← modperf

Stack composer

Started from =BADLANDS= UPG Vanilla+ #3 | 1PP | QOL | PvP: the 7 mods it publishes to the Steam server browser (as of 2026-10-19), 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 Breachingcharge
  4. 4 FlipTransport
  5. 5 Mag Obfuscation
  6. 6 Alevaric's Clothing Overhaul
  7. 7 UPG Vanilla Core not analyzed
Edit as text

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

1 of 7 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 10 server-side methods hooked by two or more mods. 1 more on client-only UI classes, listed separately.

Structural load
0.04% of a frame at 100 players

0.437 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.

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
FlipTransport then Dabs Framework then CF sometimes stops here then vanilla

Everything else#

All 10 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 → Breachingcharge → FlipTransport → Alevaric's Clothing Overhaul
DayZGame.OnRPC T2 vanilla → CF (cond) → Dabs Framework → FlipTransport
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → Breachingcharge → Alevaric's Clothing Overhaul
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → FlipTransport → Alevaric's Clothing Overhaul
DayZGame.OnEvent — vanilla → CF → Dabs Framework
MissionServer.InvokeOnConnect T3 vanilla → CF → Dabs Framework
MissionServer.OnClientDisconnectedEvent T3 vanilla → CF → Dabs Framework
MissionServer.OnInit T3 vanilla → CF → FlipTransport
MissionServer.OnMissionStart T3 vanilla → CF → Dabs Framework
MissionServer.PlayerDisconnected T3 vanilla → CF → Dabs Framework
102 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
ActionPushCar.ActionCondition T2 FlipTransport
ActionPushObject.ActionCondition T2 FlipTransport
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BoatScript.SetActions T2 FlipTransport
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CarScript.OnInput — FlipTransport
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
CarScript.OnUpdate T0 FlipTransport
CarScript.SetActions T2 FlipTransport
Clothing.SmershException — Alevaric's Clothing Overhaul (cond)
CreditsLoader.GetData — CF ✂
DayZGame.DeferredInit — CF
DayZGame.OnUpdate T0 CF
DayZGame.RegisterProfilesOptions — Dabs Framework
DayZGame.SetMissionPath — Dabs Framework
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 ✂
EmoteConstructor.RegisterEmotes — Dabs Framework
EmoteDabbing.EmoteCondition — Dabs Framework (cond)
GesturesMenu.GetGestureItems — Dabs Framework
GesturesMenu.OnMenuRelease — Dabs Framework
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.UpdateHologram — Breachingcharge (cond)
Icon.RefreshMuzzleIcon — Mag Obfuscation ✂
ItemActionsWidget.SetWeaponQuantity — Mag Obfuscation ✂
ItemBase.GetItemSize — Dabs Framework ✂
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
JMModuleConstructor.RegisterModules — FlipTransport
KeybindingElement.Reload — CF
MissionBase.CF_IsLoaded — CF ✂
MissionBase.OnInit T3 Dabs Framework
MissionServer.InvokeOnDisconnect 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.OnUpdate T0 CF
ModItemRegisterCallbacks.CustomBoneRemapping — CF
ModItemRegisterCallbacks.RegisterArcheryItem — CF
ModItemRegisterCallbacks.RegisterCustom — CF
ModItemRegisterCallbacks.RegisterEmptyHanded — CF
ModItemRegisterCallbacks.RegisterFireArms — CF
ModItemRegisterCallbacks.RegisterHeavy — 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
PlayerBase.CanReceiveAttachment T2 Alevaric's Clothing Overhaul (cond)
PlayerBase.EEItemAttached T2 Alevaric's Clothing Overhaul
PlayerBase.EEItemDetached T2 Alevaric's Clothing Overhaul
PlayerBase.GetActions — Dabs Framework ✂
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PluginDiagMenu.OnRPC T2 Dabs Framework
PluginDiagMenuClient.RegisterModdedDiags — Dabs Framework
PluginManager.Init — Dabs Framework
PluginRecipesManagerBase.RegisterRecipies — Breachingcharge
QuantityConversions.HasItemQuantity — Mag Obfuscation ✂
VPPAdminHud.DefineButtons — FlipTransport
Wrench.SetActions T2 FlipTransport
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

18 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.