← modperf

Stack composer

Started from Vancouver DayZ Namalsk Hardcore | Vanilla+ | 1PP: the 6 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 Advanced Weapon Scopes
  2. 2 CF
  3. 3 Namalsk Island
  4. 4 Namalsk Survival
  5. 5 WindstridesClothingPack
  6. 6 DayOne
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One Workshop id or URL per line, in load order. Up to 250 mods.

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 2 below.

Mods silencing mods
None

Across 15 server-side methods hooked by two or more mods.

Structural load
0.04% of a frame at 100 players

0.418 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.

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
Namalsk Survival then Namalsk Island then vanilla
MissionServer.OnUpdate
every server frame
Namalsk Survival then CF then vanilla
PlayerBase.EEItemAttached
every inventory move
WindstridesClothingPack then Namalsk Survival then vanilla
PlayerBase.EEItemDetached
every inventory move
WindstridesClothingPack then Namalsk Survival then vanilla
PlayerBase.SetActions
per event
DayOne then WindstridesClothingPack then Namalsk Survival then Advanced Weapon Scopes then vanilla
PlayerBase.EEHealthLevelChanged
per event
Namalsk Survival then Namalsk Island then vanilla

Stall risks#

2 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.

Namalsk Island
PlayerBase.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
namalsk_scripts.pbo::4_world\namalskterrain\entities\manbase\PlayerBase.c:23
Namalsk Survival
PlayerBase.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
ns_dayz.pbo::scripts\4_World\NamalskSurvival\Entities\ManBase\PlayerBase.c:106

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)
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → Advanced Weapon Scopes → CF → Namalsk Survival → WindstridesClothingPack → DayOne
ActionConstructor.RegisterActions — vanilla → Advanced Weapon Scopes → Namalsk Survival → WindstridesClothingPack → DayOne
PlayerBase.SetActions T2 vanilla → Advanced Weapon Scopes → Namalsk Survival → WindstridesClothingPack → DayOne
MissionServer.InvokeOnConnect T3 vanilla → CF → Namalsk Survival → DayOne
MissionServer.OnInit T3 vanilla → CF → Namalsk Survival → DayOne
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → Namalsk Survival → WindstridesClothingPack
PlayerBase.Init — vanilla → Namalsk Island → Namalsk Survival → DayOne
PluginRecipesManagerBase.RegisterRecipies — vanilla → Advanced Weapon Scopes → WindstridesClothingPack → DayOne
MissionServer.OnClientRespawnEvent T3 vanilla → CF → Namalsk Survival (cond)
MissionServer.OnUpdate T0 vanilla → CF → Namalsk Survival
ModItemRegisterCallbacks.RegisterPistol — vanilla → CF → Namalsk Survival
PlayerBase.CommandHandler T1 vanilla → Namalsk Island → Namalsk Survival
PlayerBase.EEHealthLevelChanged T2 vanilla → Namalsk Island → Namalsk Survival
PlayerBase.EEItemAttached T2 vanilla → Namalsk Survival → WindstridesClothingPack
PlayerBase.EEItemDetached T2 vanilla → Namalsk Survival → WindstridesClothingPack
202 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
ASVAL.CanEnterIronsights — Advanced Weapon Scopes (cond)
ActionDigGardenPlot.ActionCondition T2 DayOne (cond)
ActionEatMeat.OnEndServer — DayOne
ActionForceFeedMeat.OnEndServer — DayOne
ActionSkinning.OnFinishProgressServer — WindstridesClothingPack
ActionTargetsCursor.GetItemCargoCount — DayOne (cond)
ActionTargetsCursor.GetItemDesc — DayOne (cond)
ActionTargetsCursor.GetItemHealth — DayOne (cond)
ActionToggleNVMode.ActionCondition T2 Advanced Weapon Scopes (cond)
ActionUnrestrainSelf.OnFinishProgressServer — Namalsk Survival ✂
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AirborneMask.GetVoiceEffect — Namalsk Survival ✂
AirborneMask.IsObstructingVoice — Namalsk Survival ✂
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AreaExposureMdfr.OnTick — Namalsk Survival ✂
Armband_ColorBase.SwitchItemSelectionTextureEx — Namalsk Survival
Aug.CanEnterIronsights — Advanced Weapon Scopes (cond)
BandageDressing.InitItemVariables — DayOne
BleedingSourcesManagerServer.ProcessHit — Namalsk Survival ✂
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BookMenu.Init — Namalsk Survival ✂
BookMenu.OnHide — Namalsk Survival
BrainDiseaseMdfr.OnTick — DayOne ✂
BreathVapourMdfr.OnTick — Namalsk Survival (cond)
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CAContinuousFill.CalcAndSetQuantity — Namalsk Survival
CAContinuousFill.Setup — Namalsk Survival
CAContinuousFillCoolant.CalcAndSetQuantity — DayOne ✂
CAContinuousMineWood.DamagePlayersHands — Namalsk Survival (cond)
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
ContaminatedArea_Base.OnPlayerEnterServer — Namalsk Survival ✂
ContaminatedArea_Base.OnPlayerExitServer — Namalsk Survival ✂
CraftFenceKit.CanDo — DayOne
CraftImprovisedExplosive.CanDo — Namalsk Survival ✂
CraftSuppressor.Init — DayOne ✂
CraftTerritoryFlagKit.CanDo — DayOne
CraftWatchtowerKit.CanDo — DayOne
CreditsLoader.GetData — CF ✂
DayZGame.DeferredInit — CF
DayZGame.OnAfterCreate — DayOne
DayZGame.OnEvent — CF
DayZGame.OnRPC T2 CF (cond)
DayZGame.OnUpdate T0 CF
DayZPlayerCameraOptics.SetCameraPP — Advanced Weapon Scopes (cond)
DayZPlayerImplement.GetBootsType — Namalsk Survival ✂
DayZPlayerImplement.HandleDeath — Namalsk Survival
DayZPlayerImplement.IsShootingFromCamera — DayOne ✂
DayZPlayerImplement.ModCommandHandlerAfter — DayOne
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerImplementFallDamage.AttachBleedingToZonesByHeight — Namalsk Survival (cond)
DayZPlayerImplementFallDamage.HandleFallDamage — Namalsk Survival (cond)
DayZPlayerMeleeFightLogic_LightHeavy.DamageHands — Namalsk Survival ✂
ElectronicRepairKit.InitItemVariables — DayOne
Environment.ApplyDrynessToItemEx — Namalsk Survival
Environment.CollectAndSetPlayerData — Namalsk Survival
Environment.DetermineHeatcomfortBehavior — Namalsk Survival (cond)
Environment.Init — Namalsk Survival
Environment.ProcessHeatComfort — Namalsk Survival ✂
Environment.SetHeatcomfortDirectly — Namalsk Survival
ExplosionTest.ExplodeNow — DayOne ✂
FireplaceBase.CanCookOnStick — Namalsk Survival
FireplaceBase.CookOnDirectSlot — Namalsk Survival (cond)
FireplaceBase.CookWithEquipment — Namalsk Survival (cond)
FireplaceBase.Heating — Namalsk Survival
FireplaceBase.SmokeOnSmokingSlot — Namalsk Survival (cond)
FireplaceBase.StartFire — Namalsk Survival
FlammableBase.EEDelete T3 Namalsk Survival
FlammableBase.EEInit T3 Namalsk Survival
FlammableBase.EEItemLocationChanged T2 Namalsk Survival
FlammableBase.OnWorkStart — Namalsk Survival
FlammableBase.OnWorkStop — Namalsk Survival
FreezeRattleSymptom.OnGetActivatedServer — Namalsk Survival ✂
GP5GasMask.GetVoiceEffect — Namalsk Survival ✂
GP5GasMask.IsObstructingVoice — Namalsk Survival ✂
GasMask.GetVoiceEffect — Namalsk Survival ✂
GasMask.IsObstructingVoice — Namalsk Survival ✂
Grenade_Base.Activate — DayOne
Grenade_Base.EEItemLocationChanged T2 DayOne
Grenade_Base.EOnContact — DayOne
Grenade_Base.OnExplode — DayOne
Grenade_Base.OnInventoryEnter T2 DayOne
Grenade_Base.OnInventoryExit T2 DayOne
Grenade_Base.OnVariablesSynchronized T2 DayOne
Grenade_Base.ProcessImpactSound — DayOne ✂
HealthRegenMdfr.OnTick — Namalsk Survival ✂
HeatComfortMdfr.OnTick — Namalsk Survival ✂
Heatpack.OnWork — DayOne ✂
Heatpack.OnWorkStart — DayOne ✂
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Inventory.OnShow — Namalsk Survival
Inventory.SetLayoutName — Namalsk Survival ✂
ItemBase.GetProtectionLevel — Namalsk Survival (cond)
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
JMAnimRegister.RegisterTwoHanded — DayOne
KeybindingElement.Reload — CF
Land_FuelStation_Feed.EEKilled T3 DayOne ✂
Land_FuelStation_Feed.HasFuelToGive — DayOne ✂
Land_FuelStation_Feed.OnExplosionEffects — DayOne ✂
LeatherSewingKit.InitItemVariables — DayOne
MapNavigationBehaviour.OrderedAltitudeNumbersPosition — Namalsk Survival ✂
MapNavigationBehaviour.OrderedPositionNumbersFromGridCoords — Namalsk Survival ✂
MaskBase.CanPutAsAttachment — WindstridesClothingPack
MaskMdfr.OnTick — Namalsk Survival ✂
MissionBase.CF_IsLoaded — CF ✂
MissionBase.InitialiseWorldData — Namalsk Survival (cond)
MissionBase.OnInit T3 Namalsk Island
MissionServer.DecontaminatePhoenix — Namalsk Survival ✂
MissionServer.GetLantiaControllerServer — Namalsk Survival ✂
MissionServer.GetPhoenixState — Namalsk Survival ✂
MissionServer.HandleBody — Namalsk Survival (cond)
MissionServer.InvokeOnDisconnect T3 CF
MissionServer.OnClientDisconnectedEvent T3 CF
MissionServer.OnClientNewEvent T3 CF
MissionServer.OnClientPrepareEvent — CF
MissionServer.OnClientReadyEvent T3 CF
MissionServer.OnClientReconnectEvent T3 CF
MissionServer.OnEvent — CF
MissionServer.OnMissionFinish T3 CF
MissionServer.OnMissionLoaded — CF
MissionServer.OnMissionStart T3 CF
MissionServer.PlayerDisconnected T3 CF
MissionServer.SetPhoenixState — Namalsk Survival ✂
ModItemRegisterCallbacks.CustomBoneRemapping — CF
ModItemRegisterCallbacks.RegisterArcheryItem — CF
ModItemRegisterCallbacks.RegisterCustom — CF
ModItemRegisterCallbacks.RegisterEmptyHanded — CF
ModItemRegisterCallbacks.RegisterFireArms — CF
ModItemRegisterCallbacks.RegisterHeavy — 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 ✂
ModifiersManager.Init — Namalsk Survival
MotorbikeScript.OnStoreLoad T3 CF
MotorbikeScript.OnStoreSave T3 CF
NotificationRuntimeData.GetIcon — CF ✂
NotificationRuntimeData.GetTitleText — CF ✂
NotificationUI.AddNotification — CF
NotificationUI.RemoveNotification — CF
NotificationUI.UpdateTargetHeight — CF
PipeWrench.SetActions T2 Namalsk Survival
Pistol_Base.GetInventoryHandAnimation — WindstridesClothingPack (cond)
PlayerBase.CanBeTargetedByAI — Namalsk Survival (cond)
PlayerBase.CanEatAndDrink — Namalsk Survival (cond)
PlayerBase.CanReceiveAttachment T2 Namalsk Survival (cond)
PlayerBase.CanReceiveItemIntoHands T2 Namalsk Survival (cond)
PlayerBase.CanReleaseAttachment T2 Namalsk Survival (cond)
PlayerBase.CheckLiftWeapon — DayOne (cond)
PlayerBase.Consume — Namalsk Survival ✂
PlayerBase.EEKilled T3 Namalsk Survival
PlayerBase.EOnContact — Namalsk Survival
PlayerBase.OnLadder — Namalsk Survival (cond)
PlayerBase.OnPlayerLoaded — DayOne
PlayerBase.OnRPC T2 Namalsk Survival
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnSyncJuncture — Namalsk Survival
PlayerBase.ProcessFeetDamageServer — Namalsk Survival (cond)
PlayerBase.SaveAreaPersistenceFlag — Namalsk Survival ✂
PlayerBase.SetActionsRemoteTarget — DayOne
PlayerBase.SetDecayEffects — Namalsk Survival ✂
PlayerBase.SwitchItemSelectionTexture — Namalsk Survival
PlayerBaseClient.OnVariablesSynchronized T2 DayOne
PlayerContainer.UpdateInterval — Namalsk Survival
PlayerStatsPCO_current.Init — Namalsk Survival
PluginLifespan.CanMakeHandsBloody — Namalsk Survival ✂
PluginTransmissionAgents.TransmitAgentsEx — Namalsk Survival (cond)
PortableGasStove.OnWork — Namalsk Survival (cond)
PortableGasStove.OnWorkStart — Namalsk Survival
PortableGasStove.OnWorkStop — Namalsk Survival
SewingKit.InitItemVariables — DayOne
SlotsContainer.SetLayoutName — Namalsk Survival ✂
TireRepairKit.InitItemVariables — DayOne
TransmitterBase.OnWorkStart — Namalsk Survival
TransmitterBase.OnWorkStop — Namalsk Survival
WeaponCleaningKit.InitItemVariables — DayOne
WorldData.GetBaseEnvTemperature — Namalsk Survival
WorldData.Init — Namalsk Survival
WorldLighting.SetGlobalLighting — Namalsk Survival
ZombieBase.ModCommandHandlerInside — Namalsk Survival
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF
land_fuelstation_w_feed.EEKilled T3 DayOne ✂
land_fuelstation_w_feed.HasFuelToGive — DayOne ✂
land_fuelstation_w_feed.OnExplosionEffects — DayOne ✂

15 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.