← modperf

Stack composer

Started from 【雷碧PVE|长久稳定友好服】YY:573773|Q群:7976061: the 13 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 BuilderItems
  3. 3 BaseBuildingPlus
  4. 4 Notifications
  5. 5 CBHJ1 not analyzed
  6. 6 CBHJ2 not analyzed
  7. 7 CBHJ3 not analyzed
  8. 8 CBHJ4 not analyzed
  9. 9 CBGL not analyzed
  10. 10 SNAFU Weapons
  11. 11 Hummer_H2_v2 not analyzed
  12. 12 RaG_Vehicle_Pack
  13. 13 Dumpster Dive not analyzed
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One Workshop id or URL per line, in load order. Up to 250 mods.

7 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 11 server-side methods hooked by two or more mods.

Structural load
0.02% of a frame at 100 players

0.249 ms per second, all 6 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.

CamoNet.SetActions
per event
RaG_Vehicle_Pack then BaseBuildingPlus then vanilla
PlayerBase.SetActions
per event
RaG_Vehicle_Pack then BaseBuildingPlus then vanilla

Everything else#

All 11 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 → BaseBuildingPlus → SNAFU Weapons → RaG_Vehicle_Pack
MissionServer.OnInit T3 vanilla → CF → BaseBuildingPlus → Notifications
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → BaseBuildingPlus → SNAFU Weapons
CamoNet.SetActions T2 vanilla → BaseBuildingPlus → RaG_Vehicle_Pack
MissionServer.InvokeOnConnect T3 vanilla → CF → BaseBuildingPlus
ModItemRegisterCallbacks.CustomBoneRemapping — vanilla → CF → SNAFU Weapons
ModItemRegisterCallbacks.RegisterFireArms — vanilla → CF → SNAFU Weapons
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → RaG_Vehicle_Pack
ModItemRegisterCallbacks.RegisterPistol — vanilla → CF → SNAFU Weapons
PlayerBase.SetActions T2 vanilla → BaseBuildingPlus → RaG_Vehicle_Pack
PluginRecipesManager.RegisterRecipies — vanilla → BaseBuildingPlus → RaG_Vehicle_Pack
141 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
ACOGOptic.CanPutAsAttachment — SNAFU Weapons
ActionAttachToConstruction.ActionCondition T2 BaseBuildingPlus (cond)
ActionBuildPart.ActionCondition T2 BaseBuildingPlus (cond)
ActionBuildPart.GetAdminLogMessage — BaseBuildingPlus ✂
ActionBuildPart.OnActionInfoUpdate — BaseBuildingPlus (cond)
ActionBuildPart.OnFinishProgressServer — BaseBuildingPlus (cond)
ActionBuildPartCB.CreateActionComponent — BaseBuildingPlus ✂
ActionBuildPartSwitch.ActionCondition T2 BaseBuildingPlus ✂
ActionCarDoors.ActionCondition T2 RaG_Vehicle_Pack (cond)
ActionCloseFence.ActionCondition T2 BaseBuildingPlus (cond)
ActionCraftBolts.InitCuttingTypes — SNAFU Weapons
ActionDeployObject.ActionConditionContinue — BaseBuildingPlus ✂
ActionDeployObject.OnFinishProgressServer — BaseBuildingPlus ✂
ActionDestroyPart.ActionCondition T2 BaseBuildingPlus (cond)
ActionDialCombinationLockOnTarget.ActionCondition T2 BaseBuildingPlus (cond)
ActionDialCombinationLockOnTarget.OnFinishProgressServer — BaseBuildingPlus ✂
ActionDismantlePart.ActionCondition T2 BaseBuildingPlus (cond)
ActionFoldBaseBuildingObject.CreateConditionComponents — BaseBuildingPlus ✂
ActionFoldBaseBuildingObjectCB.CreateActionComponent — BaseBuildingPlus ✂
ActionGetOutTransport.ActionCondition T2 RaG_Vehicle_Pack (cond)
ActionMountBarbedWire.ActionCondition T2 BaseBuildingPlus (cond)
ActionMountBarbedWire.OnFinishProgressServer — BaseBuildingPlus (cond)
ActionNextCombinationLockDialOnTarget.ActionCondition T2 BaseBuildingPlus (cond)
ActionOpenFence.ActionCondition T2 BaseBuildingPlus (cond)
ActionTakeMaterialToHands.ActionCondition T2 BaseBuildingPlus (cond)
ActionTakeMaterialToHandsSwitch.ActionCondition T2 BaseBuildingPlus (cond)
ActionTogglePlaceObject.ActionCondition T2 BaseBuildingPlus (cond)
ActionUnmountBarbedWire.ActionCondition T2 BaseBuildingPlus (cond)
ActionUnmountBarbedWire.OnFinishProgressServer — BaseBuildingPlus (cond)
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AttachmentsOutOfReach.IsAttachmentReachable — RaG_Vehicle_Pack (cond)
Barrel_ColorBase.OnWasAttached — RaG_Vehicle_Pack (cond)
Barrel_ColorBase.SetActions T2 RaG_Vehicle_Pack
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
ButtstockBase.IsButtstock — SNAFU Weapons ✂
CanisterGasoline.SetActions T2 RaG_Vehicle_Pack
CarScript.OnStoreLoad T3 CF
CarScript.OnStoreSave T3 CF
Chat.AddInternal — Notifications (cond)
Construction.CanBuildPart — BaseBuildingPlus (cond)
Construction.DropNonUsableMaterialsServer — BaseBuildingPlus ✂
Construction.IsColliding — BaseBuildingPlus ✂
Construction.IsCollidingEx — BaseBuildingPlus ✂
CraftFenceKit.CanDo — BaseBuildingPlus ✂
CraftWatchtowerKit.CanDo — BaseBuildingPlus ✂
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
DeCraftWoodenCrate.CanDo — BaseBuildingPlus ✂
FirstAidKit.SetActions T2 RaG_Vehicle_Pack
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.AddProjectionRotation — BaseBuildingPlus ✂
Hologram.AlignProjectionOnTerrain — BaseBuildingPlus (cond)
Hologram.EvaluateCollision — BaseBuildingPlus (cond)
Hologram.GetProjectionEntityPosition — BaseBuildingPlus (cond)
Hologram.GetProjectionRotation — BaseBuildingPlus ✂
Hologram.IsFloating — BaseBuildingPlus
Hologram.ProjectionBasedOnParent — BaseBuildingPlus (cond)
Hologram.SetProjectionOrientation — BaseBuildingPlus (cond)
Hologram.SubtractProjectionRotation — BaseBuildingPlus ✂
HuntingOptic.CanPutAsAttachment — SNAFU Weapons
ImprovisedSuppressor.CanPutAsAttachment — SNAFU Weapons
ItemActionsWidget.SetWeaponQuantity — SNAFU Weapons
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
ItemBase.SetActions T2 BaseBuildingPlus
KeybindingElement.Reload — CF
M4_T3NRDSOptic.CanPutAsAttachment — SNAFU Weapons
M68Optic.CanPutAsAttachment — SNAFU Weapons
MiscGameplayFunctions.BuildCondition — BaseBuildingPlus ✂
MiscGameplayFunctions.ComplexBuildCollideCheckClient — BaseBuildingPlus ✂
MissionBase.CF_IsLoaded — CF ✂
MissionBase.CreateScriptedMenu — BaseBuildingPlus
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.RegisterArcheryItem — CF
ModItemRegisterCallbacks.RegisterCustom — CF
ModItemRegisterCallbacks.RegisterEmptyHanded — CF
ModItemRegisterCallbacks.RegisterLauncher — 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
OpenCan.Init — SNAFU Weapons
PersonalRadio.SetActions T2 RaG_Vehicle_Pack
PlayerBase.Init — BaseBuildingPlus
PlayerBase.OnRPC T2 BaseBuildingPlus
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PluginRecipesManagerBase.RegisterRecipies — SNAFU Weapons
ReflexOptic.CanPutAsAttachment — SNAFU Weapons
SeaChest.SetActions T2 RaG_Vehicle_Pack
Shovel.SetActions T2 RaG_Vehicle_Pack
StaticConstructionMethods.SpawnConstructionMaterialPiles — BaseBuildingPlus ✂
Stone.SetActions T2 BaseBuildingPlus
TruckBattery.EEItemDetached T2 BaseBuildingPlus
UniversalLight.CanPutAsAttachment — SNAFU Weapons (cond)
UniversalLight.InitAttachmentsSlotsToCheck — SNAFU Weapons
VicinityItemManager.IsObstructed — BaseBuildingPlus (cond)
WoodAxe.SetActions T2 RaG_Vehicle_Pack
WoodenCrate.SetActions T2 RaG_Vehicle_Pack
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

11 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.