← modperf

Stack composer

Started from RigPig's PvE | Badlands | SCIFI: the 42 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 Dabs Framework
  3. 3 RigPig-LB not analyzed
  4. 4 VPPAdminTools
  5. 5 RigPig MP not analyzed
  6. 6 BodyBags
  7. 7 RigPig Extras not analyzed
  8. 8 RigPig HM not analyzed
  9. 9 DNA Keycards
  10. 10 AdvancedBanking V2
  11. 11 3D Printer
  12. 12 CannabisPlus
  13. 13 AgricultureCore
  14. 14 MPG_BearsPack not analyzed
  15. 15 MPG_Spawner not analyzed
  16. 16 Skyrim Trading Card Collectables not analyzed
  17. 17 CBD Sci-Fi power generator not analyzed
  18. 18 RaG_BaseItems
  19. 19 RaG_Core
  20. 20 MegaFoodPack
  21. 21 BuilderItems
  22. 22 AutoCarFlip
  23. 23 SearchInventory
  24. 24 Small Flagpole not analyzed
  25. 25 BetterTrac not analyzed
  26. 26 Basic Territories
  27. 27 No Fall Damage
  28. 28 BuildStack X3 not analyzed
  29. 29 SF_Core not analyzed
  30. 30 WLM PVE System Complete not analyzed
  31. 31 NomNom Collectibles not analyzed
  32. 32 MuchCarKey
  33. 33 RaG_Wheel_Of_Fortune
  34. 34 Code Lock
  35. 35 Trader
  36. 36 Trader_FIX not analyzed
  37. 37 Buca Weapons not analyzed
  38. 38 Instant flagpole build no nails from dismantle not analyzed
  39. 39 MuchFramework Fixes not analyzed
  40. 40 MuchFramework
  41. 41 NERV_Gaming not analyzed
  42. 42 Paragon Collectable items
Edit as text

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

19 of 42 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 3 below.

Mods silencing mods
4 conflicts

Across 57 server-side methods hooked by two or more mods. 1 more on client-only UI classes, listed separately.

Structural load
0.34% of a frame at 100 players

3.362 ms per second, all 23 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.

4 methods across 2 pairs. Read across: the mod on the left silences the mod at the top. Both in load order. 1   2–4   5–14   15+ methods
silences → 6BodyBags19RaG_Core all
18RaG_BaseItems 1RaG_BaseItems silences BodyBags
1 method: 1 check
1
40MuchFramework 3MuchFramework silences RaG_Core
3 methods: 3 checks
3
all 13 4
3RigPig-LB Not analyzed, so what it silences is unknown. Queue it in the list above.
5RigPig MP Not analyzed, so what it silences is unknown. Queue it in the list above.
7RigPig Extras Not analyzed, so what it silences is unknown. Queue it in the list above.
8RigPig HM Not analyzed, so what it silences is unknown. Queue it in the list above.
14MPG_BearsPack Not analyzed, so what it silences is unknown. Queue it in the list above.
15MPG_Spawner Not analyzed, so what it silences is unknown. Queue it in the list above.
…and 13 more mods not analyzed yet.

The 2 pairs, largest first# ·

MuchFrameworksilencesRaG_Core3 methods
Clothing.CanLoadItemIntoCargoClothingConditions check RaG_Core's conditions on this check no longer apply. 0_InventoryFixSolo.pbo::scripts\4_World\clothing_base.c:34 Clothing.CanPutInCargoClothingConditions check RaG_Core's conditions on this check no longer apply. 0_InventoryFixSolo.pbo::scripts\4_World\clothing_base.c:3 Clothing.CanReceiveItemIntoCargoClothingConditions check RaG_Core's conditions on this check no longer apply. 0_InventoryFixSolo.pbo::scripts\4_World\clothing_base.c:27
RaG_BaseItemssilencesBodyBags1 method
PlantMaterial.CanPutAsAttachment check BodyBags's conditions on this check no longer apply. For PlantMaterial instances, through its ancestor ItemBase. rag_baseitems_scripts.pbo::4_World\rag_baseitems_scripts\Modded\PlantMaterial.c:3
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.

MissionServer.OnUpdate
every server frame
Trader then 3D Printer then CF then vanilla
DayZGame.OnUpdate
every server frame
VPPAdminTools then CF then vanilla
PlayerBase.SetActions
per event
MuchFramework then Trader then MuchCarKey then RaG_BaseItems then 3D Printer then VPPAdminTools then vanilla
DayZGame.OnRPC
per event
3D Printer sometimes stops here then VPPAdminTools sometimes stops here then Dabs Framework then CF sometimes stops here then vanilla
ActionDeployObject.ActionCondition
per event
Trader sometimes stops here then Basic Territories then DNA Keycards sometimes stops here then vanilla
Hammer.SetActions
per event
MuchFramework then RaG_Core then RaG_BaseItems then vanilla
PlayerBase.OnRPC
per event
MuchFramework then RaG_Core then VPPAdminTools then vanilla
Screwdriver.SetActions
per event
MuchFramework then RaG_Core then 3D Printer then vanilla
ActionDetach.ActionCondition
per event
Trader sometimes stops here then MuchCarKey sometimes stops here then vanilla
ActionLockDoors.ActionCondition
per event
Trader sometimes stops here then DNA Keycards sometimes stops here then vanilla
ActionTogglePlaceObject.ActionCondition
per event
CannabisPlus sometimes stops here then DNA Keycards sometimes stops here then vanilla
CarScript.CanDisplayAttachmentSlot
per event
Trader then MuchCarKey then vanilla

Stall risks#

3 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

Everything else#

All 57 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)
Clothing.CanLoadItemIntoCargoClothingConditions — vanilla → RaG_Core (cond) → MuchFramework ✂
Clothing.CanPutInCargoClothingConditions — vanilla → RaG_Core (cond) → MuchFramework ✂
Clothing.CanReceiveItemIntoCargoClothingConditions — vanilla → RaG_Core (cond) → MuchFramework ✂
ActionConstructor.RegisterActions — vanilla → Dabs Framework → VPPAdminTools → DNA Keycards → AdvancedBanking V2 → 3D Printer → CannabisPlus → AgricultureCore → RaG_BaseItems → RaG_Core → AutoCarFlip → Basic Territories → MuchCarKey → RaG_Wheel_Of_Fortune → Code Lock → Trader → MuchFramework
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → DNA Keycards → AdvancedBanking V2 → 3D Printer → CannabisPlus → RaG_BaseItems → MegaFoodPack → MuchCarKey → Trader → Paragon Collectable items
MissionServer.OnInit T3 vanilla → CF → VPPAdminTools → CannabisPlus → AgricultureCore → RaG_BaseItems → SearchInventory → MuchCarKey → RaG_Wheel_Of_Fortune → Trader
PluginManager.Init — vanilla → Dabs Framework → VPPAdminTools → AdvancedBanking V2 → RaG_Core → MuchCarKey → Code Lock → Trader → MuchFramework
MissionServer.OnMissionStart T3 vanilla → CF → Dabs Framework → VPPAdminTools → DNA Keycards → 3D Printer → AutoCarFlip → Basic Territories
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → BodyBags → DNA Keycards → CannabisPlus → AgricultureCore → RaG_BaseItems → MuchFramework
MissionServer.InvokeOnConnect T3 vanilla → CF → Dabs Framework → RaG_Core → Code Lock → Trader → MuchFramework
PlayerBase.SetActions T2 vanilla → VPPAdminTools → 3D Printer → RaG_BaseItems → MuchCarKey → Trader → MuchFramework
MissionBase.CreateScriptedMenu — vanilla → VPPAdminTools → AdvancedBanking V2 → SearchInventory → Trader → MuchFramework
PlayerBase.Init — vanilla → VPPAdminTools → DNA Keycards → AgricultureCore → AutoCarFlip → Paragon Collectable items
DayZGame.OnRPC T2 vanilla → CF (cond) → Dabs Framework → VPPAdminTools (cond) → 3D Printer (cond)
MissionServer.OnMissionFinish T3 vanilla → CF → VPPAdminTools → 3D Printer → RaG_Core
MissionServer.PlayerDisconnected T3 vanilla → CF → Dabs Framework → VPPAdminTools → RaG_Core
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → DNA Keycards → 3D Printer → RaG_BaseItems
PlayerBase.EEKilled T3 vanilla → VPPAdminTools → BodyBags → CannabisPlus → AgricultureCore
PluginRecipesManager.RegisterRecipies — vanilla → DNA Keycards → CannabisPlus → AgricultureCore → RaG_BaseItems
ActionDeployObject.ActionCondition T2 vanilla → DNA Keycards (cond) → Basic Territories → Trader (cond)
ActionGetInTransport.OnEndServer — vanilla → RaG_Core → AutoCarFlip → MuchCarKey
CarScript.OnStoreLoad T3 vanilla → CF → MuchCarKey → Trader
CarScript.OnStoreSave T3 vanilla → CF → MuchCarKey → Trader
Hammer.SetActions T2 vanilla → RaG_BaseItems → RaG_Core → MuchFramework
Hologram.GetProjectionName — vanilla → 3D Printer (cond) → RaG_Core (cond) → MuchFramework (cond)
MissionServer.OnEvent — vanilla → CF → VPPAdminTools → BodyBags
MissionServer.OnUpdate T0 vanilla → CF → 3D Printer → Trader
PlayerBase.OnRPC T2 vanilla → VPPAdminTools → RaG_Core → MuchFramework
Screwdriver.SetActions T2 vanilla → 3D Printer → RaG_Core → MuchFramework
ActionDetach.ActionCondition T2 vanilla → MuchCarKey (cond) → Trader (cond)
ActionLockDoors.ActionCondition T2 vanilla → DNA Keycards (cond) → Trader (cond)
ActionStartEngine.OnEndServer — vanilla → RaG_Core → MuchCarKey
ActionStopEngine.OnEndServer — vanilla → RaG_Core → MuchCarKey
ActionSwitchSeats.Start — vanilla → RaG_Core → MuchCarKey
ActionTogglePlaceObject.ActionCondition T2 vanilla → DNA Keycards (cond) → CannabisPlus (cond)
BoatScript.OnEngineStart — vanilla → MuchCarKey → Trader
BoatScript.OnStoreLoad T3 vanilla → CF → MuchCarKey
BoatScript.OnStoreSave T3 vanilla → CF → MuchCarKey
CarScript.CanDisplayAttachmentCategory — vanilla → MuchCarKey → Trader
CarScript.CanDisplayAttachmentSlot T2 vanilla → MuchCarKey → Trader
CarScript.EEDelete T3 vanilla → RaG_Core → MuchCarKey
CarScript.OnEngineStart — vanilla → MuchCarKey → Trader
DayZGame.DeferredInit — vanilla → CF → VPPAdminTools
DayZGame.OnEvent — vanilla → CF → Dabs Framework
DayZGame.OnUpdate T0 vanilla → CF → VPPAdminTools
Edible_Base.ProcessDecay — vanilla → RaG_Core → MuchFramework
Hologram.EvaluateCollision — vanilla → RaG_Core (cond) → MuchFramework (cond)
Hologram.GetProjectionEntityPosition — vanilla → RaG_Core (cond) → MuchFramework (cond)
Hologram.RefreshVisual — vanilla → RaG_Core (cond) → MuchFramework (cond)
Hologram.SetProjectionPosition — vanilla → RaG_Core → MuchFramework (cond)
ItemBase.OnStoreLoad T3 vanilla → CF → RaG_Core
MissionServer.OnClientDisconnectedEvent T3 vanilla → CF → Dabs Framework
MissionServer.SendModData — vanilla → RaG_BaseItems → RaG_Wheel_Of_Fortune
PlantBase.Init — vanilla → CannabisPlus → AgricultureCore (cond)
PlayerBase.CanBeTargetedByAI — vanilla → VPPAdminTools (cond) → Trader (cond)
PlayerBase.OnConnect — vanilla → VPPAdminTools → 3D Printer
Pliers.SetActions T2 vanilla → RaG_Core → MuchFramework
354 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
ActionAttach.ActionCondition T2 RaG_Core (cond)
ActionAttachOnSelection.ActionCondition T2 RaG_Core (cond)
ActionAttachToConstruction.ActionCondition T2 RaG_Core (cond)
ActionAttachToConstruction.FindAndTranslateAttachmentSlot — RaG_Core (cond)
ActionBuildPart.ActionCondition T2 Basic Territories
ActionBuildPart.OnFinishProgressServer — Basic Territories
ActionBurnSewTarget.ActionCondition T2 Trader (cond)
ActionCarDoors.ActionCondition T2 Trader (cond)
ActionCarDoorsOutside.ActionCondition T2 Trader (cond)
ActionCheckPulse.ActionCondition T2 Trader (cond)
ActionCheckPulseTarget.ActionCondition T2 Trader
ActionCloseBarrel.OnExecuteServer — RaG_Core
ActionCloseCarDoorsOutside.OnEndServer — RaG_Core
ActionCloseDoors.ActionCondition T2 DNA Keycards (cond)
ActionCloseFence.ActionCondition T2 Code Lock
ActionCloseFence.OnExecuteServer — RaG_Core
ActionCollectBloodTarget.ActionCondition T2 Trader (cond)
ActionCreateIndoorFireplace.ActionCondition T2 RaG_Core (cond)
ActionCreateIndoorFireplace.OnExecuteServer — RaG_Core (cond)
ActionDefibrilateTarget.ActionCondition T2 Trader (cond)
ActionDeployObject.OnEndClient — Basic Territories
ActionDeployObject.OnEndServer — CannabisPlus (cond)
ActionDeployObject.OnExecuteServer — RaG_Core
ActionDetach.OnExecuteServer — MuchCarKey
ActionDetachFromTarget.ActionCondition T2 MuchCarKey (cond)
ActionDisinfectTarget.ActionCondition T2 Trader (cond)
ActionDismantlePart.ActionCondition T2 Basic Territories
ActionDismantlePart.DismantleCondition — Code Lock (cond)
ActionDismantlePart.OnExecuteServer — RaG_Core
ActionDropItem.OnExecuteServer — RaG_Core
ActionFillCoolant.ActionCondition T2 RaG_Core
ActionFillFuel.ActionCondition T2 RaG_Core
ActionForceConsume.ActionCondition T2 Trader (cond)
ActionForceConsumeSingle.ActionCondition T2 Trader (cond)
ActionForceFeedCan.ActionCondition T2 Trader (cond)
ActionGetInTransport.ActionCondition T2 MuchCarKey (cond)
ActionGetOutTransport.OnEndServer — MuchCarKey
ActionGetOutTransport.OnStartServer — RaG_Core
ActionGiveBloodTarget.ActionCondition T2 Trader (cond)
ActionGiveSalineTarget.ActionCondition T2 Trader (cond)
ActionHarvestCrops.OnExecuteClient — AgricultureCore (cond)
ActionHarvestCrops.OnExecuteServer — AgricultureCore (cond)
ActionIgniteFireplaceByAir.ActionCondition T2 RaG_Core (cond)
ActionInjectTarget.ActionCondition T2 Trader (cond)
ActionInteractCodeLockItem.ActionCondition T2 RaG_Core (cond)
ActionLightItemOnFire.ActionCondition T2 RaG_BaseItems (cond)
ActionLightItemOnFire.OnFinishProgressClient — RaG_BaseItems
ActionLightItemOnFire.OnFinishProgressServer — RaG_BaseItems
ActionLockDoors.OnFinishProgressServer — RaG_Core
ActionLowerFlag.ActionCondition T2 Basic Territories
ActionOpenBarrel.OnExecuteServer — RaG_Core
ActionOpenCarDoors.ActionCondition T2 MuchCarKey (cond)
ActionOpenCarDoorsOutside.ActionCondition T2 MuchCarKey (cond)
ActionOpenCarDoorsOutside.OnEndServer — RaG_Core
ActionOpenDoors.ActionCondition T2 DNA Keycards (cond)
ActionOpenFence.OnExecuteServer — RaG_Core
ActionPackTent.ActionCondition T2 Code Lock
ActionPackTent.OnExecuteServer — Code Lock (cond)
ActionPackTent.OnFinishProgressServer — RaG_Core
ActionPin.OnStartServer — VPPAdminTools
ActionPlaceFireplaceIndoor.ActionCondition T2 RaG_Core (cond)
ActionPlaceObject.ActionCondition T2 CannabisPlus (cond)
ActionPlugIn.CreateConditionComponents — RaG_BaseItems ✂
ActionPushObject.ActionCondition T2 MuchCarKey (cond)
ActionPushObject.OnEndServer — MuchCarKey
ActionRaiseFlag.ActionCondition T2 Basic Territories
ActionRaiseFlag.OnFinishProgressServer — Basic Territories
ActionRepairPart.RepairCondition — RaG_Core (cond)
ActionResetCodeOnCodeLock.ActionCondition T2 RaG_Core (cond)
ActionResetCodeOnCodeLock.OnExecuteServer — RaG_Core (cond)
ActionRestrainSelf.ActionCondition T2 Trader (cond)
ActionRestrainTarget.ActionCondition T2 Trader (cond)
ActionSewTarget.ActionCondition T2 Trader (cond)
ActionStartEngine.ActionCondition T2 MuchCarKey
ActionTakeItem.OnExecuteServer — RaG_Core
ActionTakeItemToHands.OnExecuteServer — RaG_Core
ActionToggleTentOpen.ActionCondition T2 Code Lock
ActionToggleTentOpen.OnExecuteServer — RaG_Core
ActionUnlockDoors.ActionCondition T2 DNA Keycards (cond)
ActionUnlockDoors.OnFinishProgressServer — RaG_Core
ActionUnpin.ActionCondition T2 Trader (cond)
ActionUnpin.OnStartServer — VPPAdminTools
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
Ammo_40mm_ChemGas.EEKilled T3 Trader (cond)
Ammo_40mm_ChemGas.OnActivatedByItem — Trader (cond)
Ammo_40mm_Explosive.EEKilled T3 Trader (cond)
Ammo_40mm_Explosive.OnActivatedByItem — Trader (cond)
Ammunition_Base.AddQuantityTR — Trader ✂
Ammunition_Base.SetQuantityTR — Trader ✂
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AreaExposureMdfr.Activate — VPPAdminTools (cond)
AreaExposureMdfr.OnActivate — VPPAdminTools (cond)
AreaExposureMdfr.OnTick — Trader (cond)
AttachmentCategoriesContainer.UpdateInterval — RaG_Core
BarrelHoles_ColorBase.AddWetnessToFireplace — Trader (cond)
BarrelHoles_ColorBase.BurnItemsInFireplace — Trader (cond)
BarrelHoles_ColorBase.CalcAndSetQuantity — Trader (cond)
BarrelHoles_ColorBase.CanPutIntoHands T2 Trader (cond)
BarrelHoles_ColorBase.DeferredInit — Trader
BarrelHoles_ColorBase.SpendFireConsumable — Trader (cond)
Barrel_ColorBase.OnWasAttached — RaG_Core (cond)
BaseBuildingBase.EEHitBy T2 Basic Territories
BoatScript.AfterStoreLoad T3 MuchCarKey
BoatScript.CanDisplayAttachmentCategory — MuchCarKey
BoatScript.CanDisplayAttachmentSlot T2 MuchCarKey
BoatScript.DeferredInit — MuchCarKey
BoatScript.EEDelete T3 MuchCarKey
BoatScript.EEKilled T3 MuchCarKey
BoatScript.EEOnCECreate — MuchCarKey
BoatScript.IsInventoryVisible T2 MuchCarKey
BoatScript.NameOverride — MuchCarKey (cond)
BoatScript.OnCEUpdate — MuchCarKey
BoatScript.OnVariablesSynchronized T2 MuchCarKey
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CAContinuousFertilizeGardenSlot.Setup — AgricultureCore
CarScript.AfterStoreLoad T3 MuchCarKey
CarScript.DeferredInit — MuchCarKey
CarScript.EEHitBy T2 RaG_Core
CarScript.EEKilled T3 MuchCarKey
CarScript.EEOnCECreate — MuchCarKey
CarScript.IsInventoryVisible T2 MuchCarKey
CarScript.NameOverride — MuchCarKey (cond)
CarScript.OnCEUpdate — MuchCarKey
CarScript.OnVariablesSynchronized T2 MuchCarKey
CargoContainer.UpdateInterval — RaG_Core
ChernarusPlusData.WeatherOnBeforeChange — VPPAdminTools
Clothing.CanReceiveAttachment T2 MuchFramework
CodeLock.NewUnlockServer — MuchFramework
CodeLock.SetActions T2 MuchFramework
CodeLockComponent.CheckCodeRequest — RaG_Core (cond)
CodeLockComponent.OnRPC T2 RaG_Core (cond)
CodeLockComponent.ResetPIN — RaG_Core (cond)
CodeLockComponent.SetLockCode — RaG_Core (cond)
CodeLockComponent.SetLockState — RaG_Core (cond)
CodeLockServerRPC.OpenTarget — MuchFramework
ContainerWithCargoAndAttachments.UpdateInterval — RaG_Core
ContaminatedArea_Local.DeferredInit — Trader (cond)
ContaminatedTrigger.OnEnterServerEvent — VPPAdminTools (cond)
CreditsLoader.GetData — CF ✂
Crowbar.SetActions T2 AdvancedBanking V2
DayZGame.FirearmEffects — Trader (cond)
DayZGame.OnInitialize — VPPAdminTools (cond)
DayZGame.OnKeyPress — VPPAdminTools
DayZGame.OnKeyRelease — VPPAdminTools
DayZGame.OnPostUpdate — RaG_Core
DayZGame.RegisterProfilesOptions — Dabs Framework
DayZGame.SetMissionPath — Dabs Framework
DayZPlayerImplement.CameraHandler — VPPAdminTools (cond)
DayZPlayerImplement.ModCommandHandlerBefore — VPPAdminTools
DayZPlayerImplement.ModCommandHandlerInside — VPPAdminTools
DayZPlayerImplement.OnRPC T2 Trader
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerMeleeFightLogic_LightHeavy.HandleFightLogic — Trader (cond)
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.AfterStoreLoad T3 RaG_Core
DigitalCodeLock.CanBeLocked — RaG_Core
DigitalCodeLock.CanDetachAttachment — RaG_Core (cond)
DigitalCodeLock.CanDetachCodeLock — RaG_Core (cond)
DigitalCodeLock.CanReleaseAttachment T2 RaG_Core (cond)
DigitalCodeLock.CanSetCode — RaG_Core (cond)
DigitalCodeLock.EEInit T3 RaG_Core
DigitalCodeLock.EEItemAttached T2 RaG_Core
DigitalCodeLock.EEItemDetached T2 RaG_Core
DigitalCodeLock.GetBatteryEnergy — RaG_Core (cond)
DigitalCodeLock.HasBattery — RaG_Core (cond)
DigitalCodeLock.HasEnergy — RaG_Core (cond)
DigitalCodeLock.HasValidParent — RaG_Core (cond)
DigitalCodeLock.IsPlayerOnBackside — RaG_Core (cond)
DigitalCodeLock.NeedBattery — RaG_Core (cond)
DigitalCodeLock.OnRPC T2 RaG_Core (cond)
DigitalCodeLock.OnVariablesSynchronized T2 RaG_Core
DigitalCodeLock.OnWasAttached — RaG_Core
DigitalCodeLock.OnWork — RaG_Core (cond)
DigitalCodeLock.OnWorkStart — RaG_Core
DigitalCodeLock.OnWorkStop — RaG_Core (cond)
DigitalCodeLock.ResetPIN — RaG_Core (cond)
DigitalCodeLock.SetActions T2 RaG_Core
DigitalCodeLock.StartItemSoundServer — RaG_Core (cond)
DigitalCodeLock.UnlockOnServer — RaG_Core
DigitalCodeLockUI.CodeResponse — RaG_Core
DigitalCodeLockUI.ConfirmCode — RaG_Core
DigitalCodeLockUI.KeyPress — RaG_Core (cond)
DigitalCodeLockUI.OnKeyDown — RaG_Core
DigitalCodeLockUI.SetTargetLock — RaG_Core
DigitalCodeLockUI.Update — RaG_Core
DrowningMdfr.ActivateCondition — VPPAdminTools (cond)
DrowningMdfr.DeactivateCondition — VPPAdminTools (cond)
DrowningMdfr.OnTick — VPPAdminTools (cond)
Edible_Base.EEInit T3 MuchFramework
EmoteConstructor.RegisterEmotes — Dabs Framework
EmoteDabbing.EmoteCondition — Dabs Framework (cond)
EnochData.WeatherOnBeforeChange — VPPAdminTools
Fence.CanOpenFence — Code Lock (cond)
Fence.CanReceiveAttachment T2 Code Lock (cond)
Fence.OnPartDestroyedServer — Code Lock
Fence.OnPartDismantledServer — Code Lock
Fence.SetActions T2 Code Lock
FirefighterAxe.SetActions T2 RaG_BaseItems
FishingRod_Base_New.SetActions T2 RaG_BaseItems
GardenLime.SetActions T2 RaG_BaseItems
GesturesMenu.GetGestureItems — Dabs Framework
GesturesMenu.OnMenuRelease — Dabs Framework
Grenade_Base.EEHitBy T2 VPPAdminTools
Grenade_Base.InitiateExplosion — Trader (cond)
Grenade_ChemGas.OnExplode — Trader (cond)
Hacksaw.SetActions T2 Code Lock
Hatchet.SetActions T2 RaG_BaseItems
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.GetDefaultOrientation — 3D Printer
Hologram.IsBaseViable — 3D Printer (cond)
Hologram.ProjectionBasedOnParent — DNA Keycards (cond)
Hologram.SetProjectionOrientation — RaG_Core
Hologram.UpdateHologram — MuchFramework
ItemBase.AfterStoreLoad T3 Basic Territories
ItemBase.CanBeConsumed — RaG_Core
ItemBase.CanBePlaced — MuchFramework (cond)
ItemBase.CanLoadAttachment — MuchFramework ✂
ItemBase.CanPutAsAttachment — BodyBags (cond)
ItemBase.CanReceiveAttachment T2 MuchFramework ✂
ItemBase.CombineItemsClient — Code Lock (cond)
ItemBase.EEHitBy T2 RaG_Core
ItemBase.GetItemSize — Dabs Framework ✂
ItemBase.OnInventoryEnter T2 RaG_Core
ItemBase.OnInventoryExit T2 RaG_Core
ItemBase.OnRightClick — Code Lock (cond)
ItemBase.OnStoreSave T3 CF
ItemBase.SetActions T2 RaG_Core
KeybindingElement.Reload — CF
LandMineTrap.EEHitBy T2 VPPAdminTools
Liquid.CanFillContainer — RaG_Core
Liquid.CanTransfer — RaG_Core
Liquid.FillContainer — RaG_Core (cond)
Liquid.GetLiquidConfigProperty — RaG_Core ✂
MagazineStorage.SetActions T2 RaG_BaseItems
MissionBase.CF_IsLoaded — CF ✂
MissionBase.OnInit T3 Dabs Framework
MissionServer.HandleBody — Trader
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.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
OptionsMenuGame.Apply — VPPAdminTools
OptionsMenuGame.IsChanged — VPPAdminTools (cond)
OptionsMenuGame.Revert — VPPAdminTools
OptionsMenuGame.SetOptions — VPPAdminTools
PlantBase.Harvest — AgricultureCore (cond)
PlantBase.OnItemHarvested — CannabisPlus ✂
PlantBase.OnStoreLoad T3 AgricultureCore
PlantBase.OnStoreSave T3 AgricultureCore
PlantBase.RemovePlantEx — AgricultureCore ✂
PlantMaterial.CanDetachAttachment — RaG_BaseItems (cond)
PlantMaterial.CanPutAsAttachment — RaG_BaseItems ✂
PlayerBase.AC_HasAnyPPEActive — CannabisPlus
PlayerBase.CalculateVisibilityForAI — MuchFramework ✂
PlayerBase.CommandHandler T1 VPPAdminTools
PlayerBase.Expansion_IsInSafeZone — Trader (cond)
PlayerBase.GetActions — Dabs Framework ✂
PlayerBase.OnDrawOptics2D — VPPAdminTools (cond)
PlayerBase.OnPlayerLoaded — AgricultureCore
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnUnconsciousStart — 3D Printer
PlayerBase.OnVariablesSynchronized T2 VPPAdminTools
PlayerBase.SetSuicide — Trader
PluginAdminLog.PlayerHitBy — VPPAdminTools (cond)
PluginAdminLog.PlayerKilled — VPPAdminTools (cond)
PluginDiagMenu.OnRPC T2 Dabs Framework
PluginDiagMenuClient.RegisterModdedDiags — Dabs Framework
PluginTransmissionAgents.InjectAgentsWithPlayer — Trader (cond)
PluginTransmissionAgents.InjectAgentsWithPlayerCount — Trader (cond)
PokeHolesBarrel.CanDo — RaG_BaseItems (cond)
PumpkinSeedsPack.SetActions T2 RaG_BaseItems
RainProcurementComponentBase.GetBaseLiquidAmount — RaG_BaseItems (cond)
SeedPackBase.EmptySeedPack — CannabisPlus (cond)
Shovel.SetActions T2 RaG_BaseItems
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.EEOnCECreate — Basic Territories
TentBase.SetActions T2 Code Lock
TentBase.ToggleAnimation — Basic Territories
TerritoryFlag.AfterStoreLoad T3 Basic Territories
TerritoryFlag.EEInit T3 Basic Territories
TerritoryFlag.OnRPC T2 Basic Territories
TerritoryFlag.OnStoreLoad T3 Basic Territories
TerritoryFlag.OnStoreSave T3 Basic Territories
TerritoryFlag.SetActions T2 Basic Territories
TransferValues.SendValue — VPPAdminTools
TrapBase.OnPlacementComplete — VPPAdminTools
TrapBase.StartActivate — Trader (cond)
VONManagerImplementation.HandleInput — Trader (cond)
VONManagerImplementation.SetInSafeZone — Trader ✂
VPPAdminHud.DefineButtons — VPPAdminTools
VPPContextActionManager.RegisterActions — VPPAdminTools
VPPContextActionManager.RegisterProviders — VPPAdminTools
VicinitySlotsContainer.DoubleClick — SearchInventory (cond)
VicinitySlotsContainer.MouseClick — SearchInventory ✂
WeaponManager.CanFire — Trader (cond)
Weapon_Base.EEFired — VPPAdminTools
Weapon_Base.SetActions T2 RaG_Core
WoodAxe.SetActions T2 RaG_BaseItems
WoodenLog.SetActions T2 RaG_BaseItems
WoodenPlank.SetActions T2 RaG_BaseItems
Wrench.SetActions T2 MuchCarKey
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

28 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.