← modperf

Stack composer

Started from Runaway_PVE_AOD: the 20 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 Area Of Decay Map
  2. 2 Area Of Decay Building
  3. 3 CF
  4. 4 VPPAdminTools
  5. 5 Runaway_PVE_Gun not analyzed
  6. 6 Runaway_PVE_Clothes not analyzed
  7. 7 SFP_anim_system
  8. 8 SFP
  9. 9 DayZ Editor Loader
  10. 10 Code Lock
  11. 11 Dabs Framework
  12. 12 BuilderItems
  13. 13 Workbench not analyzed
  14. 14 BodyBags
  15. 15 RaG_Core
  16. 16 RaG_Hunting_Cabin
  17. 17 Runaway_PVE_AOD not analyzed
  18. 18 MuchFramework
  19. 19 MuchStuffPack
  20. 20 Simple Base
Edit as text

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

4 of 20 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 7 below.

Mods silencing mods
3 conflicts

Across 56 server-side methods hooked by two or more mods. 1 more on client-only UI classes, listed separately.

Structural load
0.64% of a frame at 100 players

6.380 ms per second, all 16 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.

The one pair#

MuchFrameworksilencesRaG_Core3 methods
Clothing.CanLoadItemIntoCargoClothingConditions check RaG_Core's conditions on this check no longer apply. 0_InventoryFixSolo.pbo::scripts\4_World\clothing_base.c:34 Clothing.CanPutInCargoClothingConditions check RaG_Core's conditions on this check no longer apply. 0_InventoryFixSolo.pbo::scripts\4_World\clothing_base.c:3 Clothing.CanReceiveItemIntoCargoClothingConditions check RaG_Core's conditions on this check no longer apply. 0_InventoryFixSolo.pbo::scripts\4_World\clothing_base.c:27
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.

PlayerBase.CommandHandler
about 30× per player per second
SFP then VPPAdminTools RPC send then vanilla
DayZGame.OnUpdate
every server frame
VPPAdminTools then CF then vanilla
PlayerBase.OnRPC
per event
Simple Base then MuchFramework then RaG_Core then SFP sometimes stops here then SFP_anim_system then VPPAdminTools then vanilla
PlayerBase.SetActions
per event
Simple Base then MuchStuffPack then MuchFramework then SFP_anim_system then VPPAdminTools then vanilla
DayZGame.OnRPC
per event
Dabs Framework then VPPAdminTools sometimes stops here then CF sometimes stops here then vanilla
Hacksaw.SetActions
per event
Simple Base then RaG_Hunting_Cabin then Code Lock then vanilla
Hammer.SetActions
per event
MuchFramework then RaG_Hunting_Cabin then RaG_Core then vanilla
PlayerBase.OnVariablesSynchronized
per event
SFP then SFP_anim_system then VPPAdminTools then vanilla
ActionAttachToConstruction.ActionCondition
per event
Simple Base sometimes stops here then RaG_Core sometimes stops here then vanilla
ActionCreateIndoorFireplace.ActionCondition
per event
MuchStuffPack sometimes stops here then RaG_Core sometimes stops here then vanilla
ActionPlaceFireplaceIndoor.ActionCondition
per event
MuchStuffPack sometimes stops here then RaG_Core sometimes stops here then vanilla
Crowbar.SetActions
per event
Simple Base then RaG_Hunting_Cabin then vanilla

Stall risks#

7 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
SFP
PlayerBase.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
SFP4.pbo::scripts\4_World\ShumMutant\PlayerBase_ShumMutant.c:229
SFP
PlayerBase.OnScheduledTick
about 30× per player per second
Per-player, per-frame hook warning
SFP4.pbo::scripts\4_World\Krovososok\Player\SFP_KrovososClientController.c:222
SFP
PlayerBase.OnScheduledTick
about 30× per player per second
Per-player, per-frame hook warning
SFP4.pbo::scripts\4_World\SFP_EXO_MARK5\SFP_ExoMark5_PlayerBase.c:1753
SFP
PlayerBase.OnRPC
per event
Timer created inside a hot hook heuristic
SFP4.pbo::scripts\4_World\ShumMutant\PlayerBase_ShumMutant.c:315

Everything else#

All 56 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)
Clothing.CanLoadItemIntoCargoClothingConditions — vanilla → RaG_Core (cond) → MuchFramework ✂
Clothing.CanPutInCargoClothingConditions — vanilla → RaG_Core (cond) → MuchFramework ✂
Clothing.CanReceiveItemIntoCargoClothingConditions — vanilla → RaG_Core (cond) → MuchFramework ✂
ActionConstructor.RegisterActions — vanilla → VPPAdminTools → SFP_anim_system → SFP → Code Lock → Dabs Framework → RaG_Core → RaG_Hunting_Cabin → MuchFramework → MuchStuffPack → Simple Base
MissionServer.InvokeOnConnect T3 vanilla → CF → Code Lock → Dabs Framework → RaG_Core → MuchFramework → Simple Base
PlayerBase.OnRPC T2 vanilla → VPPAdminTools → SFP_anim_system → SFP (cond) → RaG_Core → MuchFramework → Simple Base
PluginManager.Init — vanilla → VPPAdminTools → SFP → Code Lock → Dabs Framework → RaG_Core → MuchFramework
Hologram.EvaluateCollision — vanilla → RaG_Core (cond) → RaG_Hunting_Cabin (cond) → MuchFramework (cond) → MuchStuffPack (cond) → Simple Base (cond)
MissionServer.OnInit T3 vanilla → CF → VPPAdminTools → SFP_anim_system → SFP → RaG_Hunting_Cabin
PlayerBase.SetActions T2 vanilla → VPPAdminTools → SFP_anim_system → MuchFramework → MuchStuffPack → Simple Base
MissionServer.OnMissionFinish T3 vanilla → CF → VPPAdminTools → SFP → RaG_Core
MissionServer.OnMissionStart T3 vanilla → CF → VPPAdminTools → DayZ Editor Loader → Dabs Framework
MissionServer.PlayerDisconnected T3 vanilla → CF → VPPAdminTools → Dabs Framework → RaG_Core
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → BodyBags → MuchFramework → MuchStuffPack
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → SFP → RaG_Hunting_Cabin → MuchStuffPack
PlayerBase.EEKilled T3 vanilla → VPPAdminTools → SFP_anim_system → SFP → BodyBags
DayZGame.OnRPC T2 vanilla → CF (cond) → VPPAdminTools (cond) → Dabs Framework
Hacksaw.SetActions T2 vanilla → Code Lock → RaG_Hunting_Cabin → Simple Base
Hammer.SetActions T2 vanilla → RaG_Core → RaG_Hunting_Cabin → MuchFramework
Hologram.GetProjectionEntityPosition — vanilla → RaG_Core (cond) → MuchFramework (cond) → Simple Base (cond)
MissionBase.CreateScriptedMenu — vanilla → VPPAdminTools → SFP (cond) → MuchFramework
MissionServer.OnClientReadyEvent T3 vanilla → CF → SFP_anim_system → SFP
MissionServer.OnEvent — vanilla → CF → VPPAdminTools → BodyBags
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → SFP → MuchStuffPack
PlayerBase.Init — vanilla → VPPAdminTools → SFP_anim_system → SFP
PlayerBase.OnVariablesSynchronized T2 vanilla → VPPAdminTools → SFP_anim_system → SFP
PluginRecipesManager.RegisterRecipies — vanilla → RaG_Hunting_Cabin → MuchStuffPack → Simple Base
ActionAttachToConstruction.ActionCondition T2 vanilla → RaG_Core (cond) → Simple Base (cond)
ActionCreateIndoorFireplace.ActionCondition T2 vanilla → RaG_Core (cond) → MuchStuffPack (cond)
ActionCreateIndoorFireplace.OnExecuteServer — vanilla → RaG_Core (cond) → MuchStuffPack (cond)
ActionPlaceFireplaceIndoor.ActionCondition T2 vanilla → RaG_Core (cond) → MuchStuffPack (cond)
Crowbar.SetActions T2 vanilla → RaG_Hunting_Cabin → Simple Base
DayZGame.DeferredInit — vanilla → CF → VPPAdminTools
DayZGame.OnEvent — vanilla → CF → Dabs Framework
DayZGame.OnUpdate T0 vanilla → CF → VPPAdminTools
Edible_Base.ProcessDecay — vanilla → RaG_Core → MuchFramework
EmoteConstructor.RegisterEmotes — vanilla → SFP_anim_system → Dabs Framework
GesturesMenu.GetGestureItems — vanilla → SFP_anim_system → Dabs Framework
HandSaw.SetActions T2 vanilla → RaG_Hunting_Cabin → Simple Base
Hatchet.SetActions T2 vanilla → RaG_Hunting_Cabin → Simple Base
Hologram.GetProjectionName — vanilla → RaG_Core (cond) → MuchFramework (cond)
Hologram.ProjectionBasedOnParent — vanilla → RaG_Hunting_Cabin (cond) → Simple Base (cond)
Hologram.RefreshVisual — vanilla → RaG_Core (cond) → MuchFramework (cond)
Hologram.SetProjectionOrientation — vanilla → RaG_Core → Simple Base (cond)
Hologram.SetProjectionPosition — vanilla → RaG_Core → MuchFramework (cond)
ItemBase.OnStoreLoad T3 vanilla → CF → RaG_Core
MissionServer.OnClientDisconnectedEvent T3 vanilla → CF → Dabs Framework
PlayerBase.CanBeTargetedByAI — vanilla → VPPAdminTools (cond) → SFP (cond)
PlayerBase.CommandHandler T1 vanilla → VPPAdminTools → SFP
PlayerBase.EEDelete T3 vanilla → SFP_anim_system → SFP
PlayerBase.ModCommandHandlerAfter — vanilla → SFP_anim_system → SFP
PlayerBase.OnCommandHandlerTick — vanilla → SFP_anim_system → SFP
Pliers.SetActions T2 vanilla → RaG_Core → MuchFramework
Screwdriver.SetActions T2 vanilla → RaG_Core → MuchFramework
SledgeHammer.SetActions T2 vanilla → RaG_Hunting_Cabin → Simple Base
VicinityItemManager.IsObstructed — vanilla → MuchStuffPack (cond) → Simple Base (cond)
350 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)
ActionAttachOnSelection.ActionCondition T2 RaG_Core (cond)
ActionAttachToConstruction.FindAndTranslateAttachmentSlot — RaG_Core (cond)
ActionBuildPart.ActionCondition T2 Simple Base (cond)
ActionBuildPart.OnFinishProgressServer — Simple Base ✂
ActionBuildPartCB.CreateActionComponent — Simple Base ✂
ActionCloseBarrel.OnExecuteServer — RaG_Core
ActionCloseCarDoorsOutside.OnEndServer — RaG_Core
ActionCloseFence.ActionCondition T2 Code Lock
ActionCloseFence.OnExecuteServer — RaG_Core
ActionCreateIndoorOven.ActionCondition T2 MuchStuffPack (cond)
ActionDeployObject.OnEndServer — Simple Base (cond)
ActionDeployObject.OnExecuteServer — RaG_Core
ActionDestroyPart.ActionCondition T2 Simple Base
ActionDestroyPart.OnFinishProgressServer — Simple Base ✂
ActionDestroyPartCB.CreateActionComponent — Simple Base ✂
ActionDialCombinationLockOnTarget.ActionCondition T2 Simple Base (cond)
ActionDialCombinationLockOnTarget.OnFinishProgressServer — Simple Base ✂
ActionDismantlePart.ActionCondition T2 Simple Base
ActionDismantlePart.DismantleCondition — Code Lock (cond)
ActionDismantlePart.OnExecuteServer — RaG_Core
ActionDismantlePart.OnFinishProgressServer — Simple Base (cond)
ActionDismantlePartCB.CreateActionComponent — Simple Base ✂
ActionDrainLiquid.ActionCondition T2 MuchStuffPack (cond)
ActionDropItem.OnExecuteServer — RaG_Core
ActionFillBottleBaseCB.CreateActionComponent — MuchStuffPack
ActionFillCoolant.ActionCondition T2 RaG_Core
ActionFillFuel.ActionCondition T2 RaG_Core
ActionFoldBaseBuildingObject.GetText — Simple Base ✂
ActionGetInTransport.OnEndServer — RaG_Core
ActionGetOutTransport.OnStartServer — RaG_Core
ActionIgniteFireplaceByAir.ActionCondition T2 RaG_Core (cond)
ActionInteractCodeLockItem.ActionCondition T2 RaG_Core (cond)
ActionLockDoors.OnFinishProgressServer — RaG_Core
ActionManagerBase.ActionPossibilityCheck — SFP_anim_system (cond)
ActionNextCombinationLockDialOnTarget.ActionCondition T2 Simple Base (cond)
ActionOpenBarrel.OnExecuteServer — RaG_Core
ActionOpenCarDoorsOutside.OnEndServer — RaG_Core
ActionOpenFence.ActionCondition T2 Simple Base (cond)
ActionOpenFence.OnExecuteServer — RaG_Core
ActionPackTent.ActionCondition T2 Code Lock
ActionPackTent.OnExecuteServer — Code Lock (cond)
ActionPackTent.OnFinishProgressServer — RaG_Core
ActionPin.OnStartServer — VPPAdminTools
ActionPlaceOvenIndoor.ActionCondition T2 MuchStuffPack (cond)
ActionPourLiquid.ActionCondition T2 MuchStuffPack (cond)
ActionRepairPart.RepairCondition — RaG_Core (cond)
ActionResetCodeOnCodeLock.ActionCondition T2 RaG_Core (cond)
ActionResetCodeOnCodeLock.OnExecuteServer — RaG_Core (cond)
ActionRestrainTarget.ActionCondition T2 SFP (cond)
ActionRestrainTarget.ActionConditionContinue — SFP (cond)
ActionRestrainTarget.OnFinishProgressServer — SFP (cond)
ActionRestrainTarget.OnStartServer — SFP (cond)
ActionSkinning.ActionCondition T2 SFP (cond)
ActionSkinning.ActionConditionContinue — SFP (cond)
ActionSkinning.OnFinishProgressServer — SFP (cond)
ActionStartEngine.OnEndServer — RaG_Core
ActionStopEngine.OnEndServer — RaG_Core
ActionSwitchSeats.Start — RaG_Core
ActionTakeItem.OnExecuteServer — RaG_Core
ActionTakeItemToHands.OnExecuteServer — RaG_Core
ActionTakeMaterialToHands.ActionCondition T2 Simple Base (cond)
ActionTakeMaterialToHandsSwitch.ActionCondition T2 Simple Base (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.EEHitBy T2 SFP
AnimalBase.EEInit T3 SFP
AnimalBase.EOnInit T3 SFP
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
Animal_CanisLupus.EEKilled T3 SFP
AreaExposureMdfr.Activate — VPPAdminTools (cond)
AreaExposureMdfr.OnActivate — VPPAdminTools (cond)
AttachmentCategoriesContainer.UpdateInterval — RaG_Core
Barrel_ColorBase.OnWasAttached — RaG_Core (cond)
BleedingSourcesManagerServer.ProcessHit — SFP (cond)
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
Bottle_Base.SetActions T2 SFP
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CAContinuousQuantityLiquidTransfer.Setup — MuchStuffPack
CarScript.EEDelete T3 RaG_Core
CarScript.EEHitBy T2 RaG_Core
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
CargoContainer.UpdateInterval — RaG_Core
Chainsaw.SetActions T2 Simple Base
ChernarusPlusData.WeatherOnBeforeChange — VPPAdminTools
Clothing.CanReceiveAttachment T2 MuchFramework
CodeLock.NewUnlockServer — MuchFramework
CodeLock.SetActions T2 MuchFramework
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)
CodeLockServerRPC.OpenTarget — MuchFramework
ContainerWithCargoAndAttachments.UpdateInterval — RaG_Core
ContaminatedTrigger.OnEnterServerEvent — VPPAdminTools (cond)
ContinuousDefaultActionInput.UpdatePossibleActions — SFP_anim_system (cond)
CraftFenceKit.CanDo — Simple Base ✂
CraftRag.Do — MuchStuffPack ✂
CraftWatchtowerKit.CanDo — Simple Base ✂
CreditsLoader.GetData — CF ✂
DayZGame.CreateDefaultPlayer — SFP ✂
DayZGame.CreateRandomPlayer — SFP ✂
DayZGame.ListAvailableCharacters — SFP
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.ModCommandHandlerBefore — VPPAdminTools
DayZPlayerImplement.ModCommandHandlerInside — VPPAdminTools
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerImplementFallDamage.HandleFallDamage — SFP (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 ✂
DefaultActionInput.UpdatePossibleActions — SFP_anim_system (cond)
DigitalCodeLock.AfterStoreLoad T3 RaG_Core
DigitalCodeLock.CanBeLocked — RaG_Core
DigitalCodeLock.CanDetachAttachment — RaG_Core (cond)
DigitalCodeLock.CanDetachCodeLock — RaG_Core (cond)
DigitalCodeLock.CanDisplayAttachmentSlot T2 RaG_Core (cond)
DigitalCodeLock.CanReceiveAttachment T2 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.EEInit T3 MuchFramework
EmoteDabbing.EmoteCondition — Dabs Framework (cond)
EmoteManager.CanPlayEmote — SFP_anim_system
EmoteManager.CanPlayEmoteClientCheck — SFP_anim_system (cond)
EmoteManager.CreateEmoteCBFromMenu — SFP_anim_system
EmoteManager.IsEmotePlaying — SFP_anim_system (cond)
EmoteManager.PlayEmote — SFP_anim_system
EmoteManager.SetEmoteLockState — SFP_anim_system
EmoteManager.Update — SFP_anim_system (cond)
EnochData.WeatherOnBeforeChange — VPPAdminTools
Fence.CanOpenFence — Code Lock (cond)
Fence.CanReceiveAttachment T2 Code Lock (cond)
Fence.OnPartDestroyedServer — Code Lock
Fence.OnPartDismantledServer — Code Lock
Fence.SetActions T2 Code Lock
FirefighterAxe.SetActions T2 Simple Base
GestureMenuItem.GetName — SFP_anim_system (cond)
GesturesMenu.BackOneLevel — SFP_anim_system (cond)
GesturesMenu.CreateGestureContent — SFP_anim_system ✂
GesturesMenu.ExecuteSelectedCategory — SFP_anim_system ✂
GesturesMenu.ExecuteSelectedItem — SFP_anim_system (cond)
GesturesMenu.Init — SFP_anim_system
GesturesMenu.OnClick — SFP_anim_system (cond)
GesturesMenu.OnMenuRelease — Dabs Framework
GesturesMenu.ProcessEmoteConditionRequest — SFP_anim_system (cond)
GesturesMenu.Update — SFP_anim_system
GesturesMenu.UpdateQuickbarItemCard — SFP_anim_system
Grenade_Base.EEHitBy T2 VPPAdminTools
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.AddProjectionRotation — Simple Base ✂
Hologram.GetProjectionRotation — Simple Base ✂
Hologram.IsFloating — Simple Base
Hologram.SubtractProjectionRotation — Simple Base ✂
Hologram.UpdateHologram — MuchFramework
Iceaxe.SetActions T2 Simple Base
Icon.DropReceivedFromMain — SFP_anim_system (cond)
ItemBase.CanBeConsumed — RaG_Core
ItemBase.CanBePlaced — MuchFramework (cond)
ItemBase.CanLoadAttachment — MuchFramework ✂
ItemBase.CanPutAsAttachment — BodyBags (cond)
ItemBase.CanReceiveAttachment T2 MuchFramework ✂
ItemBase.CombineItemsClient — Code Lock (cond)
ItemBase.EEHitBy T2 RaG_Core
ItemBase.EOnContact — SFP
ItemBase.GetItemSize — Dabs Framework ✂
ItemBase.InitItemSounds — SFP
ItemBase.OnInventoryEnter T2 RaG_Core
ItemBase.OnInventoryExit T2 RaG_Core
ItemBase.OnRightClick — Code Lock (cond)
ItemBase.OnStoreSave T3 CF
ItemBase.SetActions T2 RaG_Core
KeybindingElement.Reload — CF
KeybindingsMenu.InitInputSortingMap — SFP_anim_system
LandMineTrap.EEHitBy T2 VPPAdminTools
Liquid.CanFillContainer — RaG_Core
Liquid.CanTransfer — RaG_Core
Liquid.FillContainer — RaG_Core (cond)
Liquid.GetLiquidConfigProperty — RaG_Core ✂
MiscGameplayFunctions.BuildCondition — Simple Base ✂
MiscGameplayFunctions.ComplexBuildCollideCheckClient — Simple Base ✂
MissionBase.CF_IsLoaded — CF ✂
MissionBase.OnInit T3 Dabs Framework
MissionBase.UpdateDummyScheduler — SFP
MissionServer.AfterHiveInit — DayZ Editor Loader
MissionServer.CreateCharacter T3 SFP
MissionServer.InvokeOnDisconnect T3 CF
MissionServer.OnClientNewEvent T3 CF
MissionServer.OnClientPrepareEvent — CF
MissionServer.OnClientReconnectEvent T3 CF
MissionServer.OnClientRespawnEvent T3 CF
MissionServer.OnMissionLoaded — CF
MissionServer.OnUpdate T0 CF
MissionServer.SendModData — RaG_Hunting_Cabin
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 ✂
ModifiersManager.Init — SFP
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
PPERequesterRegistrations.RegisterAdditionalRequesters — SFP
Pickaxe.SetActions T2 Simple Base
PlayerBase.CalculateVisibilityForAI — MuchFramework ✂
PlayerBase.CameraHandler — SFP_anim_system (cond)
PlayerBase.CanConsumeStamina — SFP (cond)
PlayerBase.CanJump — SFP
PlayerBase.CanSprint — SFP (cond)
PlayerBase.DepleteStamina — SFP (cond)
PlayerBase.DepleteStaminaEx — SFP (cond)
PlayerBase.EEHitBy T2 SFP
PlayerBase.EEItemAttached T2 MuchStuffPack
PlayerBase.EEItemDetached T2 MuchStuffPack
PlayerBase.EOnContact — MuchStuffPack ✂
PlayerBase.GetActions — Dabs Framework ✂
PlayerBase.GetWeightSpecialized — SFP
PlayerBase.ModCommandHandlerInside — SFP_anim_system (cond)
PlayerBase.OnConnect — VPPAdminTools
PlayerBase.OnDrawOptics2D — VPPAdminTools (cond)
PlayerBase.OnJumpStart — SFP
PlayerBase.OnPhysMove — SFP_anim_system
PlayerBase.OnScheduledTick T1 SFP
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStepEvent — SFP
PlayerBase.OnStoreLoad T3 SFP
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnStoreSave T3 SFP
PlayerBase.OnUnconsciousStart — SFP_anim_system
PlayerBase.PhysicalPredictiveDropItem — SFP_anim_system (cond)
PlayerBase.ProcessFeetDamageServer — SFP (cond)
PlayerBase.ProcessWeaponEvent — SFP_anim_system (cond)
PlayerPreview.UpdateInterval — SFP_anim_system
PluginAdminLog.PlayerHitBy — VPPAdminTools (cond)
PluginAdminLog.PlayerKilled — VPPAdminTools (cond)
PluginDiagMenu.OnRPC T2 Dabs Framework
PluginDiagMenuClient.RegisterModdedDiags — Dabs Framework
PurifyWater.Do — MuchStuffPack ✂
PurifyWater.Init — MuchStuffPack
RadialMenu.GetObjectByDegAngle — SFP_anim_system (cond)
RadialMenu.HideRadialSelector — SFP_anim_system
RadialMenu.OnMouseButtonUp — SFP_anim_system (cond)
RadialMenu.OnWidgetScriptInit — SFP_anim_system
RadialMenu.Refresh — SFP_anim_system
RadialMenu.RegisterClass — SFP_anim_system
RadialMenu.ShowRadialSelector — SFP_anim_system (cond)
RadialMenu.Update — SFP_anim_system (cond)
SawoffMosin.Do — MuchStuffPack (cond)
StaminaHandler.Init — SFP
StaminaHandler.RecalculateStaminaCap — SFP
StaminaHandler.SetDepletionMultiplier — SFP
StaminaHandler.SetRecoveryMultiplier — SFP
StaminaHandler.StaminaProcessor_Move — SFP
StaminaHandler.Update — SFP
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
VPPAdminHud.DefineButtons — VPPAdminTools
VPPContextActionManager.RegisterActions — VPPAdminTools
VPPContextActionManager.RegisterProviders — VPPAdminTools
Weapon_Base.EEFired — VPPAdminTools
Weapon_Base.SetActions T2 RaG_Core
WoodAxe.SetActions T2 Simple Base
ZombieBase.EEDelete T3 SFP
ZombieBase.EEHitBy T2 SFP
ZombieBase.OnRPC T2 SFP
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

33 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.