← modperf

Stack composer

Started from RobZ-UK-Bitterroot-PVE: the 17 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 Dabs Framework
  3. 3 Server_Information_Panel
  4. 4 Bitterroot
  5. 5 Bitterroot Weapons Fix 2.0 not analyzed
  6. 6 BasicMapPlus not analyzed
  7. 7 VPPAdminTools
  8. 8 NK Mod not analyzed
  9. 9 RaG_Core
  10. 10 RaG_BaseBuilding
  11. 11 RaG_Hunting_Cabin
  12. 12 RaG_BaseItems
  13. 13 Carim not analyzed
  14. 14 KeyCutPro not analyzed
  15. 15 DBN_FordRaptor_Scorpio
  16. 16 Code Lock
  17. 17 Code_Lock_1.30_Fix
Edit as text

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

5 of 17 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 48 server-side methods hooked by two or more mods. 1 more on client-only UI classes, listed separately.

Structural load
0.39% of a frame at 100 players

3.883 ms per second, all 12 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.

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.

DayZGame.OnUpdate
every server frame
VPPAdminTools then CF then vanilla
MissionServer.OnUpdate
every server frame
Server_Information_Panel then CF then vanilla
Hammer.SetActions
per event
RaG_BaseItems then RaG_Hunting_Cabin then RaG_BaseBuilding then RaG_Core then vanilla
DayZGame.OnRPC
per event
VPPAdminTools sometimes stops here then Dabs Framework then CF sometimes stops here then vanilla
Hatchet.SetActions
per event
RaG_BaseItems then RaG_Hunting_Cabin then RaG_BaseBuilding then vanilla
ActionCloseFence.ActionCondition
per event
Code Lock then RaG_BaseBuilding sometimes stops here then vanilla
Crowbar.SetActions
per event
RaG_Hunting_Cabin then RaG_BaseBuilding then vanilla
Fence.CanReceiveAttachment
per event
Code_Lock_1.30_Fix sometimes stops here then Code Lock sometimes stops here then vanilla
Fence.SetActions
per event
Code_Lock_1.30_Fix then Code Lock then vanilla
FirefighterAxe.SetActions
per event
RaG_BaseItems then RaG_BaseBuilding then vanilla
Hacksaw.SetActions
per event
Code Lock then RaG_Hunting_Cabin then vanilla
ItemBase.SetActions
per event
DBN_FordRaptor_Scorpio then RaG_Core 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.

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
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 48 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 → Dabs Framework → VPPAdminTools → RaG_Core → RaG_BaseBuilding → RaG_Hunting_Cabin → RaG_BaseItems → DBN_FordRaptor_Scorpio → Code Lock
MissionServer.OnInit T3 vanilla → CF → VPPAdminTools → RaG_BaseBuilding → RaG_Hunting_Cabin → RaG_BaseItems
Hammer.SetActions T2 vanilla → RaG_Core → RaG_BaseBuilding → RaG_Hunting_Cabin → RaG_BaseItems
MissionServer.InvokeOnConnect T3 vanilla → CF → Dabs Framework → RaG_Core → Code Lock
MissionServer.PlayerDisconnected T3 vanilla → CF → Dabs Framework → VPPAdminTools → RaG_Core
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → RaG_BaseBuilding → RaG_BaseItems → DBN_FordRaptor_Scorpio
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → Bitterroot → RaG_BaseBuilding → RaG_BaseItems
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → Bitterroot → RaG_Hunting_Cabin → RaG_BaseItems
PluginManager.Init — vanilla → Dabs Framework → VPPAdminTools → RaG_Core → Code Lock
DayZGame.OnRPC T2 vanilla → CF (cond) → Dabs Framework → VPPAdminTools (cond)
Hatchet.SetActions T2 vanilla → RaG_BaseBuilding → RaG_Hunting_Cabin → RaG_BaseItems
Hologram.EvaluateCollision — vanilla → RaG_Core (cond) → RaG_BaseBuilding (cond) → RaG_Hunting_Cabin (cond)
MissionServer.OnMissionFinish T3 vanilla → CF → VPPAdminTools → RaG_Core
MissionServer.OnMissionStart T3 vanilla → CF → Dabs Framework → VPPAdminTools
MissionServer.SendModData — vanilla → RaG_BaseBuilding → RaG_Hunting_Cabin → RaG_BaseItems
PluginRecipesManager.RegisterRecipies — vanilla → RaG_BaseBuilding → RaG_Hunting_Cabin → RaG_BaseItems
ActionAttachToConstruction.FindAndTranslateAttachmentSlot — vanilla → RaG_Core (cond) → RaG_BaseBuilding (cond)
ActionCloseFence.ActionCondition T2 vanilla → RaG_BaseBuilding (cond) → Code Lock
ActionDismantlePart.DismantleCondition — vanilla → RaG_BaseBuilding (cond) → Code Lock (cond)
ActionRepairPart.RepairCondition — vanilla → RaG_Core (cond) → RaG_BaseBuilding (cond)
Crowbar.SetActions T2 vanilla → RaG_BaseBuilding → RaG_Hunting_Cabin
DayZGame.DeferredInit — vanilla → CF → VPPAdminTools
DayZGame.OnEvent — vanilla → CF → Dabs Framework
DayZGame.OnUpdate T0 vanilla → CF → VPPAdminTools
Fence.CanOpenFence — vanilla → Code Lock (cond) → Code_Lock_1.30_Fix (cond)
Fence.CanReceiveAttachment T2 vanilla → Code Lock (cond) → Code_Lock_1.30_Fix (cond)
Fence.OnPartDestroyedServer — vanilla → Code Lock → Code_Lock_1.30_Fix
Fence.OnPartDismantledServer — vanilla → Code Lock → Code_Lock_1.30_Fix
Fence.SetActions T2 vanilla → Code Lock → Code_Lock_1.30_Fix
FirefighterAxe.SetActions T2 vanilla → RaG_BaseBuilding → RaG_BaseItems
Hacksaw.SetActions T2 vanilla → RaG_Hunting_Cabin → Code Lock
Hologram.GetProjectionEntityPosition — vanilla → RaG_Core (cond) → RaG_BaseBuilding (cond)
Hologram.ProjectionBasedOnParent — vanilla → RaG_BaseBuilding (cond) → RaG_Hunting_Cabin (cond)
Hologram.SetProjectionOrientation — vanilla → RaG_Core → RaG_BaseBuilding (cond)
ItemBase.CombineItemsClient — vanilla → Code Lock (cond) → Code_Lock_1.30_Fix (cond)
ItemBase.OnRightClick — vanilla → Code Lock (cond) → Code_Lock_1.30_Fix (cond)
ItemBase.OnStoreLoad T3 vanilla → CF → RaG_Core
ItemBase.SetActions T2 vanilla → RaG_Core → DBN_FordRaptor_Scorpio
MissionBase.CreateScriptedMenu — vanilla → Server_Information_Panel → VPPAdminTools
MissionServer.OnClientDisconnectedEvent T3 vanilla → CF → Dabs Framework
MissionServer.OnEvent — vanilla → CF → VPPAdminTools
MissionServer.OnUpdate T0 vanilla → CF → Server_Information_Panel
ModItemRegisterCallbacks.CustomBoneRemapping — vanilla → CF → Bitterroot
ModItemRegisterCallbacks.RegisterFireArms — vanilla → CF → Bitterroot
PlayerBase.OnRPC T2 vanilla → VPPAdminTools → RaG_Core
PlayerBase.SetActions T2 vanilla → VPPAdminTools → RaG_BaseItems
Weapon_Base.SetActions T2 vanilla → RaG_Core → DBN_FordRaptor_Scorpio
WoodAxe.SetActions T2 vanilla → RaG_BaseBuilding → RaG_BaseItems
306 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)
ActionAttachCodeLockToFence.ActionCondition T2 RaG_BaseBuilding (cond)
ActionAttachOnSelection.ActionCondition T2 RaG_Core (cond)
ActionAttachToConstruction.ActionCondition T2 RaG_Core (cond)
ActionBuildPart.OnFinishProgressServer — RaG_BaseBuilding (cond)
ActionBuildPartCB.CreateActionComponent — RaG_BaseBuilding ✂
ActionCloseBarrel.OnExecuteServer — RaG_Core
ActionCloseCarDoorsOutside.OnEndServer — RaG_Core
ActionCloseFence.OnExecuteServer — RaG_Core
ActionCreateIndoorFireplace.ActionCondition T2 RaG_Core (cond)
ActionCreateIndoorFireplace.OnExecuteServer — RaG_Core (cond)
ActionDeployObject.OnExecuteServer — RaG_Core
ActionDestroyCombinationLock.OnFinishProgressServer — RaG_BaseBuilding ✂
ActionDialCombinationLockOnTarget.ActionCondition T2 RaG_BaseBuilding (cond)
ActionDialCombinationLockOnTarget.OnFinishProgressServer — RaG_BaseBuilding ✂
ActionDismantlePart.ActionCondition T2 RaG_BaseBuilding (cond)
ActionDismantlePart.OnExecuteServer — RaG_Core
ActionDismantlePart.OnFinishProgressServer — RaG_BaseBuilding (cond)
ActionDismantlePartCB.CreateActionComponent — RaG_BaseBuilding (cond)
ActionDropItem.OnExecuteServer — RaG_Core
ActionFillCoolant.ActionCondition T2 RaG_Core
ActionFillFuel.ActionCondition T2 RaG_Core
ActionFoldBaseBuildingObject.CreateConditionComponents — RaG_BaseBuilding ✂
ActionGetInTransport.OnEndServer — RaG_Core
ActionGetOutTransport.OnStartServer — RaG_Core
ActionIgniteFireplaceByAir.ActionCondition T2 RaG_Core (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
ActionNextCombinationLockDialOnTarget.ActionCondition T2 RaG_BaseBuilding (cond)
ActionOpenBarrel.OnExecuteServer — RaG_Core
ActionOpenCarDoorsOutside.OnEndServer — RaG_Core
ActionOpenFence.ActionCondition T2 RaG_BaseBuilding (cond)
ActionOpenFence.OnExecuteServer — RaG_Core
ActionOpenFence.OnStartServer — RaG_BaseBuilding (cond)
ActionPackTent.ActionCondition T2 Code Lock
ActionPackTent.OnExecuteServer — Code Lock (cond)
ActionPackTent.OnFinishProgressServer — RaG_Core
ActionPin.OnStartServer — VPPAdminTools
ActionPlaceFireplaceIndoor.ActionCondition T2 RaG_Core (cond)
ActionPlugIn.CreateConditionComponents — RaG_BaseItems ✂
ActionRepairPart.OnFinishProgressServer — RaG_BaseBuilding (cond)
ActionResetCodeOnCodeLock.ActionCondition T2 RaG_Core (cond)
ActionResetCodeOnCodeLock.OnExecuteServer — RaG_Core (cond)
ActionSingleUseBase.OnExecute — Code_Lock_1.30_Fix
ActionStartEngine.OnEndServer — RaG_Core
ActionStopEngine.OnEndServer — RaG_Core
ActionSwitchSeats.Start — RaG_Core
ActionTakeItem.OnExecuteServer — RaG_Core
ActionTakeItemToHands.OnExecuteServer — RaG_Core
ActionTakeMaterialToHands.ActionCondition T2 RaG_BaseBuilding (cond)
ActionTakeMaterialToHandsSwitch.ActionCondition T2 RaG_BaseBuilding (cond)
ActionToggleTentOpen.ActionCondition T2 Code Lock
ActionToggleTentOpen.OnExecuteServer — RaG_Core
ActionUnlockDoors.OnFinishProgressServer — RaG_Core
ActionUnpin.OnStartServer — VPPAdminTools
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AreaExposureMdfr.Activate — VPPAdminTools (cond)
AreaExposureMdfr.OnActivate — VPPAdminTools (cond)
AttachmentCategoriesContainer.IsDisplayable — DBN_FordRaptor_Scorpio
AttachmentCategoriesContainer.UpdateInterval — RaG_Core
Bark_ColorBase.SetActions T2 RaG_BaseBuilding
Barrel_ColorBase.CanLoadItemIntoCargo T2 DBN_FordRaptor_Scorpio (cond)
Barrel_ColorBase.CanReceiveItemIntoCargo T2 DBN_FordRaptor_Scorpio (cond)
Barrel_ColorBase.CanReleaseCargo — DBN_FordRaptor_Scorpio (cond)
Barrel_ColorBase.OnWasAttached — RaG_Core (cond)
BaseBuildingBase.IsBBFlat — RaG_BaseBuilding ✂
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CarScript.CanReleaseAttachment T2 DBN_FordRaptor_Scorpio
CarScript.EEDelete T3 RaG_Core
CarScript.EEHitBy T2 RaG_Core
CarScript.EEItemAttached T2 DBN_FordRaptor_Scorpio
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
CargoContainer.UpdateInterval — RaG_Core
ChernarusPlusData.WeatherOnBeforeChange — VPPAdminTools
Clothing.CanLoadItemIntoCargo T2 DBN_FordRaptor_Scorpio ✂
Clothing.CanLoadItemIntoCargoClothingConditions — RaG_Core (cond)
Clothing.CanPutInCargo T2 DBN_FordRaptor_Scorpio
Clothing.CanPutInCargoClothingConditions — RaG_Core (cond)
Clothing.CanReceiveItemIntoCargo T2 DBN_FordRaptor_Scorpio ✂
Clothing.CanReceiveItemIntoCargoClothingConditions — RaG_Core (cond)
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)
CombinationLock.IsLockAttached — RaG_BaseBuilding (cond)
Construction.CanBuildPart — RaG_BaseBuilding (cond)
Construction.CanDismantlePart — RaG_BaseBuilding (cond)
Construction.DestroyPartServer — RaG_BaseBuilding
Construction.DismantlePartServerEx — RaG_BaseBuilding (cond)
Construction.GetConstructionPartsToBuild — RaG_BaseBuilding
Construction.IsCollidingEx — RaG_BaseBuilding (cond)
ContainerWithCargo.LockCargo — DBN_FordRaptor_Scorpio
ContainerWithCargo.SetEntity — DBN_FordRaptor_Scorpio ✂
ContainerWithCargoAndAttachments.UpdateInterval — RaG_Core
Container_Base.CanLoadItemIntoCargo T2 DBN_FordRaptor_Scorpio ✂
Container_Base.CanPutIntoHands T2 DBN_FordRaptor_Scorpio
ContaminatedTrigger.OnEnterServerEvent — VPPAdminTools (cond)
CraftFenceKit.CanDo — RaG_BaseBuilding ✂
CraftWatchtowerKit.CanDo — RaG_BaseBuilding ✂
CreditsLoader.GetData — CF ✂
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.CommandHandler T1 Server_Information_Panel
DayZPlayerImplement.ModCommandHandlerBefore — VPPAdminTools
DayZPlayerImplement.ModCommandHandlerInside — VPPAdminTools
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
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.ProcessDecay — RaG_Core
EmoteConstructor.RegisterEmotes — Dabs Framework
EmoteDabbing.EmoteCondition — Dabs Framework (cond)
EnochData.WeatherOnBeforeChange — VPPAdminTools
Fence.CanDisplayAttachmentSlot T2 Code_Lock_1.30_Fix
Fence.GetCodeLock — Code_Lock_1.30_Fix
Fence.IsLocked — Code_Lock_1.30_Fix
FireplaceIndoor.SetActions T2 DBN_FordRaptor_Scorpio
FishingRod_Base_New.SetActions T2 RaG_BaseItems
FordRaptor_Scorpio.CleanupEffects — DBN_FordRaptor_Scorpio
FordRaptor_Scorpio.EEDelete T3 DBN_FordRaptor_Scorpio
FordRaptor_Scorpio.EEInit T3 DBN_FordRaptor_Scorpio
FordRaptor_Scorpio.OnContact — DBN_FordRaptor_Scorpio
FordRaptor_Scorpio.OnRPC T2 DBN_FordRaptor_Scorpio
FordRaptor_Scorpio.OnVariablesSynchronized T2 DBN_FordRaptor_Scorpio
FordRaptor_Scorpio.UpdateLightsClient — DBN_FordRaptor_Scorpio
FordRaptor_Scorpio.UpdateLightsServer — DBN_FordRaptor_Scorpio
GardenLime.SetActions T2 RaG_BaseItems
GesturesMenu.GetGestureItems — Dabs Framework
GesturesMenu.OnMenuRelease — Dabs Framework
Grenade_Base.EEHitBy T2 VPPAdminTools
HDSN_DestructionManager.GetWallType — RaG_BaseBuilding (cond)
HandSaw.SetActions T2 RaG_Hunting_Cabin
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.AddProjectionRotation — RaG_BaseBuilding (cond)
Hologram.AlignProjectionOnTerrain — RaG_BaseBuilding (cond)
Hologram.GetProjectionName — RaG_Core (cond)
Hologram.GetProjectionRotation — RaG_BaseBuilding ✂
Hologram.IsFloating — RaG_BaseBuilding ✂
Hologram.RefreshVisual — RaG_Core (cond)
Hologram.SetProjectionPosition — RaG_Core
Hologram.SubtractProjectionRotation — RaG_BaseBuilding (cond)
Hologram.UpdateHologram — RaG_BaseBuilding
ItemBase.CanBeConsumed — RaG_Core
ItemBase.EEHitBy T2 RaG_Core
ItemBase.GetItemSize — Dabs Framework ✂
ItemBase.OnInventoryEnter T2 RaG_Core
ItemBase.OnInventoryExit T2 RaG_Core
ItemBase.OnStoreSave T3 CF
KeybindingElement.Reload — CF
LandMineTrap.EEHitBy T2 VPPAdminTools
Liquid.CanFillContainer — RaG_Core
Liquid.CanTransfer — RaG_Core
Liquid.FillContainer — RaG_Core (cond)
Liquid.GetLiquidConfigProperty — RaG_Core ✂
LoadingScreen.Show — Bitterroot
LoginQueueBase.Show — Bitterroot
MagazineStorage.SetActions T2 RaG_BaseItems
MissionBase.CF_IsLoaded — CF ✂
MissionBase.OnInit T3 Dabs Framework
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.RegisterArcheryItem — CF
ModItemRegisterCallbacks.RegisterCustom — CF
ModItemRegisterCallbacks.RegisterEmptyHanded — 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 ✂
ModifiersManager.Init — Bitterroot
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
PlantMaterial.CanDetachAttachment — RaG_BaseItems (cond)
PlantMaterial.CanPutAsAttachment — RaG_BaseItems ✂
PlayerBase.CanBeTargetedByAI — VPPAdminTools (cond)
PlayerBase.CommandHandler T1 VPPAdminTools
PlayerBase.EEKilled T3 VPPAdminTools
PlayerBase.GetActions — Dabs Framework ✂
PlayerBase.Init — VPPAdminTools
PlayerBase.OnConnect — VPPAdminTools
PlayerBase.OnDrawOptics2D — VPPAdminTools (cond)
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnVariablesSynchronized T2 VPPAdminTools
Pliers.SetActions T2 RaG_Core
PluginAdminLog.PlayerHitBy — VPPAdminTools (cond)
PluginAdminLog.PlayerKilled — VPPAdminTools (cond)
PluginDiagMenu.OnRPC T2 Dabs Framework
PluginDiagMenuClient.RegisterModdedDiags — Dabs Framework
PokeHolesBarrel.CanDo — RaG_BaseItems (cond)
PortableGasLamp.EEInit T3 RaG_BaseBuilding
PortableGasLamp.OnSwitchOn — RaG_BaseBuilding
PortableGasLamp.OnWasAttached — RaG_BaseBuilding
PortableGasLamp.OnWasDetached — RaG_BaseBuilding
PortableGasLamp.SetActions T2 RaG_BaseBuilding
PowerGenerator.SetActions T2 DBN_FordRaptor_Scorpio
PumpkinSeedsPack.SetActions T2 RaG_BaseItems
RainProcurementComponentBase.GetBaseLiquidAmount — RaG_BaseItems (cond)
Screwdriver.SetActions T2 RaG_Core
Shovel.SetActions T2 RaG_BaseItems
SledgeHammer.SetActions T2 RaG_Hunting_Cabin
Stone.SetActions T2 RaG_BaseBuilding
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.SetActions T2 Code Lock
TransferValues.SendValue — VPPAdminTools
TrapBase.OnPlacementComplete — VPPAdminTools
Truck_01_Base.EEItemAttached T2 DBN_FordRaptor_Scorpio
VPPAdminHud.DefineButtons — VPPAdminTools
VPPContextActionManager.RegisterActions — VPPAdminTools
VPPContextActionManager.RegisterProviders — VPPAdminTools
VicinityItemManager.IsObstructed — RaG_BaseBuilding (cond)
Weapon_Base.CanReceiveAttachment T2 Bitterroot (cond)
Weapon_Base.EEFired — VPPAdminTools
WoodenLog.SetActions T2 RaG_BaseItems
WoodenPlank.SetActions T2 RaG_BaseItems
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

31 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.