← modperf

Stack composer

Started from The Survivalists Nasdara Vanilla+ | Loot/Stamina+ | Badlands: the 11 mods it publishes to the Steam server browser (as of 2026-10-19), 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 Advanced Weapon Scopes
  3. 3 Breachingcharge
  4. 4 FlipTransport
  5. 5 CarCover
  6. 6 MMG Base Storage
  7. 7 Survivor Animations
  8. 8 Uncuepas Civilian Clothing
  9. 9 WindstridesClothingPack
  10. 10 The Survivalists Nasdara not analyzed
  11. 11 The Survivalists Core not analyzed
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One Workshop id or URL per line, in load order. Up to 250 mods.

2 of 11 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 10 server-side methods hooked by two or more mods.

Structural load
0.02% of a frame at 100 players

0.209 ms per second, all 9 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
WindstridesClothingPack then Survivor Animations then Advanced Weapon Scopes then vanilla
DayZGame.OnRPC
per event
FlipTransport then CF sometimes stops here 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 10 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 → Advanced Weapon Scopes → Breachingcharge → FlipTransport → CarCover → MMG Base Storage → Survivor Animations → WindstridesClothingPack
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → Advanced Weapon Scopes → Breachingcharge → MMG Base Storage → WindstridesClothingPack
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → FlipTransport → CarCover → MMG Base Storage → WindstridesClothingPack
PluginRecipesManagerBase.RegisterRecipies — vanilla → Advanced Weapon Scopes → Breachingcharge → MMG Base Storage → WindstridesClothingPack
PlayerBase.SetActions T2 vanilla → Advanced Weapon Scopes → Survivor Animations → WindstridesClothingPack
DayZGame.OnRPC T2 vanilla → CF (cond) → FlipTransport
MissionServer.InvokeOnConnect T3 vanilla → CF → MMG Base Storage
MissionServer.OnInit T3 vanilla → CF → FlipTransport
MissionServer.OnUpdate T0 vanilla → CF → Survivor Animations
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → MMG Base Storage
114 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)
ActionPushCar.ActionCondition T2 FlipTransport
ActionPushObject.ActionCondition T2 FlipTransport
ActionSkinning.OnFinishProgressServer — WindstridesClothingPack
ActionToggleNVMode.ActionCondition T2 Advanced Weapon Scopes (cond)
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
Aug.CanEnterIronsights — Advanced Weapon Scopes (cond)
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BoatScript.SetActions T2 FlipTransport
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CamoNet.SetActions T2 CarCover
CarScript.OnInput — FlipTransport
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
CarScript.OnUpdate T0 FlipTransport
CarScript.SetActions T2 FlipTransport
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)
CreditsLoader.GetData — CF ✂
DayZGame.DeferredInit — CF
DayZGame.OnEvent — CF
DayZGame.OnUpdate T0 CF
DayZPlayerCameraOptics.SetCameraPP — Advanced Weapon Scopes (cond)
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)
GesturesMenu.GetGestureItems — Survivor Animations
GesturesMenu.OnMenuRelease — Survivor Animations
Hammer.SetActions T2 MMG Base Storage
Hatchet.SetActions T2 MMG Base Storage
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.EvaluateCollision — MMG Base Storage (cond)
Hologram.PlaceEntity — MMG Base Storage (cond)
Hologram.ProjectionBasedOnParent — MMG Base Storage (cond)
Hologram.UpdateHologram — Breachingcharge (cond)
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
JMModuleConstructor.RegisterModules — FlipTransport
KeybindingElement.Reload — CF
Magnum_Base.InitStateMachine — Survivor Animations ✂
Magnum_Base.SetActions T2 Survivor Animations
MaskBase.CanPutAsAttachment — WindstridesClothingPack
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
Pistol_Base.GetInventoryHandAnimation — WindstridesClothingPack (cond)
PlayerBase.CommandHandler T1 Survivor Animations
PlayerBase.EEItemAttached T2 WindstridesClothingPack
PlayerBase.EEItemDetached T2 WindstridesClothingPack
PlayerBase.Init — Survivor Animations
PlayerBase.ModCommandHandlerAfter — Survivor Animations
PlayerBase.OnParticleEvent — Survivor Animations
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PluginManager.Init — MMG Base Storage
VPPAdminHud.DefineButtons — FlipTransport
Weapon_Base.SetActions T2 MMG Base Storage
Wrench.SetActions T2 FlipTransport
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

8 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.