← modperf

Stack composer

Started from DagZ: the 13 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 VPPAdminTools
  3. 3 SNAFU Weapons
  4. 4 Dabs Framework
  5. 5 RA Base Building
  6. 6 Unlimited Stamina
  7. 7 BS Patrol Tank
  8. 8 Forward Operator Gear
  9. 9 MMG Base Storage
  10. 10 VanillaPlusPlusMap
  11. 11 BS HackedCrate not analyzed
  12. 12 Survivor Animations
  13. 13 DayZ Horse
Edit as text

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

1 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 38 server-side methods hooked by two or more mods. 1 more on client-only UI classes, listed separately.

Structural load
0.37% of a frame at 100 players

3.707 ms per second, all 12 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.

PlayerBase.CommandHandler
about 30× per player per second
DayZ Horse then Survivor Animations then VPPAdminTools RPC send then vanilla
DayZGame.OnUpdate
every server frame
VPPAdminTools then CF then vanilla
MissionServer.OnUpdate
every server frame
Survivor Animations then CF then vanilla
DayZGame.OnRPC
per event
Dabs Framework then VPPAdminTools sometimes stops here then CF sometimes stops here then vanilla
PlayerBase.SetActions
per event
DayZ Horse then Survivor Animations then VPPAdminTools then vanilla
Hammer.SetActions
per event
MMG Base Storage then RA Base Building then vanilla
Hatchet.SetActions
per event
MMG Base Storage then RA Base Building 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.

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
Survivor Animations
PlayerBase.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
SurvivorAnims.pbo::Scripts\4_World\PlayerBase.c:115
DayZ Horse
PlayerBase.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
dayz_horse.pbo::Scripts\4_World\PlayerBase.c:49

Everything else#

All 38 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 → VPPAdminTools → SNAFU Weapons → Dabs Framework → RA Base Building → BS Patrol Tank → Forward Operator Gear → MMG Base Storage → Survivor Animations → DayZ Horse
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → SNAFU Weapons → RA Base Building → Forward Operator Gear → MMG Base Storage
PluginRecipesManagerBase.RegisterRecipies — vanilla → SNAFU Weapons → RA Base Building → Forward Operator Gear → MMG Base Storage → DayZ Horse
MissionServer.OnMissionStart T3 vanilla → CF → VPPAdminTools → Dabs Framework → RA Base Building
MissionServer.PlayerDisconnected T3 vanilla → CF → VPPAdminTools → Dabs Framework → DayZ Horse
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → RA Base Building → MMG Base Storage → DayZ Horse
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → Forward Operator Gear → MMG Base Storage → DayZ Horse
PluginManager.Init — vanilla → VPPAdminTools → Dabs Framework → MMG Base Storage → DayZ Horse
DayZGame.OnRPC T2 vanilla → CF (cond) → VPPAdminTools (cond) → Dabs Framework
Hologram.EvaluateCollision — vanilla → RA Base Building ✂ → MMG Base Storage (cond) → DayZ Horse (cond)
Hologram.ProjectionBasedOnParent — vanilla → RA Base Building (cond) → MMG Base Storage (cond) → DayZ Horse (cond)
MissionServer.InvokeOnConnect T3 vanilla → CF → Dabs Framework → MMG Base Storage
MissionServer.OnInit T3 vanilla → CF → VPPAdminTools → BS Patrol Tank
MissionServer.OnMissionFinish T3 vanilla → CF → VPPAdminTools → DayZ Horse
PlayerBase.CommandHandler T1 vanilla → VPPAdminTools → Survivor Animations → DayZ Horse
PlayerBase.SetActions T2 vanilla → VPPAdminTools → Survivor Animations → DayZ Horse
DayZGame.DeferredInit — vanilla → CF → VPPAdminTools
DayZGame.OnEvent — vanilla → CF → Dabs Framework
DayZGame.OnUpdate T0 vanilla → CF → VPPAdminTools
DayZPlayerImplement.ModCommandHandlerBefore — vanilla → VPPAdminTools → RA Base Building
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 → RA Base Building → MMG Base Storage
Hatchet.SetActions T2 vanilla → RA Base Building → MMG Base Storage
Hologram.PlaceEntity — vanilla → RA Base Building ✂ → MMG Base Storage (cond)
MissionBase.CreateScriptedMenu — vanilla → VPPAdminTools → VanillaPlusPlusMap
MissionServer.OnClientDisconnectedEvent T3 vanilla → CF → Dabs Framework
MissionServer.OnEvent — vanilla → CF → VPPAdminTools
MissionServer.OnUpdate T0 vanilla → CF → Survivor Animations
ModItemRegisterCallbacks.CustomBoneRemapping — vanilla → CF → SNAFU Weapons
ModItemRegisterCallbacks.RegisterCustom — vanilla → CF → DayZ Horse
ModItemRegisterCallbacks.RegisterFireArms — vanilla → CF → SNAFU Weapons
ModItemRegisterCallbacks.RegisterPistol — vanilla → CF → SNAFU Weapons
PlayerBase.CanBeTargetedByAI — vanilla → VPPAdminTools (cond) → DayZ Horse (cond)
PlayerBase.EEKilled T3 vanilla → VPPAdminTools → BS Patrol Tank
PlayerBase.Init — vanilla → VPPAdminTools → Survivor Animations
PlayerBase.OnConnect — vanilla → VPPAdminTools → DayZ Horse
225 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
ActionActivateTrap.OnFinishProgressServer — VPPAdminTools
ActionAttach.ActionCondition T2 RA Base Building
ActionAttach.ActionConditionContinue — RA Base Building (cond)
ActionAttach.IsIconDisabled — RA Base Building ✂
ActionAttach.SetupAction — RA Base Building (cond)
ActionAttachWithSwitch.ActionCondition T2 RA Base Building
ActionAttachWithSwitch.ActionConditionContinue — RA Base Building (cond)
ActionAttachWithSwitch.IsIconDisabled — RA Base Building ✂
ActionAttachWithSwitch.SetupAction — RA Base Building (cond)
ActionCraftBolts.InitCuttingTypes — SNAFU Weapons
ActionDeployObject.ActionCondition T2 RA Base Building
ActionDeployObject.ActionConditionContinue — RA Base Building (cond)
ActionDeployObject.IsIconDisabled — RA Base Building ✂
ActionDeployObject.SetupAction — RA Base Building (cond)
ActionDismantlePartCB.SetCallbackDuration — RA Base Building ✂
ActionEnterLadder.Start — RA Base Building
ActionManagerBase.ActionPossibilityCheck — DayZ Horse (cond)
ActionPin.OnStartServer — VPPAdminTools
ActionTargetsCursor.CheckRefresherFlagVisibilityEx — RA Base Building ✂
ActionTargetsCursor.SetActionWidget — RA Base Building ✂
ActionTargetsCursor.SetInteractActionIcon — RA Base Building ✂
ActionTargetsCursor.SetItemHealth — RA Base Building ✂
ActionTargetsCursor.SetItemQuantity — RA Base Building ✂
ActionTogglePlaceObject.ActionCondition T2 RA Base Building
ActionTogglePlaceObject.IsIconDisabled — RA Base Building ✂
ActionUnpin.OnStartServer — VPPAdminTools
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnimalBase.CanBeTargetedByAI — DayZ Horse (cond)
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AreaExposureMdfr.Activate — VPPAdminTools (cond)
AreaExposureMdfr.OnActivate — VPPAdminTools (cond)
AttachmentCategoriesRow.DoubleClick — DayZ Horse (cond)
AttachmentCategoriesRow.RefreshSlot — DayZ Horse
BandageDressing.SetActions T2 DayZ Horse
BearTrap.CanPlaceInEnemyTerritory — RA Base Building ✂
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
ButtstockBase.IsButtstock — SNAFU Weapons ✂
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
CfgGameplayHandler.GetDisableIsCollidingBBoxCheck — RA Base Building ✂
ChernarusPlusData.WeatherOnBeforeChange — VPPAdminTools
ClaymoreMine.CanPlaceInEnemyTerritory — RA Base Building ✂
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)
ContaminatedTrigger.OnEnterServerEvent — VPPAdminTools (cond)
CraftFenceKit.CanDo — RA Base Building ✂
CraftTerritoryFlagKit.CanDo — RA Base Building ✂
CreditsLoader.GetData — CF ✂
DayZAnimalCommandAttackModdable.PreAnimUpdate — DayZ Horse (cond)
DayZAnimalCommandLookAtModdable.PreAnimUpdate — DayZ Horse
DayZAnimalCommandMoveModdable.PreAnimUpdate — DayZ Horse
DayZGame.OnInitialize — VPPAdminTools (cond)
DayZGame.OnKeyPress — VPPAdminTools
DayZGame.OnKeyRelease — VPPAdminTools
DayZGame.RegisterProfilesOptions — Dabs Framework
DayZGame.SetMissionPath — Dabs Framework
DayZPlayerCameraIronsights.OnUpdate T0 DayZ Horse
DayZPlayerImplement.AimingModel — DayZ Horse
DayZPlayerImplement.CameraHandler — VPPAdminTools (cond)
DayZPlayerImplement.CanJump — DayZ Horse (cond)
DayZPlayerImplement.HeadingModel — DayZ Horse (cond)
DayZPlayerImplement.ModCommandHandlerAfter — DayZ Horse
DayZPlayerImplement.ModCommandHandlerInside — VPPAdminTools
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerImplement.ProcessJumpOrClimb — DayZ Horse
DayZPlayerImplementMeleeCombat.HitZoneSelectionRaycastHelper — RA Base Building ✂
DayZPlayerImplementMeleeCombat.Init — RA Base Building
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 ✂
DeployableContainer_Base.GetCostToUpkeep — RA Base Building ✂
DrowningMdfr.ActivateCondition — VPPAdminTools (cond)
DrowningMdfr.DeactivateCondition — VPPAdminTools (cond)
DrowningMdfr.OnTick — VPPAdminTools (cond)
EmoteCB.OnAnimationEvent — Survivor Animations (cond)
EmoteDabbing.EmoteCondition — Dabs Framework (cond)
EmoteManager.CanPlayEmote — DayZ Horse (cond)
EmoteManager.CreateEmoteCallback — Survivor Animations
EmoteManager.PlayEmote — Survivor Animations (cond)
EnochData.WeatherOnBeforeChange — VPPAdminTools
ExpansionIcons.Generate — BS Patrol Tank
Grenade_Base.EEHitBy T2 VPPAdminTools
HandSelectAnimationOfForceSwapInHandsEvent.GuardCondition — DayZ Horse (cond)
HandSelectAnimationOfMoveFromHandsEvent.GuardCondition — DayZ Horse (cond)
HandSelectAnimationOfSwapInHandsEvent.GuardCondition — DayZ Horse (cond)
HandSelectAnimationOfTakeToHandsEvent.GuardCondition — DayZ Horse (cond)
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.IsCollidingBBox — RA Base Building ✂
Hologram.UpdateHologram — RA Base Building
HuntingOptic.CanPutAsAttachment — SNAFU Weapons
ImprovisedSuppressor.CanPutAsAttachment — SNAFU Weapons
ItemActionsWidget.SetActionWidget — RA Base Building ✂
ItemActionsWidget.SetItemHealth — RA Base Building ✂
ItemActionsWidget.SetWeaponQuantity — SNAFU Weapons
ItemBase.CanPutInCargo T2 Forward Operator Gear ✂
ItemBase.EEHealthLevelChanged T2 RA Base Building
ItemBase.EEHitBy T2 RA Base Building
ItemBase.EEItemLocationChanged T2 DayZ Horse
ItemBase.GetItemSize — Dabs Framework ✂
ItemBase.OnCEIterate — RA Base Building
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
KeybindingElement.Reload — CF
LandMineTrap.CanPlaceInEnemyTerritory — RA Base Building ✂
LandMineTrap.EEHitBy T2 VPPAdminTools
M4_T3NRDSOptic.CanPutAsAttachment — SNAFU Weapons
M68Optic.CanPutAsAttachment — SNAFU Weapons
Magnum_Base.InitStateMachine — Survivor Animations ✂
Magnum_Base.SetActions T2 Survivor Animations
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.OnMissionLoaded — CF
ModItemRegisterCallbacks.RegisterArcheryItem — 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.OnStoreLoad T3 CF
MotorbikeScript.OnStoreSave T3 CF
NotificationRuntimeData.GetIcon — CF ✂
NotificationRuntimeData.GetTitleText — CF ✂
NotificationUI.AddNotification — CF
NotificationUI.RemoveNotification — CF
NotificationUI.UpdateTargetHeight — CF
OpenCan.Init — SNAFU Weapons
OptionsMenuGame.Apply — VPPAdminTools
OptionsMenuGame.IsChanged — VPPAdminTools (cond)
OptionsMenuGame.Revert — VPPAdminTools
OptionsMenuGame.SetOptions — VPPAdminTools
Paper.SetActions T2 RA Base Building
PlayerBase.CanClimb — DayZ Horse (cond)
PlayerBase.CanDropEntity T2 DayZ Horse (cond)
PlayerBase.CanJump — DayZ Horse (cond)
PlayerBase.CanPickupHeavyItem — DayZ Horse (cond)
PlayerBase.CanReceiveAttachment T2 Forward Operator Gear (cond)
PlayerBase.CanReceiveItemIntoHands T2 DayZ Horse (cond)
PlayerBase.EEHitBy T2 BS Patrol Tank
PlayerBase.EEItemAttached T2 Forward Operator Gear
PlayerBase.EEItemDetached T2 Forward Operator Gear
PlayerBase.GetActions — Dabs Framework ✂
PlayerBase.ModCommandHandlerAfter — Survivor Animations
PlayerBase.OnCommandDeathStart — DayZ Horse
PlayerBase.OnCommandLadderFinish — RA Base Building
PlayerBase.OnDrawOptics2D — VPPAdminTools (cond)
PlayerBase.OnParticleEvent — Survivor Animations
PlayerBase.OnPlayerLoaded — RA Base Building
PlayerBase.OnRPC T2 VPPAdminTools
PlayerBase.OnRaiseChanged — RA Base Building
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnUnconsciousStop — DayZ Horse
PlayerBase.OnVariablesSynchronized T2 VPPAdminTools
PlayerBase.SwitchItemSelectionTexture — Forward Operator Gear
PlayerContainer.DoubleClick — DayZ Horse (cond)
PlayerContainer.ItemAttached — DayZ Horse (cond)
PlayerContainer.MouseClick — DayZ Horse (cond)
PlayerPreview.UpdateInterval — Forward Operator Gear
Pliers.SetActions T2 RA Base Building
PluginAdminLog.PlayerHitBy — VPPAdminTools (cond)
PluginAdminLog.PlayerKilled — VPPAdminTools (cond)
PluginDiagMenu.OnRPC T2 Dabs Framework
PluginDiagMenuClient.RegisterModdedDiags — Dabs Framework
PunchedCard.SetActions T2 RA Base Building
Rag.SetActions T2 DayZ Horse
ReflexOptic.CanPutAsAttachment — SNAFU Weapons
Screwdriver.SetActions T2 RA Base Building
StanceIndicator.Update — DayZ Horse (cond)
SurvivorBase.CanJump — VPPAdminTools
SurvivorBase.EOnFrame T1 VPPAdminTools ✂
SurvivorBase.EOnPostFrame T1 VPPAdminTools
TentBase.GetCostToUpkeep — RA Base Building ✂
TransferValues.SendValue — VPPAdminTools
TrapBase.OnPlacementComplete — VPPAdminTools
TripwireTrap.CanPlaceInEnemyTerritory — RA Base Building ✂
UniversalLight.CanPutAsAttachment — SNAFU Weapons (cond)
UniversalLight.InitAttachmentsSlotsToCheck — SNAFU Weapons
VPPAdminHud.DefineButtons — VPPAdminTools
VPPContextActionManager.RegisterActions — VPPAdminTools
VPPContextActionManager.RegisterProviders — VPPAdminTools
Weapon_Base.EEFired — VPPAdminTools
Weapon_Base.SetActions T2 MMG Base Storage
ZombieBase.CanBeTargetedByAI — DayZ Horse
ZombieBase.EEHitBy T2 BS Patrol Tank
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

34 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.