterRecipies — RaG_BaseItems
PokeHolesBarrel.CanDo — RaG_BaseItems (cond)
PumpkinSeedsPack.SetActions T2 RaG_BaseItems
Rag.SetActions T2 IAT_FacePaints
RainProcurementComponentBase.GetBaseLiquidAmount — RaG_BaseItems (cond)
Screwdriver.SetActions T2 RaG_Core
Shovel.SetActions T2 RaG_BaseItems
VPPAdminHud.DefineButtons — FlipTransport
Weapon_Base.SetActions T2 RaG_Core
WoodAxe.SetActions T2 RaG_BaseItems
WoodenLog.SetActions T2 RaG_BaseItems
WoodenPlank.SetActions T2 RaG_BaseItems
Wrench.SetActions T2 FlipTransport
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

21 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.