← modperf

Stack composer

Started from [GER][PVE]Dayz World Survival |Hunting and survive|Deerisle|: the 17 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 BuilderItems
  3. 3 DeerIsle analysis failed
  4. 4 Deer Isle Navmesh 1.30 Fix not analyzed
  5. 5 Survivor Animations
  6. 6 Code Lock
  7. 7 AgricultureCore
  8. 8 CannabisPlus
  9. 9 DrugsPLUS
  10. 10 Ambient Animals Pack
  11. 11 DayzWorldSurvivalArmor not analyzed
  12. 12 Workshop 2572182257 not analyzed
  13. 13 MMG - Mightys Military Gear
  14. 14 Crocodile
  15. 15 DeerIsle Oilrig Zeds [Stable DeerIsle] not analyzed
  16. 16 COCAs_NoVehicleDamageMOD
  17. 17 DeerIsle_Lever_Fix not analyzed
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One Workshop id or URL per line, in load order. Up to 250 mods.

6 of 17 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 17 server-side methods hooked by two or more mods.

Structural load
0.02% of a frame at 100 players

0.181 ms per second, all 11 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.

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
Survivor Animations then CF then vanilla
PlayerBase.SetActions
per event
MMG - Mightys Military Gear then Survivor Animations 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.

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

Everything else#

All 17 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 → Survivor Animations → Code Lock → AgricultureCore → CannabisPlus → DrugsPLUS → MMG - Mightys Military Gear
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → CannabisPlus → DrugsPLUS → Ambient Animals Pack → Crocodile
MissionServer.OnInit T3 vanilla → CF → AgricultureCore → CannabisPlus → DrugsPLUS
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → AgricultureCore → CannabisPlus
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → MMG - Mightys Military Gear → Crocodile
PlayerBase.EEKilled T3 vanilla → AgricultureCore → CannabisPlus → DrugsPLUS
PlayerBase.Init — vanilla → Survivor Animations → AgricultureCore → DrugsPLUS
PluginRecipesManager.RegisterRecipies — vanilla → AgricultureCore → CannabisPlus → DrugsPLUS
DayZAnimalCommandLookAtModdable.PreAnimUpdate — vanilla → Ambient Animals Pack → Crocodile
DayZAnimalCommandMoveModdable.PreAnimUpdate — vanilla → Ambient Animals Pack → Crocodile
MissionServer.InvokeOnConnect T3 vanilla → CF → Code Lock
MissionServer.OnUpdate T0 vanilla → CF → Survivor Animations
PlantBase.Init — vanilla → AgricultureCore (cond) → CannabisPlus
PlayerBase.AC_HasAnyPPEActive — vanilla → CannabisPlus → DrugsPLUS
PlayerBase.SetActions T2 vanilla → Survivor Animations → MMG - Mightys Military Gear
PluginRecipesManagerBase.RegisterRecipies — vanilla → Ambient Animals Pack → Crocodile
SeedPackBase.EmptySeedPack — vanilla → CannabisPlus (cond) → DrugsPLUS (cond)
125 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
ActionCloseFence.ActionCondition T2 Code Lock
ActionDeployObject.OnEndServer — CannabisPlus (cond)
ActionDismantlePart.DismantleCondition — Code Lock (cond)
ActionDrink.CreateConditionComponents — DrugsPLUS ✂
ActionDrink.GetText — DrugsPLUS ✂
ActionDrink.OnEndClient — DrugsPLUS
ActionDrink.OnEndServer — DrugsPLUS
ActionDrink.OnExecuteClient — DrugsPLUS
ActionDrink.OnStartServer — DrugsPLUS
ActionHarvestCrops.OnExecuteClient — AgricultureCore (cond)
ActionHarvestCrops.OnExecuteServer — AgricultureCore (cond)
ActionPackTent.ActionCondition T2 Code Lock
ActionPackTent.OnExecuteServer — Code Lock (cond)
ActionPlaceObject.ActionCondition T2 CannabisPlus (cond)
ActionTogglePlaceObject.ActionCondition T2 CannabisPlus (cond)
ActionToggleTentOpen.ActionCondition T2 Code Lock
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CAContinuousFertilizeGardenSlot.Setup — AgricultureCore
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
ChernarusPlusData.InitYieldBank — Ambient Animals Pack
CigarettePack_Chernamorka.SetActions T2 DrugsPLUS
CigarettePack_Merkur.SetActions T2 DrugsPLUS
CigarettePack_Partyzanka.SetActions T2 DrugsPLUS
CreditsLoader.GetData — CF ✂
DayZAnimalCommandDeathModdable.PreAnimUpdate — Ambient Animals Pack (cond)
DayZGame.DeferredInit — CF
DayZGame.OnEvent — CF
DayZGame.OnRPC T2 CF (cond)
DayZGame.OnUpdate T0 CF
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
EmoteCB.OnAnimationEvent — Survivor Animations (cond)
EmoteConstructor.RegisterEmotes — Survivor Animations
EmoteManager.CreateEmoteCallback — Survivor Animations
EmoteManager.PlayEmote — Survivor Animations (cond)
EnochData.InitYieldBank — Ambient Animals Pack
Fence.CanOpenFence — Code Lock (cond)
Fence.CanReceiveAttachment T2 Code Lock (cond)
Fence.OnPartDestroyedServer — Code Lock
Fence.OnPartDismantledServer — Code Lock
Fence.SetActions T2 Code Lock
GesturesMenu.GetGestureItems — Survivor Animations
GesturesMenu.OnMenuRelease — Survivor Animations
Hacksaw.SetActions T2 Code Lock
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.EvaluateCollision — Ambient Animals Pack (cond)
ItemBase.CombineItemsClient — Code Lock (cond)
ItemBase.EEItemLocationChanged T2 Crocodile
ItemBase.OnRightClick — Code Lock (cond)
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
JMAnimRegister.RegisterOneHanded — DrugsPLUS
KeybindingElement.Reload — CF
Magnum_Base.InitStateMachine — Survivor Animations ✂
Magnum_Base.SetActions T2 Survivor Animations
MissionBase.CF_IsLoaded — CF ✂
MissionServer.InvokeOnDisconnect T3 CF
MissionServer.OnClientDisconnectedEvent 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.OnMissionStart T3 CF
MissionServer.PlayerDisconnected T3 CF
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
PlantBase.Harvest — AgricultureCore (cond)
PlantBase.OnItemHarvested — CannabisPlus ✂
PlantBase.OnStoreLoad T3 AgricultureCore
PlantBase.OnStoreSave T3 AgricultureCore
PlantBase.RemovePlantEx — AgricultureCore ✂
PlayerBase.CommandHandler T1 Survivor Animations
PlayerBase.EEHitBy T2 Ambient Animals Pack
PlayerBase.ModCommandHandlerAfter — Survivor Animations
PlayerBase.OnParticleEvent — Survivor Animations
PlayerBase.OnPlayerLoaded — AgricultureCore
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PluginManager.Init — Code Lock
PsilocybeMushroom.SetActions T2 DrugsPLUS
SakhalData.InitYieldBank — Ambient Animals Pack
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
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

11 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.