← modperf

Stack composer

Started from MYSTERY DeerIsle 6.1 | EXP | Nightmare | VANILLA+: the 6 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 CF
  2. 2 DeerIsle Official (Experimental - Dev Build) analysis failed
  3. 3 Code Lock
  4. 4 Building Fortifications
  5. 5 RedFalcon Flight System Heliz
  6. 6 Mystery not analyzed
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One Workshop id or URL per line, in load order. Up to 250 mods.

2 of 6 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
1 conflict

Across 8 server-side methods hooked by two or more mods.

Structural load
0.11% of a frame at 100 players

1.067 ms per second, all 4 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#

Building FortificationssilencesCode Lock1 method
ActionDismantlePart.DismantleCondition check Code Lock's conditions on this check no longer apply. BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\Actions\Contininues\Modded\ActionDismantlePart.c:4

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.OnRPC
per event
Building Fortifications then CF sometimes stops here then vanilla
Hacksaw.SetActions
per event
Building Fortifications then Code Lock then vanilla
SledgeHammer.SetActions
per event
RedFalcon Flight System Heliz then Building Fortifications then vanilla

Everything else#

All 8 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)
ActionDismantlePart.DismantleCondition — vanilla → Code Lock (cond) → Building Fortifications ✂
ActionConstructor.RegisterActions — vanilla → Code Lock → Building Fortifications → RedFalcon Flight System Heliz
MissionServer.InvokeOnConnect T3 vanilla → CF → Code Lock → Building Fortifications
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → Building Fortifications → RedFalcon Flight System Heliz
DayZGame.OnRPC T2 vanilla → CF (cond) → Building Fortifications
Hacksaw.SetActions T2 vanilla → Code Lock → Building Fortifications
MissionServer.OnInit T3 vanilla → CF → Building Fortifications
SledgeHammer.SetActions T2 vanilla → Building Fortifications → RedFalcon Flight System Heliz
128 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
ActionCarDoors.ActionCondition T2 RedFalcon Flight System Heliz (cond)
ActionCloseCarDoors.GetDoorAnimationType — RedFalcon Flight System Heliz ✂
ActionCloseFence.ActionCondition T2 Code Lock
ActionDialCombinationLockOnTarget.ActionCondition T2 Building Fortifications (cond)
ActionDialCombinationLockOnTarget.OnFinishProgressServer — Building Fortifications ✂
ActionGetOutTransport.OnEndServer — RedFalcon Flight System Heliz (cond)
ActionGetOutTransport.OnStart — RedFalcon Flight System Heliz (cond)
ActionManagerServer.StartDeliveredAction — RedFalcon Flight System Heliz
ActionNextCombinationLockDialOnTarget.ActionCondition T2 Building Fortifications ✂
ActionOpenCarDoors.GetDoorAnimationType — RedFalcon Flight System Heliz ✂
ActionPackTent.ActionCondition T2 Code Lock
ActionPackTent.OnExecuteServer — Code Lock (cond)
ActionStartEngine.Can — RedFalcon Flight System Heliz
ActionStopEngine.Can — RedFalcon Flight System Heliz
ActionSwitchLights.ActionCondition T2 RedFalcon Flight System Heliz (cond)
ActionToggleNVG.CanBeUsedInVehicle — RedFalcon Flight System Heliz ✂
ActionToggleTentOpen.ActionCondition T2 Code Lock
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CCTCursor.Can — RedFalcon Flight System Heliz (cond)
CCTCursorNoObject.Can — RedFalcon Flight System Heliz
CCTCursorNoRuinCheck.Can — RedFalcon Flight System Heliz
CCTCursorParent.Can — RedFalcon Flight System Heliz
CCTObject.Can — RedFalcon Flight System Heliz
CCTParent.Can — RedFalcon Flight System Heliz
CCTSurface.Can — RedFalcon Flight System Heliz
CCTTree.Can — RedFalcon Flight System Heliz
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
CodeLock.SetActions T2 Building Fortifications
CombinationLock.IsLockAttached — Building Fortifications (cond)
CombinationLock.IsLockedOnGate — Building Fortifications (cond)
CombinationLock.UnlockOnServer — Building Fortifications (cond)
Construction.HasMaterials — Building Fortifications (cond)
Construction.ReceiveMaterialsServer — Building Fortifications (cond)
Construction.TakeMaterialsServer — Building Fortifications (cond)
CreditsLoader.GetData — CF ✂
DayZGame.DeferredInit — CF
DayZGame.OnEvent — CF
DayZGame.OnUpdate T0 CF
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
ExpansionCodeLock.UpdateVisuals_Deferred — Building Fortifications
Fence.CanOpenFence — Code Lock (cond)
Fence.CanReceiveAttachment T2 Code Lock (cond)
Fence.OnPartDestroyedServer — Code Lock
Fence.OnPartDismantledServer — Code Lock
Fence.SetActions T2 Code Lock
HDSN_DestructionManager.GetWallType — Building Fortifications
HeadlightH7.EEOnDamageCalculated — RedFalcon Flight System Heliz ✂
HeadlightH7.OnWasAttached — RedFalcon Flight System Heliz
HeadlightH7.OnWasDetached — RedFalcon Flight System Heliz
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
ItemBase.CombineItemsClient — Code Lock (cond)
ItemBase.OnRightClick — Code Lock (cond)
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
KeybindingElement.Reload — CF
MissionBase.CF_IsLoaded — 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.CustomBoneRemapping — CF
ModItemRegisterCallbacks.RegisterArcheryItem — CF
ModItemRegisterCallbacks.RegisterCustom — CF
ModItemRegisterCallbacks.RegisterEmptyHanded — CF
ModItemRegisterCallbacks.RegisterFireArms — CF
ModItemRegisterCallbacks.RegisterLauncher — CF
ModItemRegisterCallbacks.RegisterOneHanded — CF
ModItemRegisterCallbacks.RegisterPistol — CF
ModItemRegisterCallbacks.RegisterRestrained — CF
ModItemRegisterCallbacks.RegisterSurrender — CF
ModItemRegisterCallbacks.RegisterTwoHanded — 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
Pickaxe.SetActions T2 RedFalcon Flight System Heliz
PlayerBase.Init — RedFalcon Flight System Heliz
PlayerBase.IsInVehicle — RedFalcon Flight System Heliz (cond)
PlayerBase.ModCommandHandlerInside — RedFalcon Flight System Heliz
PlayerBase.OnConnect — RedFalcon Flight System Heliz
PlayerBase.OnInputUserDataProcess — RedFalcon Flight System Heliz
PlayerBase.OnReconnect — RedFalcon Flight System Heliz
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnVehicleSeatDriverEnter — RedFalcon Flight System Heliz
PlayerBase.SetActions T2 RedFalcon Flight System Heliz
PluginManager.Init — Code Lock
PluginRecipesManager.RegisterRecipies — Building Fortifications
StandardActionInput.UpdatePossibleActions — RedFalcon Flight System Heliz
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
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

13 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.