← modperf

Stack composer

Started from NasdaraTest: the 13 mods it publishes to the Steam server browser (as of 2026-10-21), 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 AftermathServerModDev not analyzed
  2. 2 AftermathClothing
  3. 3 Aftermath_Licenced
  4. 4 AftermathWeapons not analyzed
  5. 5 Dingo_Truck
  6. 6 BuilderItems
  7. 7 WindstridesClothingPack
  8. 8 CannabisPlus
  9. 9 Uncuepas Civilian Clothing
  10. 10 CF
  11. 11 [CrSk] BMW 525i E34
  12. 12 AftermathVehicles not analyzed
  13. 13 AgricultureCore
Edit as text

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

3 of 13 mods not analyzed yet — left out of the composition below. Open a mod's page to request its analysis.
Stall risks
None found

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.

Mods silencing mods
None

Across 20 server-side methods hooked by two or more mods.

Structural load
0.01% of a frame at 100 players

0.093 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.

PlayerBase.EEItemAttached
every inventory move
WindstridesClothingPack then AftermathClothing then vanilla
PlayerBase.EEItemDetached
every inventory move
WindstridesClothingPack then AftermathClothing then vanilla
PlayerBase.SetActions
per event
WindstridesClothingPack then AftermathClothing then vanilla

Everything else#

All 20 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)
ModItemRegisterCallbacks.RegisterHeavy — vanilla → AftermathClothing → Dingo_Truck → CannabisPlus → CF → [CrSk] BMW 525i E34 → AgricultureCore
ActionConstructor.RegisterActions — vanilla → AftermathClothing → Dingo_Truck → WindstridesClothingPack → CannabisPlus → AgricultureCore
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → AftermathClothing → WindstridesClothingPack → CannabisPlus → CF
MissionServer.OnInit T3 vanilla → CannabisPlus → CF → AgricultureCore
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → AftermathClothing → WindstridesClothingPack → CF
PluginRecipesManager.RegisterRecipies — vanilla → AftermathClothing → CannabisPlus → AgricultureCore
ModItemRegisterCallbacks.CustomBoneRemapping — vanilla → AftermathClothing → CF
ModItemRegisterCallbacks.RegisterArcheryItem — vanilla → AftermathClothing → CF
ModItemRegisterCallbacks.RegisterEmptyHanded — vanilla → AftermathClothing → CF
ModItemRegisterCallbacks.RegisterFireArms — vanilla → AftermathClothing → CF
ModItemRegisterCallbacks.RegisterLauncher — vanilla → AftermathClothing → CF
ModItemRegisterCallbacks.RegisterPistol — vanilla → AftermathClothing → CF
ModItemRegisterCallbacks.RegisterRestrained — vanilla → AftermathClothing → CF
ModItemRegisterCallbacks.RegisterSurrender — vanilla → AftermathClothing → CF
PlantBase.Init — vanilla → CannabisPlus → AgricultureCore (cond)
PlayerBase.EEItemAttached T2 vanilla → AftermathClothing → WindstridesClothingPack
PlayerBase.EEItemDetached T2 vanilla → AftermathClothing → WindstridesClothingPack
PlayerBase.EEKilled T3 vanilla → CannabisPlus → AgricultureCore
PlayerBase.SetActions T2 vanilla → AftermathClothing → WindstridesClothingPack
PluginRecipesManagerBase.RegisterRecipies — vanilla → Dingo_Truck → WindstridesClothingPack
105 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
ActionDeployObject.OnEndServer — CannabisPlus (cond)
ActionHarvestCrops.OnExecuteClient — AgricultureCore (cond)
ActionHarvestCrops.OnExecuteServer — AgricultureCore (cond)
ActionPlaceObject.ActionCondition T2 CannabisPlus (cond)
ActionSkinning.OnFinishProgressServer — WindstridesClothingPack
ActionTogglePlaceObject.ActionCondition T2 CannabisPlus (cond)
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AreaExposureMdfr.OnActivate — Dingo_Truck (cond)
AreaExposureMdfr.OnTick — Dingo_Truck (cond)
Backpack_Base.SetActions T2 Dingo_Truck
Backpack_Pouch_ColorBase.NameOverride — AftermathClothing ✂
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CAContinuousFertilizeGardenSlot.Setup — AgricultureCore
CanisterGasoline.SetActions T2 [CrSk] BMW 525i E34
CarScript.EEItemDetached T2 Dingo_Truck
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
CarScript.OnVariablesSynchronized T2 Dingo_Truck
CarScript.SetActions T2 Dingo_Truck
Clothing.NameOverride — AftermathClothing ✂
Clothing.UpdateNVGStatus — AftermathClothing ✂
CreditsLoader.GetData — CF ✂
DayZGame.DeferredInit — CF
DayZGame.OnEvent — CF
DayZGame.OnRPC T2 CF (cond)
DayZGame.OnUpdate T0 CF
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
FirstAidKit.SetActions T2 Dingo_Truck
GameplayEffectWidgets.CalculateValues — AftermathClothing (cond)
GameplayEffectWidgets.Init — AftermathClothing
GameplayEffectWidgets.ProcessWidgetUpdate — AftermathClothing
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
KeybindingElement.Reload — CF
MagPouches_ColorBase.NameOverride — AftermathClothing ✂
MaskBase.CanPutAsAttachment — WindstridesClothingPack
MissionBase.CF_IsLoaded — CF ✂
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.OnEvent — CF
MissionServer.OnMissionFinish T3 CF
MissionServer.OnMissionLoaded — CF
MissionServer.OnMissionStart T3 CF
MissionServer.OnUpdate T0 CF
MissionServer.PlayerDisconnected T3 CF
ModItemRegisterCallbacks.RegisterCustom — 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
NVGoggles.CanPutAsAttachment — AftermathClothing (cond)
NVGoggles.GetCurrentNVType — AftermathClothing ✂
NVGoggles.OnWasDetached — AftermathClothing
NVGoggles.OnWork — AftermathClothing ✂
NVGoggles.OnWorkStart — AftermathClothing ✂
NVGoggles.OnWorkStop — AftermathClothing ✂
NotificationRuntimeData.GetIcon — CF ✂
NotificationRuntimeData.GetTitleText — CF ✂
NotificationUI.AddNotification — CF
NotificationUI.RemoveNotification — CF
NotificationUI.UpdateTargetHeight — CF
PPERequester_CameraNV.SetNVMode — AftermathClothing
PaintItem.Paint — AftermathClothing ✂
Pistol_Base.GetInventoryHandAnimation — WindstridesClothingPack (cond)
PlantBase.Harvest — AgricultureCore (cond)
PlantBase.OnItemHarvested — CannabisPlus ✂
PlantBase.OnStoreLoad T3 AgricultureCore
PlantBase.OnStoreSave T3 AgricultureCore
PlantBase.RemovePlantEx — AgricultureCore ✂
PlateCarrierPouches.NameOverride — AftermathClothing ✂
PlayerBase.AC_HasAnyPPEActive — CannabisPlus
PlayerBase.HideClothing — AftermathClothing
PlayerBase.Init — AgricultureCore
PlayerBase.OnPlayerLoaded — AgricultureCore
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PluginTransmissionAgents.TransmitAgentsEx — Dingo_Truck (cond)
SeedPackBase.EmptySeedPack — CannabisPlus (cond)
Weapon_Base.SetActions T2 Dingo_Truck
WoodenCrate.SetActions T2 [CrSk] BMW 525i E34
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

10 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.