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 CF
- 2 Advanced Weapon Scopes
- 3 Breachingcharge
- 4 FlipTransport
- 5 CarCover
- 6 MMG Base Storage
- 7 Survivor Animations
- 8 Uncuepas Civilian Clothing
- 9 WindstridesClothingPack
- 10 The Survivalists Nasdara not analyzed
- 11 The Survivalists Core not analyzed
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.
Across 10 server-side methods hooked by two or more mods.
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.
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.
- Per-player, per-frame hook. Runs for every player on every tick, so whatever it does inside is multiplied by the population.
PlayerBase.CommandHandlerSurvivorAnims.pbo::Scripts\4_World\PlayerBase.c:115Everything 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.
| method | tier | chain (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.
| method | tier | mod |
|---|---|---|
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.
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.