← modperf

Stack composer

Started from Hometown Hard ONLY PVE UA #2: the 19 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 DayZ Editor Loader
  4. 4 TraderPlus
  5. 5 Chernarus2035 not analyzed
  6. 6 RaG_Core
  7. 7 RaG_BeeHive
  8. 8 RaG_BaseItems
  9. 9 RaG_BaseBuilding
  10. 10 FC_Fish_Equip
  11. 11 BuildingHT not analyzed
  12. 12 Survivor Animations
  13. 13 MaharlikaPH_Boats
  14. 14 CannabisPlus
  15. 15 AgricultureCore
  16. 16 Admirals Diving Mod
  17. 17 HomeTownPVE_Cherno2035 not analyzed
  18. 18 MusicHT not analyzed
  19. 19 CHERNARUS 2035 NAVMESH FIX not analyzed
Edit as text

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

5 of 19 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 48 server-side methods hooked by two or more mods. 1 more on client-only UI classes, listed separately.

Structural load
0.17% of a frame at 100 players

1.745 ms per second, all 14 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
Survivor Animations then TraderPlus then CF then vanilla
PlayerBase.EEItemDetached
every inventory move
Admirals Diving Mod then RaG_BeeHive then TraderPlus then vanilla
PlayerBase.EEItemAttached
every inventory move
Admirals Diving Mod then RaG_BeeHive then vanilla
Hammer.SetActions
per event
MaharlikaPH_Boats then RaG_BaseBuilding then RaG_BaseItems then RaG_Core then vanilla
Hatchet.SetActions
per event
MaharlikaPH_Boats then RaG_BaseBuilding then RaG_BaseItems then vanilla
PlayerBase.SetActions
per event
Survivor Animations then RaG_BaseItems then TraderPlus then vanilla
ActionLightItemOnFire.ActionCondition
per event
RaG_BaseItems sometimes stops here then RaG_BeeHive sometimes stops here then vanilla
DayZGame.OnRPC
per event
Dabs Framework then CF sometimes stops here then vanilla
FirefighterAxe.SetActions
per event
RaG_BaseBuilding then RaG_BaseItems then vanilla
PlayerBase.OnRPC
per event
MaharlikaPH_Boats then RaG_Core then vanilla
Pliers.SetActions
per event
RaG_Core then TraderPlus then vanilla
WoodAxe.SetActions
per event
RaG_BaseBuilding then RaG_BaseItems 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.

Survivor Animations
PlayerBase.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
SurvivorAnims.pbo::Scripts\4_World\PlayerBase.c:115
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 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 → TraderPlus → RaG_Core → RaG_BeeHive → RaG_BaseItems → RaG_BaseBuilding → Survivor Animations → MaharlikaPH_Boats → CannabisPlus → AgricultureCore → Admirals Diving Mod
MissionServer.OnInit T3 vanilla → CF → TraderPlus → RaG_BeeHive → RaG_BaseItems → RaG_BaseBuilding → MaharlikaPH_Boats → CannabisPlus → AgricultureCore → Admirals Diving Mod
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → RaG_BeeHive → RaG_BaseItems → RaG_BaseBuilding → MaharlikaPH_Boats → CannabisPlus → AgricultureCore → Admirals Diving Mod
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → TraderPlus → RaG_BeeHive → RaG_BaseItems → RaG_BaseBuilding → CannabisPlus → Admirals Diving Mod
MissionServer.InvokeOnConnect T3 vanilla → CF → Dabs Framework → TraderPlus → RaG_Core → MaharlikaPH_Boats
PluginRecipesManager.RegisterRecipies — vanilla → RaG_BeeHive → RaG_BaseItems → RaG_BaseBuilding → CannabisPlus → AgricultureCore
Hammer.SetActions T2 vanilla → RaG_Core → RaG_BaseItems → RaG_BaseBuilding → MaharlikaPH_Boats
Hologram.EvaluateCollision — vanilla → TraderPlus (cond) → RaG_Core (cond) → RaG_BaseBuilding (cond) → MaharlikaPH_Boats (cond)
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → RaG_BeeHive → RaG_BaseItems → Admirals Diving Mod
PlayerBase.Init — vanilla → TraderPlus → Survivor Animations → AgricultureCore → Admirals Diving Mod
Hatchet.SetActions T2 vanilla → RaG_BaseItems → RaG_BaseBuilding → MaharlikaPH_Boats
Hologram.GetProjectionEntityPosition — vanilla → RaG_Core (cond) → RaG_BaseBuilding (cond) → MaharlikaPH_Boats (cond)
MissionServer.OnMissionStart T3 vanilla → CF → Dabs Framework → DayZ Editor Loader
MissionServer.OnUpdate T0 vanilla → CF → TraderPlus → Survivor Animations
MissionServer.PlayerDisconnected T3 vanilla → CF → Dabs Framework → RaG_Core
PlayerBase.EEItemDetached T2 vanilla → TraderPlus → RaG_BeeHive → Admirals Diving Mod
PlayerBase.SetActions T2 vanilla → TraderPlus → RaG_BaseItems → Survivor Animations
ActionAttachToConstruction.FindAndTranslateAttachmentSlot — vanilla → RaG_Core (cond) → RaG_BaseBuilding (cond)
ActionLightItemOnFire.ActionCondition T2 vanilla → RaG_BeeHive (cond) → RaG_BaseItems (cond)
ActionRepairPart.RepairCondition — vanilla → RaG_Core (cond) → RaG_BaseBuilding (cond)
CarScript.EEDelete T3 vanilla → TraderPlus → RaG_Core
CarScript.OnStoreLoad T3 vanilla → CF → TraderPlus
CarScript.OnStoreSave T3 vanilla → CF → TraderPlus
DayZGame.OnEvent — vanilla → CF → Dabs Framework
DayZGame.OnRPC T2 vanilla → CF (cond) → Dabs Framework
DayZPlayerImplementFallDamage.HandleFallDamage — vanilla → TraderPlus (cond) → Admirals Diving Mod (cond)
EmoteConstructor.RegisterEmotes — vanilla → Dabs Framework → Survivor Animations
FirefighterAxe.SetActions T2 vanilla → RaG_BaseItems → RaG_BaseBuilding
GesturesMenu.GetGestureItems — vanilla → Dabs Framework → Survivor Animations
GesturesMenu.OnMenuRelease — vanilla → Dabs Framework → Survivor Animations
Hologram.GetProjectionName — vanilla → RaG_Core (cond) → MaharlikaPH_Boats (cond)
Hologram.ProjectionBasedOnParent — vanilla → TraderPlus (cond) → RaG_BaseBuilding (cond)
Hologram.RefreshVisual — vanilla → RaG_Core (cond) → MaharlikaPH_Boats (cond)
Hologram.SetProjectionOrientation — vanilla → RaG_Core → RaG_BaseBuilding (cond)
Hologram.UpdateHologram — vanilla → RaG_BaseBuilding → MaharlikaPH_Boats
ItemBase.OnStoreLoad T3 vanilla → CF → RaG_Core
MissionServer.InvokeOnDisconnect T3 vanilla → CF → TraderPlus
MissionServer.OnClientDisconnectedEvent T3 vanilla → CF → Dabs Framework
MissionServer.OnMissionFinish T3 vanilla → CF → RaG_Core
MissionServer.SendModData — vanilla → RaG_BaseItems → RaG_BaseBuilding
PlantBase.Init — vanilla → CannabisPlus → AgricultureCore (cond)
PlayerBase.EEItemAttached T2 vanilla → RaG_BeeHive → Admirals Diving Mod
PlayerBase.EEKilled T3 vanilla → CannabisPlus → AgricultureCore
PlayerBase.OnPlayerLoaded — vanilla → AgricultureCore → Admirals Diving Mod
PlayerBase.OnRPC T2 vanilla → RaG_Core → MaharlikaPH_Boats
Pliers.SetActions T2 vanilla → TraderPlus → RaG_Core
PluginManager.Init — vanilla → Dabs Framework → RaG_Core
WoodAxe.SetActions T2 vanilla → RaG_BaseItems → RaG_BaseBuilding
335 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
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 ✂
ActionBurnSewTarget.ActionCondition T2 TraderPlus (cond)
ActionCarDoors.ActionCondition T2 TraderPlus (cond)
ActionCarDoorsOutside.ActionCondition T2 TraderPlus (cond)
ActionCheckPulse.ActionCondition T2 TraderPlus (cond)
ActionCloseBarrel.OnExecuteServer — RaG_Core
ActionCloseCarDoorsOutside.OnEndServer — RaG_Core
ActionCloseFence.ActionCondition T2 RaG_BaseBuilding (cond)
ActionCloseFence.OnExecuteServer — RaG_Core
ActionCollectBloodTarget.ActionCondition T2 TraderPlus (cond)
ActionCreateIndoorFireplace.ActionCondition T2 RaG_Core (cond)
ActionCreateIndoorFireplace.OnExecuteServer — RaG_Core (cond)
ActionDeployObject.ActionCondition T2 TraderPlus (cond)
ActionDeployObject.OnEndServer — CannabisPlus (cond)
ActionDeployObject.OnExecuteServer — RaG_Core
ActionDestroyCombinationLock.OnFinishProgressServer — RaG_BaseBuilding ✂
ActionDetach.ActionCondition T2 TraderPlus (cond)
ActionDetachCarLockPick.ActionCondition T2 TraderPlus ✂
ActionDetachFromTarget.ActionCondition T2 TraderPlus (cond)
ActionDialCombinationLockOnTarget.ActionCondition T2 RaG_BaseBuilding (cond)
ActionDialCombinationLockOnTarget.OnFinishProgressServer — RaG_BaseBuilding ✂
ActionDigInStash.ActionCondition T2 TraderPlus (cond)
ActionDigOutStash.ActionCondition T2 TraderPlus (cond)
ActionDisinfectTarget.ActionCondition T2 TraderPlus (cond)
ActionDismantlePart.ActionCondition T2 RaG_BaseBuilding (cond)
ActionDismantlePart.DismantleCondition — 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 ✂
ActionForceConsume.ActionCondition T2 TraderPlus (cond)
ActionForceConsumeSingle.ActionCondition T2 TraderPlus (cond)
ActionForceFeedCan.ActionCondition T2 TraderPlus (cond)
ActionForceFeedCan.SZActionConditionHandler — TraderPlus ✂
ActionForceFeedCan.TPAdditionalCondition — TraderPlus ✂
ActionGetInTransport.ActionCondition T2 TraderPlus (cond)
ActionGetInTransport.OnEnd — MaharlikaPH_Boats
ActionGetInTransport.OnEndServer — RaG_Core
ActionGetOutTransport.ActionCondition T2 MaharlikaPH_Boats (cond)
ActionGetOutTransport.OnEndServer — TraderPlus
ActionGetOutTransport.OnStart — MaharlikaPH_Boats
ActionGetOutTransport.OnStartServer — RaG_Core
ActionGiveBloodTarget.ActionCondition T2 TraderPlus (cond)
ActionHarvestCrops.OnExecuteClient — AgricultureCore (cond)
ActionHarvestCrops.OnExecuteServer — AgricultureCore (cond)
ActionIgniteFireplaceByAir.ActionCondition T2 RaG_Core (cond)
ActionInjectTarget.ActionCondition T2 TraderPlus (cond)
ActionInteractCodeLockItem.ActionCondition T2 RaG_Core (cond)
ActionLightItemOnFire.OnFinishProgressClient — RaG_BaseItems
ActionLightItemOnFire.OnFinishProgressServer — RaG_BaseItems
ActionLockDoors.ActionCondition T2 TraderPlus (cond)
ActionLockDoors.OnFinishProgressServer — RaG_Core
ActionManagerBase.ActionPossibilityCheck — Admirals Diving Mod (cond)
ActionMineTree.ActionCondition T2 TraderPlus (cond)
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 TraderPlus (cond)
ActionPackTent.OnFinishProgressServer — RaG_Core
ActionPickLockOnCar.ActionCondition T2 TraderPlus (cond)
ActionPlaceFireplaceIndoor.ActionCondition T2 RaG_Core (cond)
ActionPlaceObject.ActionCondition T2 CannabisPlus (cond)
ActionPlugIn.CreateConditionComponents — RaG_BaseItems ✂
ActionRepairPart.OnFinishProgressServer — RaG_BaseBuilding (cond)
ActionResetCodeOnCodeLock.ActionCondition T2 RaG_Core (cond)
ActionResetCodeOnCodeLock.OnExecuteServer — RaG_Core (cond)
ActionRestrainSelf.ActionCondition T2 TraderPlus (cond)
ActionRestrainTarget.ActionCondition T2 TraderPlus (cond)
ActionStartEngine.OnEndServer — RaG_Core
ActionStopEngine.OnEndServer — RaG_Core
ActionSwitchSeats.Start — RaG_Core
ActionTakeItem.ActionCondition T2 TraderPlus
ActionTakeItem.OnExecuteServer — RaG_Core
ActionTakeItemToHands.OnExecuteServer — RaG_Core
ActionTakeMaterialToHands.ActionCondition T2 RaG_BaseBuilding (cond)
ActionTakeMaterialToHandsSwitch.ActionCondition T2 RaG_BaseBuilding (cond)
ActionTogglePlaceObject.ActionCondition T2 CannabisPlus (cond)
ActionToggleTentOpen.OnExecuteServer — RaG_Core
ActionTurnOffWhileInHands.CanBeUsedSwimming — Admirals Diving Mod ✂
ActionTurnOnWhileInHands.CanBeUsedSwimming — Admirals Diving Mod ✂
ActionUnlockDoors.OnFinishProgressServer — RaG_Core
ActionUnpin.ActionCondition T2 TraderPlus (cond)
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AttachmentCategoriesContainer.UpdateInterval — RaG_Core
Bark_ColorBase.SetActions T2 RaG_BaseBuilding
Barrel_ColorBase.OnWasAttached — RaG_Core (cond)
BaseBuildingBase.IsBBFlat — RaG_BaseBuilding ✂
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
Bottle_Base.ParticleCookingStart — MaharlikaPH_Boats ✂
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
BuildingBase.SetActions T2 TraderPlus
CAContinuousFertilizeGardenSlot.Setup — AgricultureCore
CarScript.CanDisplayAttachmentCategory — TraderPlus
CarScript.CanDisplayAttachmentSlot T2 TraderPlus
CarScript.EEHitBy T2 RaG_Core
CarScript.IsInventoryVisible T2 TraderPlus ✂
CarScript.OnEngineStart — TraderPlus
CarScript.OnVariablesSynchronized T2 TraderPlus
CargoContainer.UpdateInterval — RaG_Core
Clothing.CanLoadItemIntoCargoClothingConditions — RaG_Core (cond)
Clothing.CanPutInCargoClothingConditions — RaG_Core (cond)
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)
ContainerWithCargoAndAttachments.UpdateInterval — RaG_Core
CraftFenceKit.CanDo — RaG_BaseBuilding ✂
CraftWatchtowerKit.CanDo — RaG_BaseBuilding ✂
CreditsLoader.GetData — CF ✂
Crowbar.SetActions T2 RaG_BaseBuilding
DayZGame.DeferredInit — CF
DayZGame.OnPostUpdate — RaG_Core
DayZGame.OnUpdate T0 CF
DayZGame.RegisterProfilesOptions — Dabs Framework
DayZGame.SetMissionPath — Dabs Framework
DayZPlayerImplement.EEKilled T3 TraderPlus
DayZPlayerImplement.ModCommandHandlerInside — Admirals Diving Mod
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerImplementJumpClimb.Climb — Admirals Diving Mod
DayZPlayerImplementSwimming.CheckSwimmingStart — Admirals Diving Mod (cond)
DayZPlayerImplementThrowing.HandleThrowing — TraderPlus
DayZPlayerMeleeFightLogic_LightHeavy.HandleFightLogic — TraderPlus (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 ✂
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.CheckIsDrowning — Admirals Diving Mod ✂
DrowningMdfr.OnTick — Admirals Diving Mod (cond)
Edible_Base.ProcessDecay — RaG_Core
Edible_Base.SoundCookingStart — MaharlikaPH_Boats ✂
EmoteCB.OnAnimationEvent — Survivor Animations (cond)
EmoteDabbing.EmoteCondition — Dabs Framework (cond)
EmoteManager.CreateEmoteCallback — Survivor Animations
EmoteManager.PlayEmote — Survivor Animations (cond)
Environment.CheckWaterContact — Admirals Diving Mod
FishingRod_Base_New.SetActions T2 RaG_BaseItems
FryingPan.ParticleCookingStart — MaharlikaPH_Boats ✂
GardenLime.SetActions T2 RaG_BaseItems
HDSN_DestructionManager.GetWallType — RaG_BaseBuilding (cond)
HandDrillKit.SetActions T2 TraderPlus
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.AddProjectionRotation — RaG_BaseBuilding (cond)
Hologram.AlignProjectionOnTerrain — RaG_BaseBuilding (cond)
Hologram.GetProjectionRotation — RaG_BaseBuilding ✂
Hologram.IsFloating — RaG_BaseBuilding ✂
Hologram.PlaceEntity — TraderPlus (cond)
Hologram.SetProjectionPosition — RaG_Core
Hologram.SubtractProjectionRotation — RaG_BaseBuilding (cond)
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
ItemBase.SetActions T2 RaG_Core
KeybindingElement.Reload — CF
Liquid.CanFillContainer — RaG_Core
Liquid.CanTransfer — RaG_Core
Liquid.FillContainer — RaG_Core (cond)
Liquid.GetLiquidConfigProperty — RaG_Core ✂
MagazineStorage.SetActions T2 RaG_BaseItems
Magnum_Base.InitStateMachine — Survivor Animations ✂
Magnum_Base.SetActions T2 Survivor Animations
Matchbox.SetActions T2 TraderPlus
MissionBase.CF_IsLoaded — CF ✂
MissionBase.OnInit T3 Dabs Framework
MissionServer.AfterHiveInit — DayZ Editor Loader
MissionServer.OnClientNewEvent T3 CF
MissionServer.OnClientPrepareEvent — CF
MissionServer.OnClientReadyEvent T3 CF
MissionServer.OnClientReconnectEvent T3 CF
MissionServer.OnClientRespawnEvent T3 CF
MissionServer.OnEvent — CF
MissionServer.OnMissionLoaded — CF
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
PetrolLighter.SetActions T2 TraderPlus
PlantBase.Harvest — AgricultureCore (cond)
PlantBase.OnItemHarvested — CannabisPlus ✂
PlantBase.OnStoreLoad T3 AgricultureCore
PlantBase.OnStoreSave T3 AgricultureCore
PlantBase.RemovePlantEx — AgricultureCore ✂
PlantMaterial.CanDetachAttachment — RaG_BaseItems (cond)
PlantMaterial.CanPutAsAttachment — RaG_BaseItems ✂
PlayerBase.AC_HasAnyPPEActive — CannabisPlus
PlayerBase.CameraHandler — MaharlikaPH_Boats (cond)
PlayerBase.CanClimb — Admirals Diving Mod (cond)
PlayerBase.CanDropEntity T2 TraderPlus (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.CommandHandler T1 Survivor Animations
PlayerBase.EEHitBy T2 TraderPlus
PlayerBase.EOnSimulate T1 Admirals Diving Mod ✂
PlayerBase.GetActions — Dabs Framework ✂
PlayerBase.IsSwimming — Admirals Diving Mod (cond)
PlayerBase.ModCommandHandlerAfter — Survivor Animations
PlayerBase.OnCommandDeathStart — MaharlikaPH_Boats
PlayerBase.OnParticleEvent — Survivor Animations
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 — TraderPlus
PluginDiagMenu.OnRPC T2 Dabs Framework
PluginDiagMenuClient.RegisterModdedDiags — Dabs Framework
PluginRecipesManagerBase.RegisterRecipies — MaharlikaPH_Boats
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
PortableGasStove.EEItemAttached T2 RaG_BeeHive
PortableGasStove.EEItemDetached T2 RaG_BeeHive
PortableGasStove.RemoveCookingAudioVisuals — RaG_BeeHive ✂
PortableGasStove.SetActions T2 TraderPlus
PumpkinSeedsPack.SetActions T2 RaG_BaseItems
RainProcurementComponentBase.GetBaseLiquidAmount — RaG_BaseItems (cond)
Roadflare.SetActions T2 TraderPlus
Screwdriver.SetActions T2 RaG_Core
SeedPackBase.EmptySeedPack — CannabisPlus (cond)
Shovel.SetActions T2 RaG_BaseItems
SledgeHammer.SetActions T2 RaG_BeeHive
StaminaHandler.Update — Admirals Diving Mod
Stone.SetActions T2 RaG_BaseBuilding
Torch.SetActions T2 TraderPlus
TrapBase.StartActivate — TraderPlus (cond)
VicinityItemManager.AddVicinityItems — TraderPlus (cond)
VicinityItemManager.IsObstructed — RaG_BaseBuilding (cond)
Weapon_Base.LiftWeaponRaycastResultCheck — Admirals Diving Mod (cond)
Weapon_Base.SetActions T2 RaG_Core
WoodenCrate.CanPutAsAttachment — TraderPlus (cond)
WoodenCrate.CanReceiveItemIntoCargo T2 TraderPlus (cond)
WoodenCrate.SetActions T2 TraderPlus
WoodenLog.SetActions T2 RaG_BaseItems
WoodenPlank.SetActions T2 RaG_BaseItems
ZombieBase.ChaseAttackLogic — TraderPlus (cond)
ZombieBase.FightAttackLogic — TraderPlus (cond)
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

25 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.