← modperf

Stack composer

Started from [RU] RASSVET PVP #1 | MAX 10 | X10 LOOT | WIPE 21.08 | BATTLEPA: the 10 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 BuilderItems
  3. 3 PACCBET_PACK not analyzed
  4. 4 Alevaric's Clothing Overhaul
  5. 5 Dabs Framework
  6. 6 DayZ Editor Loader
  7. 7 TerrainIslands
  8. 8 GameLabs
  9. 9 Inventory Move Sounds
  10. 10 BS Patrol Helicopter not analyzed
Edit as text

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

2 of 10 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 it below.

Mods silencing mods
None

Across 15 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

0.658 ms per second, all 8 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.OnUpdate
every server frame
GameLabs then CF then vanilla
ItemBase.EEItemLocationChanged
every inventory move
Inventory Move Sounds then GameLabs then vanilla
DayZGame.OnRPC
per event
Dabs Framework then CF sometimes stops here then vanilla

Stall risks#

1 place 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.

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 15 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)
MissionServer.OnMissionStart T3 vanilla → CF → Dabs Framework → DayZ Editor Loader → GameLabs
MissionServer.InvokeOnConnect T3 vanilla → CF → Dabs Framework → GameLabs
MissionServer.PlayerDisconnected T3 vanilla → CF → Dabs Framework → GameLabs
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → Alevaric's Clothing Overhaul → GameLabs
ActionConstructor.RegisterActions — vanilla → Alevaric's Clothing Overhaul → Dabs Framework
DayZGame.DeferredInit — vanilla → CF → GameLabs
DayZGame.OnEvent — vanilla → CF → Dabs Framework
DayZGame.OnRPC T2 vanilla → CF (cond) → Dabs Framework
DayZGame.OnUpdate T0 vanilla → CF → GameLabs
ItemBase.EEItemLocationChanged T2 vanilla → GameLabs → Inventory Move Sounds
MissionServer.OnClientDisconnectedEvent T3 vanilla → CF → Dabs Framework
MissionServer.OnEvent — vanilla → CF → GameLabs
MissionServer.OnInit T3 vanilla → CF → GameLabs
ModItemRegisterCallbacks.RegisterFireArms — vanilla → CF → GameLabs
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → Alevaric's Clothing Overhaul
170 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
ActionAttachToConstruction.OnExecuteServer — GameLabs
ActionBandageSelf.OnEndServer — GameLabs
ActionBandageTarget.OnEndServer — GameLabs
ActionDrink.OnEndServer — GameLabs
ActionDrink.OnStartServer — GameLabs
ActionDrinkPondContinuous.OnEndServer — GameLabs
ActionDrinkWellContinuous.OnEndServer — GameLabs
ActionEatBig.OnEndServer — GameLabs
ActionEatBig.OnStartServer — GameLabs
ActionPin.OnEndServer — GameLabs
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnalyticsManagerServer.OnEntityKilled — GameLabs
AnimalBase.EEHitBy T2 GameLabs
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
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
Clothing.SmershException — Alevaric's Clothing Overhaul (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
ContaminatedArea_Dynamic.EEDelete T3 GameLabs
ContaminatedArea_Dynamic.EEInit T3 GameLabs
CreditsLoader.GetData — CF ✂
DayZGame.ConnectLaunch — GameLabs (cond)
DayZGame.RegisterProfilesOptions — Dabs Framework
DayZGame.SetMissionPath — Dabs Framework
DayZGame.TryConnect — GameLabs (cond)
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.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
EmoteConstructor.RegisterEmotes — Dabs Framework
EmoteDabbing.EmoteCondition — Dabs Framework (cond)
ExpansionGlobalChatModule.AddChatMessage_Server — GameLabs
FenceKit.OnPlacementComplete — GameLabs
GesturesMenu.GetGestureItems — Dabs Framework
GesturesMenu.OnMenuRelease — Dabs Framework
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
ItemBase.EEOnAfterLoad T3 GameLabs
ItemBase.GetItemSize — Dabs Framework ✂
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
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
M4_CarryHandleOptic.CanPutAsAttachment — GameLabs (cond)
MissionBase.CF_IsLoaded — CF ✂
MissionBase.OnInit T3 Dabs Framework
MissionServer.AfterHiveInit — DayZ Editor Loader
MissionServer.InvokeOnDisconnect 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.OnMissionFinish T3 CF
MissionServer.OnMissionLoaded — CF
MissionServer.OnUpdate T0 CF
ModItemRegisterCallbacks.CustomBoneRemapping — CF
ModItemRegisterCallbacks.RegisterArcheryItem — CF
ModItemRegisterCallbacks.RegisterCustom — CF
ModItemRegisterCallbacks.RegisterEmptyHanded — 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.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
PlayerBase.CanReceiveAttachment T2 Alevaric's Clothing Overhaul (cond)
PlayerBase.EEHitBy T2 GameLabs
PlayerBase.EEItemAttached T2 Alevaric's Clothing Overhaul
PlayerBase.EEItemDetached T2 Alevaric's Clothing Overhaul
PlayerBase.EEKilled T3 GameLabs
PlayerBase.GetActions — Dabs Framework ✂
PlayerBase.OnScheduledTick T1 GameLabs
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnVehicleSwitchSeat — GameLabs
PluginAdminLog.OnContinouousAction — GameLabs
PluginAdminLog.OnPlacementComplete — GameLabs
PluginDiagMenu.OnRPC T2 Dabs Framework
PluginDiagMenuClient.RegisterModdedDiags — Dabs Framework
PluginManager.Init — Dabs Framework
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
TerritoryFlagKit.OnPlacementComplete — GameLabs
WatchtowerKit.OnPlacementComplete — GameLabs
Weapon_Base.EEFired — 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
ZombieBase.EEHitBy T2 GameLabs
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.