← modperf

Stack composer

Started from The Day Later | 1PP | Vanilla+ | PvP | No Raid: the 13 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 Code Lock
  2. 2 MMG Base Storage
  3. 3 WindstridesClothingPack
  4. 4 VanillaPlusPlusMap
  5. 5 Server_Information_Panel
  6. 6 Spawn select not analyzed
  7. 7 GlobalChatPlus not analyzed
  8. 8 Vanilla Party not analyzed
  9. 9 OnlyAutoRun not analyzed
  10. 10 VPPAdminTools
  11. 11 GameLabs
  12. 12 Dabs Framework
  13. 13 CF
Edit as text

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

4 of 13 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 5 below.

Mods silencing mods
None

Across 23 server-side methods hooked by two or more mods. 1 more on client-only UI classes, listed separately.

Structural load
0.35% of a frame at 100 players

3.515 ms per second, all 9 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 — CF silences Dabs Framework

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
CF then GameLabs then VPPAdminTools then vanilla
MissionServer.OnUpdate
every server frame
CF then Server_Information_Panel then vanilla
DayZGame.OnRPC
per event
CF sometimes stops here then Dabs Framework then VPPAdminTools sometimes stops here then vanilla
PlayerBase.SetActions
per event
VPPAdminTools then WindstridesClothingPack then vanilla

Stall risks#

5 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.

Server_Information_Panel
DayZPlayerImplement.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
ServerPanel.pbo::Scripts\4_World\ServerPanel\dayzplayerimplement.c:6
VPPAdminTools
PlayerBase.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
VPPAdminTools.pbo::4_World\VPPAdminTools\Entities\PlayerBase.c:401
VPPAdminTools
SurvivorBase.EOnFrame
about 30× per player per second
Per-player, per-frame hook warning
VPPAdminTools.pbo::4_World\VPPAdminTools\Entities\SurvivorBase.c:42
VPPAdminTools
SurvivorBase.EOnPostFrame
about 30× per player per second
Per-player, per-frame hook warning
VPPAdminTools.pbo::4_World\VPPAdminTools\Entities\SurvivorBase.c:61
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 23 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 → Code Lock → MMG Base Storage → WindstridesClothingPack → VPPAdminTools → Dabs Framework
MissionServer.InvokeOnConnect T3 vanilla → Code Lock → MMG Base Storage → GameLabs → Dabs Framework → CF
MissionServer.OnMissionStart T3 vanilla → VPPAdminTools → GameLabs → Dabs Framework → CF
MissionServer.PlayerDisconnected T3 vanilla → VPPAdminTools → GameLabs → Dabs Framework → CF
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → MMG Base Storage → WindstridesClothingPack → GameLabs → CF
PluginManager.Init — vanilla → Code Lock → MMG Base Storage → VPPAdminTools → Dabs Framework
DayZGame.DeferredInit — vanilla → VPPAdminTools → GameLabs → CF
DayZGame.OnRPC T2 vanilla → VPPAdminTools (cond) → Dabs Framework → CF (cond)
DayZGame.OnUpdate T0 vanilla → VPPAdminTools → GameLabs → CF
MissionBase.CreateScriptedMenu — vanilla → VanillaPlusPlusMap → Server_Information_Panel → VPPAdminTools
MissionServer.OnEvent — vanilla → VPPAdminTools → GameLabs → CF
MissionServer.OnInit T3 vanilla → VPPAdminTools → GameLabs → CF
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → MMG Base Storage → WindstridesClothingPack → CF
DayZGame.OnEvent — vanilla → Dabs Framework → CF
MissionServer.OnClientDisconnectedEvent T3 vanilla → Dabs Framework → CF
MissionServer.OnMissionFinish T3 vanilla → VPPAdminTools → CF
MissionServer.OnUpdate T0 vanilla → Server_Information_Panel → CF
ModItemRegisterCallbacks.RegisterFireArms — vanilla → GameLabs → CF
ModItemRegisterCallbacks.RegisterHeavy — vanilla → MMG Base Storage → CF
PlayerBase.EEKilled T3 vanilla → VPPAdminTools → GameLabs
PlayerBase.SetActions T2 vanilla → WindstridesClothingPack → VPPAdminTools
PluginRecipesManagerBase.RegisterRecipies — vanilla → MMG Base Storage → WindstridesClothingPack
Weapon_Base.EEFired — vanilla → VPPAdminTools → GameLabs
241 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
ActionActivateTrap.OnFinishProgressServer — VPPAdminTools
ActionAttachToConstruction.OnExecuteServer — GameLabs
ActionBandageSelf.OnEndServer — GameLabs
ActionBandageTarget.OnEndServer — GameLabs
ActionCloseFence.ActionCondition T2 Code Lock
ActionDismantlePart.DismantleCondition — Code Lock (cond)
ActionDrink.OnEndServer — GameLabs
ActionDrink.OnStartServer — GameLabs
ActionDrinkPondContinuous.OnEndServer — GameLabs
ActionDrinkWellContinuous.OnEndServer — GameLabs
ActionEatBig.OnEndServer — GameLabs
ActionEatBig.OnStartServer — GameLabs
ActionPackTent.ActionCondition T2 Code Lock
ActionPackTent.OnExecuteServer — Code Lock (cond)
ActionPin.OnEndServer — GameLabs
ActionPin.OnStartServer — VPPAdminTools
ActionSkinning.OnFinishProgressServer — WindstridesClothingPack
ActionToggleTentOpen.ActionCondition T2 Code Lock
ActionUnpin.OnStartServer — VPPAdminTools
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnalyticsManagerServer.OnEntityKilled — GameLabs
AnimalBase.EEHitBy T2 GameLabs
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AreaExposureMdfr.Activate — VPPAdminTools (cond)
AreaExposureMdfr.OnActivate — VPPAdminTools (cond)
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
ChernarusPlusData.WeatherOnBeforeChange — VPPAdminTools
Clothing.CanLoadItemIntoCargoClothingConditions — MMG Base Storage ✂
Clothing.CanPutInCargoClothingConditions — MMG Base Storage ✂
Clothing.CanReceiveItemIntoCargoClothingConditions — MMG Base Storage ✂
CodeLock.NewUnlockServer — MMG Base Storage
CodeLock.SetActions T2 MMG Base Storage
CodeLockComponent.SetLockState — MMG Base Storage
CodeLockServerRPC.OpenTarget — MMG Base Storage (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
ContaminatedTrigger.OnEnterServerEvent — VPPAdminTools (cond)
CreditsLoader.GetData — CF ✂
DayZGame.ConnectLaunch — GameLabs (cond)
DayZGame.OnInitialize — VPPAdminTools (cond)
DayZGame.OnKeyPress — VPPAdminTools
DayZGame.OnKeyRelease — VPPAdminTools
DayZGame.RegisterProfilesOptions — Dabs Framework
DayZGame.SetMissionPath — Dabs Framework
DayZGame.TryConnect — GameLabs (cond)
DayZPlayerImplement.CameraHandler — VPPAdminTools (cond)
DayZPlayerImplement.CommandHandler T1 Server_Information_Panel
DayZPlayerImplement.ModCommandHandlerBefore — VPPAdminTools
DayZPlayerImplement.ModCommandHandlerInside — VPPAdminTools
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
DrowningMdfr.ActivateCondition — VPPAdminTools (cond)
DrowningMdfr.DeactivateCondition — VPPAdminTools (cond)
DrowningMdfr.OnTick — VPPAdminTools (cond)
EmoteConstructor.RegisterEmotes — Dabs Framework
EmoteDabbing.EmoteCondition — Dabs Framework (cond)
EnochData.WeatherOnBeforeChange — VPPAdminTools
ExpansionGlobalChatModule.AddChatMessage_Server — GameLabs
Fence.CanOpenFence — Code Lock (cond)
Fence.CanReceiveAttachment T2 Code Lock (cond)
Fence.OnPartDestroyedServer — Code Lock
Fence.OnPartDismantledServer — Code Lock
Fence.SetActions T2 Code Lock
FenceKit.OnPlacementComplete — GameLabs
GesturesMenu.GetGestureItems — Dabs Framework
GesturesMenu.OnMenuRelease — Dabs Framework
Grenade_Base.EEHitBy T2 VPPAdminTools
Hacksaw.SetActions T2 Code Lock
Hammer.SetActions T2 MMG Base Storage
Hatchet.SetActions T2 MMG Base Storage
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.EvaluateCollision — MMG Base Storage (cond)
Hologram.PlaceEntity — MMG Base Storage (cond)
Hologram.ProjectionBasedOnParent — MMG Base Storage (cond)
ItemBase.CombineItemsClient — Code Lock (cond)
ItemBase.EEItemLocationChanged T2 GameLabs
ItemBase.EEOnAfterLoad T3 GameLabs
ItemBase.GetItemSize — Dabs Framework ✂
ItemBase.OnRightClick — Code Lock (cond)
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
KeybindingElement.Reload — CF
LandMineTrap.EEHitBy T2 VPPAdminTools
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)
MaskBase.CanPutAsAttachment — WindstridesClothingPack
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.OnGameplayDataHandlerLoad — GameLabs
MissionServer.OnMissionLoaded — CF
ModItemRegisterCallbacks.CustomBoneRemapping — CF
ModItemRegisterCallbacks.RegisterArcheryItem — CF
ModItemRegisterCallbacks.RegisterCustom — CF
ModItemRegisterCallbacks.RegisterEmptyHanded — 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
OptionsMenuGame.Apply — VPPAdminTools
OptionsMenuGame.IsChanged — VPPAdminTools (cond)
OptionsMenuGame.Revert — VPPAdminTools
OptionsMenuGame.SetOptions — VPPAdminTools
Pistol_Base.GetInventoryHandAnimation — WindstridesClothingPack (cond)
PlayerBase.CanBeTargetedByAI — VPPAdminTools (cond)
PlayerBase.CommandHandler T1 VPPAdminTools
PlayerBase.EEHitBy T2 GameLabs
PlayerBase.EEItemAttached T2 WindstridesClothingPack
PlayerBase.EEItemDetached T2 WindstridesClothingPack
PlayerBase.GetActions — Dabs Framework ✂
PlayerBase.Init — VPPAdminTools
PlayerBase.OnConnect — VPPAdminTools
PlayerBase.OnDrawOptics2D — VPPAdminTools (cond)
PlayerBase.OnRPC T2 VPPAdminTools
PlayerBase.OnScheduledTick T1 GameLabs
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnVariablesSynchronized T2 VPPAdminTools
PlayerBase.OnVehicleSwitchSeat — GameLabs
PluginAdminLog.OnContinouousAction — GameLabs
PluginAdminLog.OnPlacementComplete — GameLabs
PluginAdminLog.PlayerHitBy — VPPAdminTools (cond)
PluginAdminLog.PlayerKilled — VPPAdminTools (cond)
PluginDiagMenu.OnRPC T2 Dabs Framework
PluginDiagMenuClient.RegisterModdedDiags — 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
SurvivorBase.CanJump — VPPAdminTools
SurvivorBase.EOnFrame T1 VPPAdminTools ✂
SurvivorBase.EOnPostFrame T1 VPPAdminTools
TentBase.CanDisplayAttachmentCategory — Code Lock (cond)
TentBase.CanReceiveAttachment T2 Code Lock (cond)
TentBase.CanReceiveItemIntoCargo T2 Code Lock (cond)
TentBase.CanReleaseCargo — Code Lock (cond)
TentBase.SetActions T2 Code Lock
TerritoryFlagKit.OnPlacementComplete — GameLabs
TransferValues.SendValue — VPPAdminTools
TrapBase.OnPlacementComplete — VPPAdminTools
VPPAdminHud.DefineButtons — VPPAdminTools
VPPContextActionManager.RegisterActions — VPPAdminTools
VPPContextActionManager.RegisterProviders — VPPAdminTools
WatchtowerKit.OnPlacementComplete — GameLabs
Weapon_Base.SetActions T2 MMG Base Storage
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
mmg_storage_openable_base.AfterStoreLoad T3 MMG Base Storage
mmg_storage_openable_base.CanReceiveAttachment T2 MMG Base Storage (cond)
mmg_storage_openable_base.SetActions T2 MMG Base Storage
mmg_storage_openable_noLock_base.AfterStoreLoad T3 MMG Base Storage

31 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.