← modperf

Stack composer

Started from The Cryptids Den: the 14 mods it publishes to the Steam server browser (as of 2026-10-23), 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 AgricultureCore
  3. 3 VPPAdminTools
  4. 4 BVB Building fortification not analyzed
  5. 5 CannabisPlus
  6. 6 Ear-Plugs
  7. 7 Katana not analyzed
  8. 8 MWGSM_Trader not analyzed
  9. 9 Rejects Quest Mod not analyzed
  10. 10 Unlimited Stamina
  11. 11 VanillaPlusPlusMap
  12. 12 WindstridesClothingPack
  13. 13 Bed-Respawning
  14. 14 Paragon Arsenal
Edit as text

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

4 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 3 below.

Mods silencing mods
None

Across 21 server-side methods hooked by two or more mods.

Structural load
0.24% of a frame at 100 players

2.420 ms per second, all 10 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.

DayZGame.OnUpdate
every server frame
VPPAdminTools then CF then vanilla
DayZGame.OnRPC
per event
VPPAdminTools sometimes stops here then CF sometimes stops here then vanilla
PlayerBase.SetActions
per event
WindstridesClothingPack then VPPAdminTools 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 21 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 → AgricultureCore → VPPAdminTools → CannabisPlus → WindstridesClothingPack → Bed-Respawning
MissionServer.OnInit T3 vanilla → CF → AgricultureCore → VPPAdminTools → CannabisPlus → Bed-Respawning
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → CannabisPlus → WindstridesClothingPack → Paragon Arsenal
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → AgricultureCore → CannabisPlus
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → WindstridesClothingPack → Bed-Respawning
PlayerBase.EEKilled T3 vanilla → AgricultureCore → VPPAdminTools → CannabisPlus
DayZGame.DeferredInit — vanilla → CF → VPPAdminTools
DayZGame.OnRPC T2 vanilla → CF (cond) → VPPAdminTools (cond)
DayZGame.OnUpdate T0 vanilla → CF → VPPAdminTools
ItemBase.OnStoreLoad T3 vanilla → CF → Bed-Respawning
ItemBase.OnStoreSave T3 vanilla → CF → Bed-Respawning
MissionBase.CreateScriptedMenu — vanilla → VPPAdminTools → VanillaPlusPlusMap
MissionServer.OnEvent — vanilla → CF → VPPAdminTools
MissionServer.OnMissionFinish T3 vanilla → CF → VPPAdminTools
MissionServer.OnMissionStart T3 vanilla → CF → VPPAdminTools
MissionServer.PlayerDisconnected T3 vanilla → CF → VPPAdminTools
ModItemRegisterCallbacks.RegisterFireArms — vanilla → CF → Paragon Arsenal
PlantBase.Init — vanilla → AgricultureCore (cond) → CannabisPlus
PlayerBase.Init — vanilla → AgricultureCore → VPPAdminTools
PlayerBase.SetActions T2 vanilla → VPPAdminTools → WindstridesClothingPack
PluginRecipesManager.RegisterRecipies — vanilla → AgricultureCore → CannabisPlus
139 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
ActionDeployObject.OnEndServer — CannabisPlus (cond)
ActionHarvestCrops.OnExecuteClient — AgricultureCore (cond)
ActionHarvestCrops.OnExecuteServer — AgricultureCore (cond)
ActionPin.OnStartServer — VPPAdminTools
ActionPlaceObject.ActionCondition T2 CannabisPlus (cond)
ActionSkinning.OnFinishProgressServer — WindstridesClothingPack
ActionTogglePlaceObject.ActionCondition T2 CannabisPlus (cond)
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)
BBP_Bed.EEDelete T3 Bed-Respawning
BBP_Bed.SetActions T2 Bed-Respawning
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CAContinuousFertilizeGardenSlot.Setup — AgricultureCore
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
ChernarusPlusData.WeatherOnBeforeChange — VPPAdminTools
ContaminatedTrigger.OnEnterServerEvent — VPPAdminTools (cond)
CreditsLoader.GetData — CF ✂
DayZGame.OnEvent — CF
DayZGame.OnInitialize — VPPAdminTools (cond)
DayZGame.OnKeyPress — VPPAdminTools
DayZGame.OnKeyRelease — VPPAdminTools
DayZPlayerImplement.CameraHandler — VPPAdminTools (cond)
DayZPlayerImplement.ModCommandHandlerBefore — VPPAdminTools
DayZPlayerImplement.ModCommandHandlerInside — VPPAdminTools
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DrowningMdfr.ActivateCondition — VPPAdminTools (cond)
DrowningMdfr.DeactivateCondition — VPPAdminTools (cond)
DrowningMdfr.OnTick — VPPAdminTools (cond)
EnochData.WeatherOnBeforeChange — VPPAdminTools
ExpansionRespawnHandlerModule.EndSpawnSelection — Bed-Respawning
ExpansionRespawnHandlerModule.OnInit T3 Bed-Respawning
Grenade_Base.EEHitBy T2 VPPAdminTools
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.ProjectionBasedOnParent — Bed-Respawning (cond)
ItemBase.EEDelete T3 Bed-Respawning
KeybindingElement.Reload — CF
LandMineTrap.EEHitBy T2 VPPAdminTools
MaskBase.CanPutAsAttachment — WindstridesClothingPack
MissionBase.CF_IsLoaded — CF ✂
MissionServer.EquipCharacter — Bed-Respawning
MissionServer.InvokeOnConnect T3 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.OnMissionLoaded — CF
MissionServer.OnUpdate T0 CF
ModItemRegisterCallbacks.CustomBoneRemapping — 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 ✂
MotorbikeScript.OnStoreLoad T3 CF
MotorbikeScript.OnStoreSave T3 CF
NotificationRuntimeData.GetIcon — CF ✂
NotificationRuntimeData.GetTitleText — CF ✂
NotificationUI.AddNotification — CF
NotificationUI.RemoveNotification — CF
NotificationUI.UpdateTargetHeight — CF
OP_SleepingBagColorbase.SetActions T2 Bed-Respawning
OptionsMenuGame.Apply — VPPAdminTools
OptionsMenuGame.IsChanged — VPPAdminTools (cond)
OptionsMenuGame.Revert — VPPAdminTools
OptionsMenuGame.SetOptions — VPPAdminTools
Pistol_Base.GetInventoryHandAnimation — WindstridesClothingPack (cond)
PlantBase.Harvest — AgricultureCore (cond)
PlantBase.OnItemHarvested — CannabisPlus ✂
PlantBase.OnStoreLoad T3 AgricultureCore
PlantBase.OnStoreSave T3 AgricultureCore
PlantBase.RemovePlantEx — AgricultureCore ✂
PlayerBase.AC_HasAnyPPEActive — CannabisPlus
PlayerBase.CanBeTargetedByAI — VPPAdminTools (cond)
PlayerBase.CheckDeath — Ear-Plugs
PlayerBase.CommandHandler T1 VPPAdminTools
PlayerBase.EEItemAttached T2 WindstridesClothingPack
PlayerBase.EEItemDetached T2 WindstridesClothingPack
PlayerBase.OnCommandUnconsciousFinish — Ear-Plugs
PlayerBase.OnCommandUnconsciousStart — Ear-Plugs
PlayerBase.OnConnect — VPPAdminTools
PlayerBase.OnDrawOptics2D — VPPAdminTools (cond)
PlayerBase.OnPlayerLoaded — AgricultureCore
PlayerBase.OnRPC T2 VPPAdminTools
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnVariablesSynchronized T2 VPPAdminTools
PluginAdminLog.PlayerHitBy — VPPAdminTools (cond)
PluginAdminLog.PlayerKilled — VPPAdminTools (cond)
PluginManager.Init — VPPAdminTools
PluginRecipesManagerBase.RegisterRecipies — WindstridesClothingPack
SeedPackBase.EmptySeedPack — CannabisPlus (cond)
SurvivorBase.CanJump — VPPAdminTools
SurvivorBase.EOnFrame T1 VPPAdminTools ✂
SurvivorBase.EOnPostFrame T1 VPPAdminTools
TentBase.EEDelete T3 Bed-Respawning
TentBase.Pack — Bed-Respawning
TransferValues.SendValue — VPPAdminTools
TrapBase.OnPlacementComplete — VPPAdminTools
VPPAdminHud.DefineButtons — VPPAdminTools
VPPContextActionManager.RegisterActions — VPPAdminTools
VPPContextActionManager.RegisterProviders — VPPAdminTools
Weapon_Base.EEFired — VPPAdminTools
ZenSleepingBagDeployed_Base.EEDelete T3 Bed-Respawning
ZenSleepingBagDeployed_Base.SetActions T2 Bed-Respawning
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF
bl_bed.EEDelete T3 Bed-Respawning
bl_bed.SetActions T2 Bed-Respawning
rag_baseitems_sleepingbag_base.EEDelete T3 Bed-Respawning
rag_baseitems_sleepingbag_base.SetActions T2 Bed-Respawning
sleepingbag_colorbase_mung_Deployed.EEDelete T3 Bed-Respawning
sleepingbag_colorbase_mung_Deployed.SetActions T2 Bed-Respawning

19 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.