← modperf

Stack composer

Started from The Final Pandemic Badlands Vanillaish PVE: the 21 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 DayZ Editor Loader
  4. 4 Survivor Animations
  5. 5 FlipTransport
  6. 6 RaG_BaseItems
  7. 7 RaG_Core
  8. 8 TraderPlus
  9. 9 gebsfish
  10. 10 Fungi Neon Signs not analyzed
  11. 11 MagLoaderBox not analyzed
  12. 12 Forever_Burning_Campfire
  13. 13 Asmond Vanilla Weapons not analyzed
  14. 14 Asmond Vanilla Clothing not analyzed
  15. 15 Doc's Animals not analyzed
  16. 16 The FInal Pandemic PVE Server Pack not analyzed
  17. 17 Forward Operator Gear
  18. 18 SNAFU Weapons
  19. 19 GameLabs
  20. 20 TFP Vanilliish not analyzed
  21. 21 TFP Fallout not analyzed
Edit as text

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

8 of 21 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 2 below.

Mods silencing mods
None

Across 48 server-side methods hooked by two or more mods. 1 more on client-only UI classes, listed separately.

Structural load
0.14% of a frame at 100 players

1.428 ms per second, all 13 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.

MissionServer.OnUpdate
every server frame
TraderPlus then Survivor Animations then CF then vanilla
DayZGame.OnUpdate
every server frame
GameLabs then CF then vanilla
PlayerBase.EEItemDetached
every inventory move
Forward Operator Gear then TraderPlus then vanilla
PlayerBase.SetActions
per event
gebsfish then TraderPlus then RaG_BaseItems then Survivor Animations then vanilla
DayZGame.OnRPC
per event
FlipTransport then Dabs Framework then CF sometimes stops here then vanilla
ActionGetInTransport.ActionCondition
per event
gebsfish sometimes stops here then TraderPlus sometimes stops here then vanilla
BoatScript.SetActions
per event
gebsfish then FlipTransport then vanilla
CarScript.EEHitBy
per event
GameLabs then RaG_Core then vanilla
CarScript.SetActions
per event
gebsfish then FlipTransport then vanilla
Hammer.SetActions
per event
RaG_Core then RaG_BaseItems then vanilla
PlayerBase.EEHitBy
per event
GameLabs then TraderPlus then vanilla
Pliers.SetActions
per event
TraderPlus then RaG_Core then vanilla

Stall risks#

2 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.

Survivor Animations
PlayerBase.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
SurvivorAnims.pbo::Scripts\4_World\PlayerBase.c:115
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

Everything else#

All 48 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 → Survivor Animations → FlipTransport → RaG_BaseItems → RaG_Core → TraderPlus → gebsfish → Forward Operator Gear → SNAFU Weapons
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → RaG_BaseItems → TraderPlus → gebsfish → Forward Operator Gear → SNAFU Weapons → GameLabs
MissionServer.OnInit T3 vanilla → CF → FlipTransport → RaG_BaseItems → TraderPlus → gebsfish → GameLabs
MissionServer.InvokeOnConnect T3 vanilla → CF → Dabs Framework → RaG_Core → TraderPlus → GameLabs
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → FlipTransport → RaG_BaseItems → gebsfish → Forward Operator Gear
MissionServer.OnMissionStart T3 vanilla → CF → Dabs Framework → DayZ Editor Loader → GameLabs
MissionServer.PlayerDisconnected T3 vanilla → CF → Dabs Framework → RaG_Core → GameLabs
PlayerBase.SetActions T2 vanilla → Survivor Animations → RaG_BaseItems → TraderPlus → gebsfish
DayZGame.DeferredInit — vanilla → CF → gebsfish → GameLabs
DayZGame.OnRPC T2 vanilla → CF (cond) → Dabs Framework → FlipTransport
Hologram.EvaluateCollision — vanilla → RaG_Core (cond) → TraderPlus (cond) → gebsfish
MissionServer.OnUpdate T0 vanilla → CF → Survivor Animations → TraderPlus
ModItemRegisterCallbacks.RegisterFireArms — vanilla → CF → SNAFU Weapons → GameLabs
ActionGetInTransport.ActionCondition T2 vanilla → TraderPlus (cond) → gebsfish (cond)
BoatScript.SetActions T2 vanilla → FlipTransport → gebsfish
CarScript.EEDelete T3 vanilla → RaG_Core → TraderPlus
CarScript.EEHitBy T2 vanilla → RaG_Core → GameLabs
CarScript.OnStoreLoad T3 vanilla → CF → TraderPlus
CarScript.OnStoreSave T3 vanilla → CF → TraderPlus
CarScript.SetActions T2 vanilla → FlipTransport → gebsfish
DayZGame.OnEvent — vanilla → CF → Dabs Framework
DayZGame.OnUpdate T0 vanilla → CF → GameLabs
DigitalCodeLock.OnWorkStop — vanilla → RaG_Core (cond) → GameLabs
DigitalCodeLock.ResetPIN — vanilla → RaG_Core (cond) → GameLabs
DigitalCodeLock.UnlockOnServer — vanilla → RaG_Core → GameLabs
Edible_Base.ProcessDecay — vanilla → RaG_Core → gebsfish
EmoteConstructor.RegisterEmotes — vanilla → Dabs Framework → Survivor Animations
GesturesMenu.GetGestureItems — vanilla → Dabs Framework → Survivor Animations
GesturesMenu.OnMenuRelease — vanilla → Dabs Framework → Survivor Animations
Hammer.SetActions T2 vanilla → RaG_BaseItems → RaG_Core
ItemBase.OnStoreLoad T3 vanilla → CF → RaG_Core
MissionBase.OnInit T3 vanilla → Dabs Framework → gebsfish
MissionServer.InvokeOnDisconnect T3 vanilla → CF → TraderPlus
MissionServer.OnClientDisconnectedEvent T3 vanilla → CF → Dabs Framework
MissionServer.OnClientPrepareEvent — vanilla → CF → gebsfish
MissionServer.OnEvent — vanilla → CF → GameLabs
MissionServer.OnGameplayDataHandlerLoad — vanilla → gebsfish → GameLabs
MissionServer.OnMissionFinish T3 vanilla → CF → RaG_Core
ModItemRegisterCallbacks.CustomBoneRemapping — vanilla → CF → SNAFU Weapons
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → RaG_BaseItems
ModItemRegisterCallbacks.RegisterPistol — vanilla → CF → SNAFU Weapons
PlayerBase.EEHitBy T2 vanilla → TraderPlus → GameLabs
PlayerBase.EEItemDetached T2 vanilla → TraderPlus → Forward Operator Gear
PlayerBase.Init — vanilla → Survivor Animations → TraderPlus
Pliers.SetActions T2 vanilla → RaG_Core → TraderPlus
PluginManager.Init — vanilla → Dabs Framework → RaG_Core
PluginRecipesManager.RegisterRecipies — vanilla → RaG_BaseItems → gebsfish
PluginRecipesManagerBase.RegisterRecipies — vanilla → Forward Operator Gear → SNAFU Weapons
418 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
ACOGOptic.CanPutAsAttachment — SNAFU Weapons
ActionAttach.ActionCondition T2 RaG_Core (cond)
ActionAttachOnSelection.ActionCondition T2 RaG_Core (cond)
ActionAttachToConstruction.ActionCondition T2 RaG_Core (cond)
ActionAttachToConstruction.FindAndTranslateAttachmentSlot — RaG_Core (cond)
ActionAttachToConstruction.OnExecuteServer — GameLabs
ActionBandageSelf.OnEndServer — GameLabs
ActionBandageTarget.OnEndServer — GameLabs
ActionBurnSewTarget.ActionCondition T2 TraderPlus (cond)
ActionCarDoors.ActionCondition T2 TraderPlus (cond)
ActionCarDoorsOutside.ActionCondition T2 TraderPlus (cond)
ActionCheckPulse.ActionCondition T2 TraderPlus (cond)
ActionCloseBarrel.OnExecuteServer — RaG_Core
ActionCloseCarDoorsOutside.OnEndServer — RaG_Core
ActionCloseFence.OnExecuteServer — RaG_Core
ActionCollectBloodTarget.ActionCondition T2 TraderPlus (cond)
ActionCraftBolts.InitCuttingTypes — SNAFU Weapons
ActionCreateIndoorFireplace.ActionCondition T2 RaG_Core (cond)
ActionCreateIndoorFireplace.OnExecuteServer — RaG_Core (cond)
ActionDeployObject.ActionCondition T2 TraderPlus (cond)
ActionDeployObject.OnExecuteServer — RaG_Core
ActionDetach.ActionCondition T2 TraderPlus (cond)
ActionDetachCarLockPick.ActionCondition T2 TraderPlus ✂
ActionDetachFromTarget.ActionCondition T2 TraderPlus (cond)
ActionDigInStash.ActionCondition T2 TraderPlus (cond)
ActionDigOutStash.ActionCondition T2 TraderPlus (cond)
ActionDigWorms.OnFinishProgressServer — gebsfish ✂
ActionDisinfectTarget.ActionCondition T2 TraderPlus (cond)
ActionDismantlePart.OnExecuteServer — RaG_Core
ActionDrink.OnEndServer — GameLabs
ActionDrink.OnStartServer — GameLabs
ActionDrinkPondContinuous.OnEndServer — GameLabs
ActionDrinkWellContinuous.OnEndServer — GameLabs
ActionDropItem.OnExecuteServer — RaG_Core
ActionEatBig.OnEndServer — GameLabs
ActionEatBig.OnStartServer — GameLabs
ActionFillCoolant.ActionCondition T2 RaG_Core
ActionFillFuel.ActionCondition T2 RaG_Core
ActionFishingNew.ComposeLocalContextData — gebsfish
ActionFishingNew.HandleReciveData — gebsfish
ActionFishingNew.OnEnd — gebsfish
ActionFishingNew.ReadFromContext — gebsfish
ActionFishingNew.SetupAction — gebsfish (cond)
ActionFishingNew.TrySpawnCatch — gebsfish
ActionFishingNew.WriteToContext — gebsfish
ActionForceConsume.ActionCondition T2 TraderPlus (cond)
ActionForceConsumeSingle.ActionCondition T2 TraderPlus (cond)
ActionForceFeedCan.ActionCondition T2 TraderPlus (cond)
ActionForceFeedCan.SZActionConditionHandler — TraderPlus ✂
ActionForceFeedCan.TPAdditionalCondition — TraderPlus ✂
ActionGetInTransport.OnEndServer — RaG_Core
ActionGetOutTransport.OnEndServer — TraderPlus
ActionGetOutTransport.OnStartServer — RaG_Core
ActionGiveBloodTarget.ActionCondition T2 TraderPlus (cond)
ActionIgniteFireplaceByAir.ActionCondition T2 RaG_Core (cond)
ActionInjectTarget.ActionCondition T2 TraderPlus (cond)
ActionInteractCodeLockItem.ActionCondition T2 RaG_Core (cond)
ActionLightItemOnFire.ActionCondition T2 RaG_BaseItems (cond)
ActionLightItemOnFire.OnFinishProgressClient — RaG_BaseItems
ActionLightItemOnFire.OnFinishProgressServer — RaG_BaseItems
ActionLockDoors.ActionCondition T2 TraderPlus (cond)
ActionLockDoors.OnFinishProgressServer — RaG_Core
ActionMineTree.ActionCondition T2 TraderPlus (cond)
ActionOpenBarrel.OnExecuteServer — RaG_Core
ActionOpenCarDoorsOutside.OnEndServer — RaG_Core
ActionOpenFence.OnExecuteServer — RaG_Core
ActionPackTent.ActionCondition T2 TraderPlus (cond)
ActionPackTent.OnFinishProgressServer — RaG_Core
ActionPickLockOnCar.ActionCondition T2 TraderPlus (cond)
ActionPin.OnEndServer — GameLabs
ActionPlaceFireplaceIndoor.ActionCondition T2 RaG_Core (cond)
ActionPlaceFireplaceIndoor.OnExecuteServer — Forever_Burning_Campfire (cond)
ActionPlaceFireplaceIntoBarrel.OnExecuteServer — Forever_Burning_Campfire (cond)
ActionPlaceOvenIndoor.OnExecuteServer — Forever_Burning_Campfire (cond)
ActionPlugIn.CreateConditionComponents — RaG_BaseItems ✂
ActionPushBoat.ActionCondition T2 gebsfish (cond)
ActionPushCar.ActionCondition T2 FlipTransport
ActionPushCar.OnEndServer — gebsfish
ActionPushObject.ActionCondition T2 FlipTransport
ActionRepairPart.RepairCondition — RaG_Core (cond)
ActionResetCodeOnCodeLock.ActionCondition T2 RaG_Core (cond)
ActionResetCodeOnCodeLock.OnExecuteServer — RaG_Core (cond)
ActionRestrainSelf.ActionCondition T2 TraderPlus (cond)
ActionRestrainTarget.ActionCondition T2 TraderPlus (cond)
ActionStartEngine.OnEndServer — RaG_Core
ActionStopEngine.OnEndServer — RaG_Core
ActionSwitchSeats.Start — RaG_Core
ActionTakeItem.ActionCondition T2 TraderPlus
ActionTakeItem.OnExecuteServer — RaG_Core
ActionTakeItemToHands.OnExecuteServer — RaG_Core
ActionToggleTentOpen.OnExecuteServer — RaG_Core
ActionUnlockDoors.OnFinishProgressServer — RaG_Core
ActionUnpin.ActionCondition T2 TraderPlus (cond)
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnalyticsManagerServer.OnEntityKilled — GameLabs
AnimalBase.EEHitBy T2 GameLabs
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AttachmentCategoriesContainer.UpdateInterval — RaG_Core
BUISOptic.CanPutAsAttachment — GameLabs (cond)
Barrel_ColorBase.OnWasAttached — RaG_Core (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.GetActions — gebsfish
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
BuildingBase.SetActions T2 TraderPlus
ButtstockBase.IsButtstock — SNAFU Weapons ✂
CAContinuousCraft.Setup — gebsfish
CAContinuousRepeatFishing.SetNewSignalData — gebsfish
CarScript.CanDisplayAttachmentCategory — TraderPlus
CarScript.CanDisplayAttachmentSlot T2 TraderPlus
CarScript.IsInventoryVisible T2 TraderPlus ✂
CarScript.OnEngineStart — TraderPlus
CarScript.OnInput — FlipTransport
CarScript.OnUpdate T0 FlipTransport
CarScript.OnVariablesSynchronized T2 TraderPlus
CargoContainer.UpdateInterval — RaG_Core
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 ✂
ChernarusPlusData.InitYieldBank — gebsfish ✂
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.EEDelete T3 GameLabs
CombinationLock.EEOnAfterLoad T3 GameLabs
CombinationLock.GL_Delete — GameLabs ✂
CombinationLock.GL_GatherPersistentID — GameLabs ✂
CombinationLock.GL_Load — GameLabs ✂
CombinationLock.GL_Save — GameLabs ✂
CombinationLock.LockServer — GameLabs
CombinationLock.UnlockOnServer — GameLabs
ContainerWithCargoAndAttachments.UpdateInterval — RaG_Core
ContaminatedArea_Dynamic.EEDelete T3 GameLabs
ContaminatedArea_Dynamic.EEInit T3 GameLabs
CreditsLoader.GetData — CF ✂
DayZGame.ConnectLaunch — GameLabs (cond)
DayZGame.OnPostUpdate — RaG_Core
DayZGame.RegisterProfilesOptions — Dabs Framework
DayZGame.SetMissionPath — Dabs Framework
DayZGame.TryConnect — GameLabs (cond)
DayZPlayerImplement.EEKilled T3 TraderPlus
DayZPlayerImplement.OnStepEvent — gebsfish
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerImplement.PlaySound — gebsfish (cond)
DayZPlayerImplementFallDamage.HandleFallDamage — TraderPlus (cond)
DayZPlayerImplementThrowing.HandleThrowing — TraderPlus
DayZPlayerMeleeFightLogic_LightHeavy.HandleFightLogic — TraderPlus (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 ✂
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.EEDelete T3 GameLabs
DigitalCodeLock.EEInit T3 RaG_Core
DigitalCodeLock.EEItemAttached T2 RaG_Core
DigitalCodeLock.EEItemDetached T2 RaG_Core
DigitalCodeLock.EEOnAfterLoad T3 GameLabs
DigitalCodeLock.GL_Delete — GameLabs ✂
DigitalCodeLock.GL_GatherPersistentID — GameLabs ✂
DigitalCodeLock.GL_Load — GameLabs ✂
DigitalCodeLock.GL_Save — GameLabs ✂
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.SetActions T2 RaG_Core
DigitalCodeLock.SetLockState — GameLabs
DigitalCodeLock.StartItemSoundServer — RaG_Core (cond)
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.EEDelete T3 gebsfish
Edible_Base.EEInit T3 gebsfish
Edible_Base.EEItemLocationChanged T2 gebsfish
Edible_Base.OnVariablesSynchronized T2 gebsfish
EmoteCB.OnAnimationEvent — Survivor Animations (cond)
EmoteDabbing.EmoteCondition — Dabs Framework (cond)
EmoteManager.CreateEmoteCallback — Survivor Animations
EmoteManager.PlayEmote — Survivor Animations (cond)
EnochData.InitYieldBank — gebsfish ✂
ExpansionGlobalChatModule.AddChatMessage_Server — GameLabs
FenceKit.OnPlacementComplete — GameLabs
FirefighterAxe.SetActions T2 RaG_BaseItems
FishYieldItemBase.GetCycleTimeForYieldItem — gebsfish ✂
FishingRod_Base_New.SetActions T2 RaG_BaseItems
GardenLime.SetActions T2 RaG_BaseItems
HandDrillKit.SetActions T2 TraderPlus
Hatchet.SetActions T2 RaG_BaseItems
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.GetProjectionEntityPosition — RaG_Core (cond)
Hologram.GetProjectionName — RaG_Core (cond)
Hologram.HeightPlacementCheck — gebsfish (cond)
Hologram.IsBaseViable — gebsfish (cond)
Hologram.IsClippingRoof — gebsfish (cond)
Hologram.IsCollidingBBox — gebsfish
Hologram.IsCollidingGeometryProxy — gebsfish
Hologram.PlaceEntity — TraderPlus (cond)
Hologram.ProjectionBasedOnParent — TraderPlus (cond)
Hologram.RefreshVisual — RaG_Core (cond)
Hologram.SetHologramPosition — gebsfish
Hologram.SetProjectionOrientation — RaG_Core
Hologram.SetProjectionPosition — RaG_Core
Hologram.UpdateHologram — gebsfish (cond)
HuntingOptic.CanPutAsAttachment — SNAFU Weapons
ImprovisedSuppressor.CanPutAsAttachment — SNAFU Weapons
ItemActionsWidget.SetWeaponQuantity — SNAFU Weapons
ItemBase.CanBeConsumed — RaG_Core
ItemBase.CanPutInCargo T2 Forward Operator Gear ✂
ItemBase.EEHitBy T2 RaG_Core
ItemBase.EEItemLocationChanged T2 GameLabs
ItemBase.EEOnAfterLoad T3 GameLabs
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
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
Liquid.CanFillContainer — RaG_Core
Liquid.CanTransfer — RaG_Core
Liquid.FillContainer — RaG_Core (cond)
Liquid.GetLiquidConfigProperty — RaG_Core ✂
LuxData.InitYieldBank — gebsfish ✂
M4_CarryHandleOptic.CanPutAsAttachment — GameLabs (cond)
M4_T3NRDSOptic.CanPutAsAttachment — SNAFU Weapons
M68Optic.CanPutAsAttachment — SNAFU Weapons
MagazineStorage.SetActions T2 RaG_BaseItems
Magnum_Base.InitStateMachine — Survivor Animations ✂
Magnum_Base.SetActions T2 Survivor Animations
Matchbox.SetActions T2 TraderPlus
MissionBase.CF_IsLoaded — CF ✂
MissionBase.InitWorldYieldDataDefaults — gebsfish ✂
MissionServer.AfterHiveInit — DayZ Editor Loader
MissionServer.OnClientNewEvent T3 CF
MissionServer.OnClientReadyEvent T3 CF
MissionServer.OnClientReconnectEvent T3 CF
MissionServer.OnClientRespawnEvent T3 CF
MissionServer.OnMissionLoaded — CF
MissionServer.SendModData — RaG_BaseItems
ModItemRegisterCallbacks.RegisterArcheryItem — CF
ModItemRegisterCallbacks.RegisterCustom — CF
ModItemRegisterCallbacks.RegisterEmptyHanded — CF
ModItemRegisterCallbacks.RegisterLauncher — 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
NamalskData.InitYieldBank — gebsfish ✂
NavalPlusData.InitYieldBank — gebsfish ✂
NotificationRuntimeData.GetIcon — CF ✂
NotificationRuntimeData.GetTitleText — CF ✂
NotificationUI.AddNotification — CF
NotificationUI.RemoveNotification — CF
NotificationUI.UpdateTargetHeight — CF
OpenCan.Init — SNAFU Weapons
PetrolLighter.SetActions T2 TraderPlus
PlantMaterial.CanDetachAttachment — RaG_BaseItems (cond)
PlantMaterial.CanPutAsAttachment — RaG_BaseItems ✂
PlayerBase.CanDropEntity T2 TraderPlus (cond)
PlayerBase.CanReceiveAttachment T2 Forward Operator Gear (cond)
PlayerBase.CommandHandler T1 Survivor Animations
PlayerBase.EEItemAttached T2 Forward Operator Gear
PlayerBase.EEKilled T3 GameLabs
PlayerBase.GetActions — Dabs Framework ✂
PlayerBase.ModCommandHandlerAfter — Survivor Animations
PlayerBase.OnParticleEvent — Survivor Animations
PlayerBase.OnRPC T2 RaG_Core
PlayerBase.OnScheduledTick T1 GameLabs
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnVehicleSwitchSeat — GameLabs
PlayerBase.SetSuicide — TraderPlus
PlayerBase.SwitchItemSelectionTexture — Forward Operator Gear
PlayerPreview.UpdateInterval — Forward Operator Gear
PluginAdminLog.OnContinouousAction — GameLabs
PluginAdminLog.OnPlacementComplete — GameLabs
PluginDiagMenu.OnRPC T2 Dabs Framework
PluginDiagMenuClient.RegisterModdedDiags — Dabs Framework
PokeHolesBarrel.CanDo — RaG_BaseItems (cond)
PortableGasStove.SetActions T2 TraderPlus
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
PumpkinSeedsPack.SetActions T2 RaG_BaseItems
RainProcurementComponentBase.GetBaseLiquidAmount — RaG_BaseItems (cond)
ReflexOptic.CanPutAsAttachment — SNAFU Weapons
RepairEpoxy.Init — gebsfish
RepairWithTape.Init — gebsfish
Roadflare.SetActions T2 TraderPlus
SakhalData.InitYieldBank — gebsfish ✂
ScientificBriefcase.EEDelete T3 GameLabs
ScientificBriefcase.EEInit T3 GameLabs
ScientificBriefcase.Open — GameLabs
Screwdriver.SetActions T2 RaG_Core
Shovel.SetActions T2 RaG_BaseItems
Spear.SetActions T2 gebsfish
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
TerritoryFlagKit.OnPlacementComplete — GameLabs
Torch.SetActions T2 TraderPlus
TrapBase.StartActivate — TraderPlus (cond)
TrapSpawnBase.PlayCatchNoise — gebsfish (cond)
TrapSpawnBase.PlayCatchParticleSynced — gebsfish (cond)
TrapSpawnBase.PlayCatchSound — gebsfish (cond)
UniversalLight.CanPutAsAttachment — SNAFU Weapons (cond)
UniversalLight.InitAttachmentsSlotsToCheck — SNAFU Weapons
VPPAdminHud.DefineButtons — FlipTransport
VicinityItemManager.AddVicinityItems — TraderPlus (cond)
WatchtowerKit.OnPlacementComplete — GameLabs
Weapon_Base.EEFired — GameLabs
Weapon_Base.SetActions T2 RaG_Core
WoodAxe.SetActions T2 RaG_BaseItems
WoodenCrate.CanPutAsAttachment — TraderPlus (cond)
WoodenCrate.CanReceiveItemIntoCargo T2 TraderPlus (cond)
WoodenCrate.SetActions T2 TraderPlus
WoodenLog.SetActions T2 RaG_BaseItems
WoodenPlank.SetActions T2 RaG_BaseItems
Worm.OnCEIterate — gebsfish
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 FlipTransport
YieldItemBase.Init — gebsfish
YieldItemJunk.OnEntityYieldSpawned — gebsfish ✂
ZombieBase.ChaseAttackLogic — TraderPlus (cond)
ZombieBase.EEHitBy T2 GameLabs
ZombieBase.FightAttackLogic — TraderPlus (cond)
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.