← modperf

Stack composer

Started from [RU/EU] CATAHA X [HELI | C4 | BASE+ | BUNKERS | FPV]: the 12 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 Dabs Framework
  3. 3 Trader
  4. 4 CATAHA VEHICLES not analyzed
  5. 5 CATAHA X not analyzed
  6. 6 Custom Keycards
  7. 7 CannabisPlus
  8. 8 AgricultureCore
  9. 9 Admirals Diving Mod
  10. 10 AdvancedBanking V2
  11. 11 RA Base Building
  12. 12 RA Base Building Tweaks
Edit as text

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

2 of 12 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 2 below.

Mods silencing mods
None

Across 28 server-side methods hooked by two or more mods. 1 more on client-only UI classes, listed separately.

Structural load
0.07% of a frame at 100 players

0.736 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.

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.

MissionServer.OnUpdate
every server frame
Trader then CF then vanilla
ActionDeployObject.ActionCondition
per event
RA Base Building Tweaks then RA Base Building then Trader sometimes stops here then vanilla
DayZGame.OnRPC
per event
Custom Keycards sometimes stops here then Dabs Framework then CF sometimes stops here then vanilla
ActionLockDoors.ActionCondition
per event
Custom Keycards sometimes stops here then Trader sometimes stops here then vanilla
ActionTogglePlaceObject.ActionCondition
per event
RA Base Building then CannabisPlus sometimes stops here then vanilla
PlayerBase.SetActions
per event
Custom Keycards then Trader then vanilla

Stall risks#

2 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.

Admirals Diving Mod
PlayerBase.EOnSimulate
about 30× per player per second
Per-player, per-frame hook warning
AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:590
Admirals Diving Mod
PlayerBase.OnScheduledTick
about 30× per player per second
Per-player, per-frame hook warning
AdmiralsDivingMod.pbo::Scripts\4_world\Modded\PlayerBase.c:463

Everything else#

All 28 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 → Trader → Custom Keycards → CannabisPlus → AgricultureCore → Admirals Diving Mod → AdvancedBanking V2 → RA Base Building → RA Base Building Tweaks
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → Trader → Custom Keycards → CannabisPlus → Admirals Diving Mod → AdvancedBanking V2 → RA Base Building
MissionServer.OnInit T3 vanilla → CF → Trader → CannabisPlus → AgricultureCore → Admirals Diving Mod → RA Base Building Tweaks
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → CannabisPlus → AgricultureCore → Admirals Diving Mod → RA Base Building
MissionServer.OnMissionStart T3 vanilla → CF → Dabs Framework → Custom Keycards → RA Base Building
ActionDeployObject.ActionCondition T2 vanilla → Trader (cond) → RA Base Building → RA Base Building Tweaks
DayZGame.OnRPC T2 vanilla → CF (cond) → Dabs Framework → Custom Keycards (cond)
MissionServer.InvokeOnConnect T3 vanilla → CF → Dabs Framework → Trader
PlayerBase.OnPlayerLoaded — vanilla → AgricultureCore → Admirals Diving Mod → RA Base Building
PluginManager.Init — vanilla → Dabs Framework → Trader → AdvancedBanking V2
ActionDeployObject.ActionConditionContinue — vanilla → RA Base Building (cond) → RA Base Building Tweaks
ActionLockDoors.ActionCondition T2 vanilla → Trader (cond) → Custom Keycards (cond)
ActionTargetsCursor.SetActionWidget — vanilla → RA Base Building ✂ → RA Base Building Tweaks
ActionTogglePlaceObject.ActionCondition T2 vanilla → CannabisPlus (cond) → RA Base Building
CarScript.OnStoreLoad T3 vanilla → CF → Trader
CarScript.OnStoreSave T3 vanilla → CF → Trader
DayZGame.OnEvent — vanilla → CF → Dabs Framework
Hologram.EvaluateCollision — vanilla → RA Base Building ✂ → RA Base Building Tweaks
MissionBase.CreateScriptedMenu — vanilla → Trader → AdvancedBanking V2
MissionServer.OnClientDisconnectedEvent T3 vanilla → CF → Dabs Framework
MissionServer.OnUpdate T0 vanilla → CF → Trader
MissionServer.PlayerDisconnected T3 vanilla → CF → Dabs Framework
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → Admirals Diving Mod
PlantBase.Init — vanilla → CannabisPlus → AgricultureCore (cond)
PlayerBase.EEKilled T3 vanilla → CannabisPlus → AgricultureCore
PlayerBase.Init — vanilla → AgricultureCore → Admirals Diving Mod
PlayerBase.SetActions T2 vanilla → Trader → Custom Keycards
PluginRecipesManager.RegisterRecipies — vanilla → CannabisPlus → AgricultureCore
275 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
ActionAdminTerritoryAuthorize.ActionCondition T2 RA Base Building Tweaks ✂
ActionArmAndPlaceC4.ActionCondition T2 RA Base Building Tweaks (cond)
ActionArmAndPlaceC4.ActionConditionContinue — RA Base Building Tweaks (cond)
ActionAttach.ActionCondition T2 RA Base Building
ActionAttach.ActionConditionContinue — RA Base Building (cond)
ActionAttach.IsIconDisabled — RA Base Building ✂
ActionAttach.SetupAction — RA Base Building (cond)
ActionAttachWithSwitch.ActionCondition T2 RA Base Building
ActionAttachWithSwitch.ActionConditionContinue — RA Base Building (cond)
ActionAttachWithSwitch.IsIconDisabled — RA Base Building ✂
ActionAttachWithSwitch.SetupAction — RA Base Building (cond)
ActionBurnSewTarget.ActionCondition T2 Trader (cond)
ActionCarDoors.ActionCondition T2 Trader (cond)
ActionCarDoorsOutside.ActionCondition T2 Trader (cond)
ActionCheckPulse.ActionCondition T2 Trader (cond)
ActionCheckPulseTarget.ActionCondition T2 Trader
ActionCloseDoors.ActionCondition T2 Custom Keycards (cond)
ActionCollectBloodTarget.ActionCondition T2 Trader (cond)
ActionDefibrilateTarget.ActionCondition T2 Trader (cond)
ActionDeployObject.IsIconDisabled — RA Base Building ✂
ActionDeployObject.OnEndServer — CannabisPlus (cond)
ActionDeployObject.SetupAction — RA Base Building (cond)
ActionDetach.ActionCondition T2 Trader (cond)
ActionDisinfectTarget.ActionCondition T2 Trader (cond)
ActionDismantleBase.OnFinishProgressServer — RA Base Building Tweaks (cond)
ActionDismantlePartCB.SetCallbackDuration — RA Base Building ✂
ActionEnterLadder.Start — RA Base Building
ActionForceConsume.ActionCondition T2 Trader (cond)
ActionForceConsumeSingle.ActionCondition T2 Trader (cond)
ActionForceFeedCan.ActionCondition T2 Trader (cond)
ActionGiveBloodTarget.ActionCondition T2 Trader (cond)
ActionGiveSalineTarget.ActionCondition T2 Trader (cond)
ActionHarvestCrops.OnExecuteClient — AgricultureCore (cond)
ActionHarvestCrops.OnExecuteServer — AgricultureCore (cond)
ActionInjectTarget.ActionCondition T2 Trader (cond)
ActionLockedDoors.ActionCondition T2 Custom Keycards (cond)
ActionManagerBase.ActionPossibilityCheck — Admirals Diving Mod (cond)
ActionOpenDoors.ActionCondition T2 Custom Keycards (cond)
ActionPlaceHologram.ActionCondition T2 RA Base Building Tweaks
ActionPlaceHologram.ActionConditionContinue — RA Base Building Tweaks
ActionPlaceObject.ActionCondition T2 CannabisPlus (cond)
ActionRestrainSelf.ActionCondition T2 Trader (cond)
ActionRestrainTarget.ActionCondition T2 Trader (cond)
ActionRotateBase.OnFinishProgressServer — RA Base Building Tweaks ✂
ActionSewTarget.ActionCondition T2 Trader (cond)
ActionTargetsCursor.CheckRefresherFlagVisibilityEx — RA Base Building ✂
ActionTargetsCursor.HideWidget — RA Base Building Tweaks
ActionTargetsCursor.SetInteractActionIcon — RA Base Building ✂
ActionTargetsCursor.SetItemHealth — RA Base Building ✂
ActionTargetsCursor.SetItemQuantity — RA Base Building ✂
ActionTerritoryAuthorize.ActionCondition T2 RA Base Building Tweaks (cond)
ActionTogglePlaceObject.IsIconDisabled — RA Base Building ✂
ActionTurnOffWhileInHands.CanBeUsedSwimming — Admirals Diving Mod ✂
ActionTurnOnWhileInHands.CanBeUsedSwimming — Admirals Diving Mod ✂
ActionUnlockDoors.ActionCondition T2 Custom Keycards (cond)
ActionUnpin.ActionCondition T2 Trader (cond)
ActionUpgradeBase.ActionConditionContinue — RA Base Building Tweaks ✂
ActionUpgradeBase.OnFinishProgressServer — RA Base Building Tweaks ✂
ActionUpgradeBase.SetupAction — RA Base Building Tweaks
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
Ammo_40mm_ChemGas.EEKilled T3 Trader (cond)
Ammo_40mm_ChemGas.OnActivatedByItem — Trader (cond)
Ammo_40mm_Explosive.EEKilled T3 Trader (cond)
Ammo_40mm_Explosive.OnActivatedByItem — Trader (cond)
Ammunition_Base.AddQuantityTR — Trader ✂
Ammunition_Base.SetQuantityTR — Trader ✂
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AreaExposureMdfr.OnTick — Trader (cond)
BarrelHoles_ColorBase.AddWetnessToFireplace — Trader (cond)
BarrelHoles_ColorBase.BurnItemsInFireplace — Trader (cond)
BarrelHoles_ColorBase.CalcAndSetQuantity — Trader (cond)
BarrelHoles_ColorBase.CanPutIntoHands T2 Trader (cond)
BarrelHoles_ColorBase.DeferredInit — Trader
BarrelHoles_ColorBase.SpendFireConsumable — Trader (cond)
BaseBuilding.AttemptDestructionBehaviour — RA Base Building Tweaks (cond)
BaseBuilding.EEHitBy T2 RA Base Building Tweaks (cond)
BaseBuilding.EEOnDamageCalculated — RA Base Building Tweaks (cond)
BaseBuilding.EvaluatePlacementCondition — RA Base Building Tweaks
BaseBuilding_DoorFrameBase.GetAllowedPlacementModes — RA Base Building Tweaks (cond)
BaseBuilding_DoubleDoorBase.GetAllowedPlacementModes — RA Base Building Tweaks (cond)
BaseBuilding_DoubleDoorFrameBase.GetAllowedPlacementModes — RA Base Building Tweaks (cond)
BaseBuilding_EmbrasureBase.GetAllowedPlacementModes — RA Base Building Tweaks (cond)
BaseBuilding_FloorBase.GetAllowedPlacementModes — RA Base Building Tweaks (cond)
BaseBuilding_FoundationBase.EvaluatePlacementCondition — RA Base Building Tweaks ✂
BaseBuilding_GarageDoorBase.GetAllowedPlacementModes — RA Base Building Tweaks (cond)
BaseBuilding_HalfWallBase.GetAllowedPlacementModes — RA Base Building Tweaks (cond)
BaseBuilding_LadderHatchBase.GetAllowedPlacementModes — RA Base Building Tweaks (cond)
BaseBuilding_RampBase.EvaluatePlacementCondition — RA Base Building Tweaks ✂
BaseBuilding_RoofBase.GetAllowedPlacementModes — RA Base Building Tweaks (cond)
BaseBuilding_ShelfBase.GetAllowedPlacementModes — RA Base Building Tweaks (cond)
BaseBuilding_ShutterBase.GetAllowedPlacementModes — RA Base Building Tweaks (cond)
BaseBuilding_SingleDoorBase.GetAllowedPlacementModes — RA Base Building Tweaks (cond)
BaseBuilding_StairsBase.GetAllowedPlacementModes — RA Base Building Tweaks (cond)
BaseBuilding_StepLadderBase.GetAllowedPlacementModes — RA Base Building Tweaks (cond)
BaseBuilding_TriangleFloorBase.GetAllowedPlacementModes — RA Base Building Tweaks (cond)
BaseBuilding_TriangleFoundationBase.EvaluatePlacementCondition — RA Base Building Tweaks ✂
BaseBuilding_WallBase.GetAllowedPlacementModes — RA Base Building Tweaks (cond)
BaseBuilding_WindowBase.GetAllowedPlacementModes — RA Base Building Tweaks (cond)
BaseBuilding_WindowFrameBase.GetAllowedPlacementModes — RA Base Building Tweaks (cond)
BearTrap.CanPlaceInEnemyTerritory — RA Base Building ✂
BoatScript.OnEngineStart — Trader
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CAContinuousFertilizeGardenSlot.Setup — AgricultureCore
CarScript.CanDisplayAttachmentCategory — Trader
CarScript.CanDisplayAttachmentSlot T2 Trader
CarScript.OnEngineStart — Trader
CfgGameplayHandler.GetDisableIsCollidingBBoxCheck — RA Base Building ✂
ClaymoreMine.CanPlaceInEnemyTerritory — RA Base Building ✂
ContaminatedArea_Local.DeferredInit — Trader (cond)
CraftFenceKit.CanDo — RA Base Building ✂
CraftTerritoryFlagKit.CanDo — RA Base Building ✂
CreditsLoader.GetData — CF ✂
Crowbar.SetActions T2 AdvancedBanking V2
DayZGame.DeferredInit — CF
DayZGame.FirearmEffects — Trader (cond)
DayZGame.OnUpdate T0 CF
DayZGame.RegisterProfilesOptions — Dabs Framework
DayZGame.SetMissionPath — Dabs Framework
DayZPlayerImplement.ModCommandHandlerBefore — RA Base Building
DayZPlayerImplement.ModCommandHandlerInside — Admirals Diving Mod
DayZPlayerImplement.OnRPC T2 Trader
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerImplementFallDamage.HandleFallDamage — Admirals Diving Mod (cond)
DayZPlayerImplementJumpClimb.Climb — Admirals Diving Mod
DayZPlayerImplementMeleeCombat.HitZoneSelectionRaycastHelper — RA Base Building ✂
DayZPlayerImplementMeleeCombat.Init — RA Base Building
DayZPlayerImplementSwimming.CheckSwimmingStart — Admirals Diving Mod (cond)
DayZPlayerMeleeFightLogic_LightHeavy.HandleFightLogic — Trader (cond)
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 ✂
DeployableContainer_Base.GetCostToUpkeep — RA Base Building ✂
DrowningMdfr.CheckIsDrowning — Admirals Diving Mod ✂
DrowningMdfr.OnTick — Admirals Diving Mod (cond)
EmoteConstructor.RegisterEmotes — Dabs Framework
EmoteDabbing.EmoteCondition — Dabs Framework (cond)
Environment.CheckWaterContact — Admirals Diving Mod
GesturesMenu.GetGestureItems — Dabs Framework
GesturesMenu.OnMenuRelease — Dabs Framework
Grenade_Base.InitiateExplosion — Trader (cond)
Grenade_ChemGas.OnExplode — Trader (cond)
Hammer.SetActions T2 RA Base Building
Hatchet.SetActions T2 RA Base Building
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.GetProjectionEntityPosition — RA Base Building Tweaks (cond)
Hologram.IsCollidingBBox — RA Base Building ✂
Hologram.PlaceEntity — RA Base Building ✂
Hologram.ProjectionBasedOnParent — RA Base Building (cond)
Hologram.UpdateHologram — RA Base Building
ItemActionsWidget.SetActionWidget — RA Base Building ✂
ItemActionsWidget.SetItemHealth — RA Base Building ✂
ItemBase.EEHealthLevelChanged T2 RA Base Building
ItemBase.EEHitBy T2 RA Base Building
ItemBase.GetItemSize — Dabs Framework ✂
ItemBase.OnCEIterate — RA Base Building
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
ItemBase.SetCurrentHQ — RA Base Building Tweaks
JMModuleConstructor.RegisterModules — RA Base Building Tweaks
KeybindingElement.Reload — CF
LandMineTrap.CanPlaceInEnemyTerritory — RA Base Building ✂
MissionBase.CF_IsLoaded — CF ✂
MissionBase.OnInit T3 Dabs Framework
MissionServer.HandleBody — Trader
MissionServer.InvokeOnDisconnect 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.RegisterNoBuildZones — RA Base Building Tweaks
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
Paper.SetActions T2 RA Base Building
PlaceableExplosivesBase.DoExplosion — RA Base Building Tweaks ✂
PlantBase.Harvest — AgricultureCore (cond)
PlantBase.OnItemHarvested — CannabisPlus ✂
PlantBase.OnStoreLoad T3 AgricultureCore
PlantBase.OnStoreSave T3 AgricultureCore
PlantBase.RemovePlantEx — AgricultureCore ✂
PlayerBase.AC_HasAnyPPEActive — CannabisPlus
PlayerBase.CanBeTargetedByAI — Trader (cond)
PlayerBase.CanClimb — Admirals Diving Mod (cond)
PlayerBase.CanJump — Admirals Diving Mod (cond)
PlayerBase.CanManipulateInventory — Admirals Diving Mod (cond)
PlayerBase.CanReceiveItemIntoCargo T2 Admirals Diving Mod (cond)
PlayerBase.CanReceiveItemIntoHands T2 Admirals Diving Mod (cond)
PlayerBase.CanReleaseCargo — Admirals Diving Mod (cond)
PlayerBase.CanReleaseFromHands — Admirals Diving Mod (cond)
PlayerBase.CanSprint — Admirals Diving Mod (cond)
PlayerBase.CanSwapItemInCargo — Admirals Diving Mod (cond)
PlayerBase.EEItemAttached T2 Admirals Diving Mod
PlayerBase.EEItemDetached T2 Admirals Diving Mod
PlayerBase.EOnSimulate T1 Admirals Diving Mod ✂
PlayerBase.Expansion_IsInSafeZone — Trader (cond)
PlayerBase.GetActions — Dabs Framework ✂
PlayerBase.IsSwimming — Admirals Diving Mod (cond)
PlayerBase.OnCommandLadderFinish — RA Base Building
PlayerBase.OnConnect — Custom Keycards
PlayerBase.OnRaiseChanged — RA Base Building
PlayerBase.OnScheduledTick T1 Admirals Diving Mod
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnVariablesSynchronized T2 Admirals Diving Mod
PlayerBase.ProcessFeetDamageServer — Admirals Diving Mod (cond)
PlayerBase.SetSuicide — Trader
Pliers.SetActions T2 RA Base Building
PluginDiagMenu.OnRPC T2 Dabs Framework
PluginDiagMenuClient.RegisterModdedDiags — Dabs Framework
PluginRecipesManagerBase.RegisterRecipies — RA Base Building
PluginTransmissionAgents.InjectAgentsWithPlayer — Trader (cond)
PluginTransmissionAgents.InjectAgentsWithPlayerCount — Trader (cond)
PunchedCard.SetActions T2 RA Base Building
RA_C4.GetArmDelay — RA Base Building Tweaks (cond)
RA_Improvised_C4.GetArmDelay — RA Base Building Tweaks (cond)
Screwdriver.SetActions T2 RA Base Building
SeedPackBase.EmptySeedPack — CannabisPlus (cond)
StaminaHandler.Update — Admirals Diving Mod
TentBase.GetCostToUpkeep — RA Base Building ✂
TerritoryHQ.EEInit T3 RA Base Building Tweaks
TerritoryHQ.GetMaxPlayers — RA Base Building Tweaks (cond)
TerritoryHQ.OnPlacementComplete — RA Base Building Tweaks
TerritoryHQ.OnStoreLoad T3 RA Base Building Tweaks
TerritoryHQ.OnStoreSave T3 RA Base Building Tweaks
TerritoryHQ.SetActions T2 RA Base Building Tweaks
TerritoryTrigger.SetRadius — RA Base Building Tweaks ✂
TrapBase.StartActivate — Trader (cond)
TripwireTrap.CanPlaceInEnemyTerritory — RA Base Building ✂
VONManagerImplementation.HandleInput — Trader (cond)
VONManagerImplementation.SetInSafeZone — Trader ✂
WeaponManager.CanFire — Trader (cond)
Weapon_Base.LiftWeaponRaycastResultCheck — Admirals Diving Mod (cond)
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

22 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.