← modperf

Stack composer

Started from RGM-GAMING Nasdara 1.0 Hardcore PvE: the 14 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 Zenarchist's Core Mod not analyzed
  3. 3 Zenarchist's Skills not analyzed
  4. 4 Zens Sleeping Mod not analyzed
  5. 5 PvZmoD_CustomisableZombies
  6. 6 BXD_Animals not analyzed
  7. 7 AmbientBlackbirdBadlands not analyzed
  8. 8 Beautiful_Komodo not analyzed
  9. 9 LessSkinningMeat not analyzed
  10. 10 BearBuff not analyzed
  11. 11 StackMoreItems
  12. 12 Nasdara_SwapGearFix not analyzed
  13. 13 Nasdara_Cactus not analyzed
  14. 14 Server_Information_Panel
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One Workshop id or URL per line, in load order. Up to 250 mods.

10 of 14 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 4 below.

Mods silencing mods
None

Across 2 server-side methods hooked by two or more mods.

Structural load
0.12% of a frame at 100 players

1.213 ms per second, all 4 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
Server_Information_Panel then CF then vanilla

Stall risks#

4 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.

PvZmoD_CustomisableZombies
PlayerBase.OnScheduledTick
about 30× per player per second
Per-player, per-frame hook warning
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\manbase\Pvz_CZ_PlayerBase.c:86
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
PvZmoD_CustomisableZombies
AnimalBase.EEHitBy
per event
Timer created inside a hot hook heuristic
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\Pvz_CZ_AnimalBase.c:48
PvZmoD_CustomisableZombies
PlayerBase.EEHitBy
per event
Timer created inside a hot hook heuristic
PvZmoD_CustomisableZombies.pbo::Scripts\4_World\PvZ_CZ_4_World\CZ_entities\manbase\Pvz_CZ_PlayerBase.c:40

Everything else#

All 2 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)
MissionServer.InvokeOnConnect T3 vanilla → CF → PvZmoD_CustomisableZombies
MissionServer.OnUpdate T0 vanilla → CF → Server_Information_Panel
118 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
AITargetCallbacksPlayer.GetMaxVisionRangeModifier — PvZmoD_CustomisableZombies (cond)
ActionCloseDoors.OnEndServer — PvZmoD_CustomisableZombies (cond)
ActionOpenDoors.OnEndServer — PvZmoD_CustomisableZombies (cond)
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnimalBase.CommandHandler T1 PvZmoD_CustomisableZombies ✂
AnimalBase.EEHitBy T2 PvZmoD_CustomisableZombies
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
Animal_CanisLupus.CanBeTargetedByAI — PvZmoD_CustomisableZombies (cond)
BandageDressing.InitItemVariables — StackMoreItems
BearTrap.OnServerSteppedOn — PvZmoD_CustomisableZombies ✂
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BoxCerealCrunchin.InitItemVariables — StackMoreItems
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
CarScript.OnUpdate T0 PvZmoD_CustomisableZombies
ContaminatedTrigger.OnEnterServerEvent — PvZmoD_CustomisableZombies
CreditsLoader.GetData — CF ✂
DayZGame.DeferredInit — CF
DayZGame.OnEvent — CF
DayZGame.OnRPC T2 CF (cond)
DayZGame.OnUpdate T0 CF
DayZPlayerImplement.CommandHandler T1 Server_Information_Panel
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerMeleeFightLogic_LightHeavy.EvaluateFinisherAttack — PvZmoD_CustomisableZombies
DayZPlayerSyncJunctures.SendDamageHitEx — PvZmoD_CustomisableZombies ✂
DuctTape.InitItemVariables — StackMoreItems
ElectronicRepairKit.InitItemVariables — StackMoreItems
EpoxyPutty.InitItemVariables — StackMoreItems
GardenLime.InitItemVariables — StackMoreItems
Guts.InitItemVariables — StackMoreItems
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
KeybindingElement.Reload — CF
Lard.InitItemVariables — StackMoreItems
LeatherSewingKit.InitItemVariables — StackMoreItems
MissionBase.CF_IsLoaded — CF ✂
MissionBase.CreateScriptedMenu — Server_Information_Panel
MissionBase.OnKeyPress — PvZmoD_CustomisableZombies
MissionBase.OnMissionFinish T3 PvZmoD_CustomisableZombies
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.OnInit T3 CF
MissionServer.OnMissionFinish T3 CF
MissionServer.OnMissionLoaded — CF
MissionServer.OnMissionStart T3 CF
MissionServer.PlayerDisconnected T3 CF
MissionServer.TickScheduler T0 PvZmoD_CustomisableZombies
ModItemRegisterCallbacks.CustomBoneRemapping — CF
ModItemRegisterCallbacks.RegisterArcheryItem — CF
ModItemRegisterCallbacks.RegisterCustom — CF
ModItemRegisterCallbacks.RegisterEmptyHanded — CF
ModItemRegisterCallbacks.RegisterFireArms — CF
ModItemRegisterCallbacks.RegisterHeavy — CF
ModItemRegisterCallbacks.RegisterLauncher — CF
ModItemRegisterCallbacks.RegisterOneHanded — CF
ModItemRegisterCallbacks.RegisterPistol — CF
ModItemRegisterCallbacks.RegisterRestrained — CF
ModItemRegisterCallbacks.RegisterSurrender — CF
ModItemRegisterCallbacks.RegisterTwoHanded — 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
NoiseAIEvaluate.GetNoiseMultiplier — PvZmoD_CustomisableZombies ✂
NotificationRuntimeData.GetIcon — CF ✂
NotificationRuntimeData.GetTitleText — CF ✂
NotificationUI.AddNotification — CF
NotificationUI.RemoveNotification — CF
NotificationUI.UpdateTargetHeight — CF
PlayerBase.CanBeTargetedByAI — PvZmoD_CustomisableZombies (cond)
PlayerBase.EEHitBy T2 PvZmoD_CustomisableZombies (cond)
PlayerBase.EOnContact — PvZmoD_CustomisableZombies
PlayerBase.OnScheduledTick T1 PvZmoD_CustomisableZombies (cond)
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PowderedMilk.InitItemVariables — StackMoreItems
Rice.InitItemVariables — StackMoreItems
SewingKit.InitItemVariables — StackMoreItems
Snack_ColorBase.InitItemVariables — StackMoreItems
TireRepairKit.InitItemVariables — StackMoreItems
WeaponCleaningKit.InitItemVariables — StackMoreItems
Whetstone.InitItemVariables — StackMoreItems
ZombieBase.CanBeBackstabbed — PvZmoD_CustomisableZombies ✂
ZombieBase.CanBeTargetedByAI — PvZmoD_CustomisableZombies (cond)
ZombieBase.ChaseAttackLogic — PvZmoD_CustomisableZombies
ZombieBase.EEHitBy T2 PvZmoD_CustomisableZombies (cond)
ZombieBase.EOnFrame T1 PvZmoD_CustomisableZombies ✂
ZombieBase.EOnInit T3 PvZmoD_CustomisableZombies
ZombieBase.EOnPostFrame T1 PvZmoD_CustomisableZombies ✂
ZombieBase.EvaluateDamageHitAnimation — PvZmoD_CustomisableZombies (cond)
ZombieBase.FightAttackLogic — PvZmoD_CustomisableZombies
ZombieBase.FightLogic — PvZmoD_CustomisableZombies ✂
ZombieBase.HandleCrawlTransition — PvZmoD_CustomisableZombies (cond)
ZombieBase.Init — PvZmoD_CustomisableZombies
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

10 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.