← modperf

Stack composer

Started from FOG FamilyOfGamers Event Server: the 54 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 Dabs Framework
  3. 3 DayZ Editor Loader
  4. 4 FamilyofGamers_Addons not analyzed
  5. 5 MMG - Mightys Military Gear
  6. 6 BaseBuildingPlus
  7. 7 BBPItemPack
  8. 8 PVE 1.30 Fix not analyzed
  9. 9 SHOTSx3_Universal_130_Compat not analyzed
  10. 10 VanillaRoadPartsPack
  11. 11 Disease Injectors
  12. 12 Code Lock
  13. 13 BadgerBuildings
  14. 14 No Vehicle Damage 130 not analyzed
  15. 15 Dogtags
  16. 16 BuilderItems
  17. 17 BodyBags
  18. 18 Ear-Plugs
  19. 19 Drippy Sneakers
  20. 20 Radioactive Animals
  21. 21 RaG_BaseItems
  22. 22 Collectable Items
  23. 23 FlipTransport
  24. 24 Notifications
  25. 25 DudeWheresMyCar
  26. 26 DNA Keycards
  27. 27 SimpleMarkers not analyzed
  28. 28 SimpleLandMine not analyzed
  29. 29 GoldSNAFUWeapons not analyzed
  30. 30 Squid Wear not analyzed
  31. 31 SNAFU Weapons
  32. 32 DayZ-TukTuk not analyzed
  33. 33 [CrSk] BMW 525i E34
  34. 34 MC not analyzed
  35. 35 BasicSpawnSelect
  36. 36 TraderPlus
  37. 37 Map Assets - MutatedMods not analyzed
  38. 38 VehicleRecovery
  39. 39 FamilyofGamers_Vehicles not analyzed
  40. 40 Overlay Removal not analyzed
  41. 41 ParagonClothes
  42. 42 MuchPVE not analyzed
  43. 43 Buildings_from_Mihalych not analyzed
  44. 44 FamilyofGamers_Core_Event not analyzed
  45. 45 BBP Static Letters not analyzed
  46. 46 MBM_GoKart not analyzed
  47. 47 TerrainIslands
  48. 48 Inventory Move Sounds
  49. 49 RaG_Core
  50. 50 Modular Dungeon not analyzed
  51. 51 V2 Marquee Letter Signs not analyzed
  52. 52 Reverse Beartrap not analyzed
  53. 53 Shooting Range Targets not analyzed
  54. 54 Editor Lights not analyzed
Edit as text

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

23 of 54 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 it below.

Mods silencing mods
7 conflicts

Across 60 server-side methods hooked by two or more mods. 1 more on client-only UI classes, listed separately.

Structural load
0.21% of a frame at 100 players

2.104 ms per second, all 31 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.

7 methods across 3 pairs. Read across: the mod on the left silences the mod at the top. Both in load order. 1   2–4   5–14   15+ methods
silences → 1CF6BaseBuildingPlus17BodyBags all
7BBPItemPack 5BBPItemPack silences BaseBuildingPlus
5 methods: 2 events, 2 checks, 1 value
5
21RaG_BaseItems 1RaG_BaseItems silences BodyBags
1 method: 1 check
1
35BasicSpawnSelect 1BasicSpawnSelect silences CF
1 method: 1 value
1
all 151 7
4FamilyofGamers_Addons Not analyzed, so what it silences is unknown. Queue it in the list above.
8PVE 1.30 Fix Not analyzed, so what it silences is unknown. Queue it in the list above.
9SHOTSx3_Universal_130_Compat Not analyzed, so what it silences is unknown. Queue it in the list above.
14No Vehicle Damage 130 Not analyzed, so what it silences is unknown. Queue it in the list above.
27SimpleMarkers Not analyzed, so what it silences is unknown. Queue it in the list above.
28SimpleLandMine Not analyzed, so what it silences is unknown. Queue it in the list above.
…and 17 more mods not analyzed yet.

The 3 pairs, largest first# ·

BBPItemPacksilencesBaseBuildingPlus5 methods
Hologram.AddProjectionRotation event Vanilla rotation handling is replaced — expected for placement-system overhauls. BBPItemPack.pbo::Scripts\4_World\Overrides\Hologram.c:160 Hologram.SubtractProjectionRotation event Vanilla rotation handling is replaced — expected for placement-system overhauls. BBPItemPack.pbo::Scripts\4_World\Overrides\Hologram.c:165 Construction.CanBuildPart check BaseBuildingPlus's conditions on this check no longer apply. BBPItemPack.pbo::Scripts\4_World\Overrides\Construction.c:3 DeCraftWoodenCrate.CanDo check BaseBuildingPlus's conditions on this check no longer apply. BBPItemPack.pbo::Scripts\4_World\Recipes\DeCraftWoodenCrate.c:3 Hologram.GetProjectionRotation value BaseBuildingPlus's value here is replaced. BBPItemPack.pbo::Scripts\4_World\Overrides\Hologram.c:155
BasicSpawnSelectsilencesCF1 method
MissionServer.OnClientNewEvent value · T3 Vanilla spawn setup and earlier mods' spawn logic are skipped. BasicSpawnSelect.pbo::scripts\5_Mission\mission\missionserver.c:4
RaG_BaseItemssilencesBodyBags1 method
PlantMaterial.CanPutAsAttachment check BodyBags's conditions on this check no longer apply. For PlantMaterial instances, through its ancestor ItemBase. rag_baseitems_scripts.pbo::4_World\rag_baseitems_scripts\Modded\PlantMaterial.c:3
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
TraderPlus then CF then vanilla
PlayerBase.SetActions
per event
VehicleRecovery then TraderPlus then RaG_BaseItems then BBPItemPack then BaseBuildingPlus then MMG - Mightys Military Gear then vanilla
ActionDeployObject.ActionCondition
per event
TraderPlus sometimes stops here then DNA Keycards sometimes stops here then BBPItemPack RPC send world scan sometimes stops here then vanilla
DayZGame.OnRPC
per event
FlipTransport then Dabs Framework then CF sometimes stops here then vanilla
PlayerBase.OnRPC
per event
RaG_Core then BBPItemPack then BaseBuildingPlus then vanilla
ActionAttachToConstruction.ActionCondition
per event
RaG_Core sometimes stops here then BaseBuildingPlus sometimes stops here then vanilla
ActionCloseFence.ActionCondition
per event
Code Lock then BaseBuildingPlus sometimes stops here then vanilla
ActionDestroyPart.ActionCondition
per event
BBPItemPack sometimes stops here then BaseBuildingPlus sometimes stops here then vanilla
ActionDismantlePart.ActionCondition
per event
BBPItemPack RPC send world scan sometimes stops here then BaseBuildingPlus sometimes stops here then vanilla
ActionLockDoors.ActionCondition
per event
TraderPlus sometimes stops here then DNA Keycards sometimes stops here then vanilla
ActionPackTent.ActionCondition
per event
TraderPlus sometimes stops here then Code Lock then vanilla
ActionPushCar.ActionCondition
per event
VehicleRecovery sometimes stops here then FlipTransport then vanilla

Stall risks#

1 place 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.

Drippy Sneakers
DayZPlayerImplement.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
DrippySneakers.pbo::scripts\4_world\manbase\DayZPlayerImplement.c:3

Everything else#

All 60 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)
Construction.CanBuildPart — vanilla → BaseBuildingPlus (cond) → BBPItemPack ✂
DeCraftWoodenCrate.CanDo — vanilla → BaseBuildingPlus ✂ → BBPItemPack ✂
Hologram.AddProjectionRotation — vanilla → BaseBuildingPlus ✂ → BBPItemPack ✂
Hologram.GetProjectionRotation — vanilla → BaseBuildingPlus ✂ → BBPItemPack ✂
Hologram.SubtractProjectionRotation — vanilla → BaseBuildingPlus ✂ → BBPItemPack ✂
MissionServer.OnClientNewEvent T3 vanilla → CF → BasicSpawnSelect ✂
ActionConstructor.RegisterActions — vanilla → Dabs Framework → MMG - Mightys Military Gear → BaseBuildingPlus → BBPItemPack → Disease Injectors → Code Lock → Drippy Sneakers → RaG_BaseItems → FlipTransport → DNA Keycards → SNAFU Weapons → BasicSpawnSelect → TraderPlus → VehicleRecovery → RaG_Core
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → BaseBuildingPlus → BBPItemPack → Dogtags → RaG_BaseItems → Collectable Items → DNA Keycards → SNAFU Weapons → TraderPlus → ParagonClothes
MissionServer.InvokeOnConnect T3 vanilla → CF → Dabs Framework → BaseBuildingPlus → BBPItemPack → Code Lock → Dogtags → DudeWheresMyCar → TraderPlus → RaG_Core
MissionServer.OnInit T3 vanilla → CF → BaseBuildingPlus → RaG_BaseItems → FlipTransport → Notifications → DudeWheresMyCar → TraderPlus → VehicleRecovery
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → MMG - Mightys Military Gear → BBPItemPack → Drippy Sneakers → RaG_BaseItems → FlipTransport → DNA Keycards → ParagonClothes
PlayerBase.SetActions T2 vanilla → MMG - Mightys Military Gear → BaseBuildingPlus → BBPItemPack → RaG_BaseItems → TraderPlus → VehicleRecovery
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → BodyBags → RaG_BaseItems → DNA Keycards → [CrSk] BMW 525i E34
PlayerBase.Init — vanilla → BaseBuildingPlus → BBPItemPack → Disease Injectors → DNA Keycards → TraderPlus
Hologram.ProjectionBasedOnParent — vanilla → BaseBuildingPlus (cond) → BBPItemPack (cond) → DNA Keycards (cond) → TraderPlus (cond)
MissionServer.OnMissionStart T3 vanilla → CF → Dabs Framework → DayZ Editor Loader → DNA Keycards
PluginManager.Init — vanilla → Dabs Framework → Code Lock → BasicSpawnSelect → RaG_Core
PluginRecipesManager.RegisterRecipies — vanilla → BaseBuildingPlus → BBPItemPack → RaG_BaseItems → DNA Keycards
ActionDeployObject.ActionCondition T2 vanilla → BBPItemPack (cond) → DNA Keycards (cond) → TraderPlus (cond)
DayZGame.OnRPC T2 vanilla → CF (cond) → Dabs Framework → FlipTransport
Hologram.EvaluateCollision — vanilla → BaseBuildingPlus (cond) → TraderPlus (cond) → RaG_Core (cond)
Hologram.GetProjectionEntityPosition — vanilla → BaseBuildingPlus (cond) → BBPItemPack (cond) → RaG_Core (cond)
Hologram.SetProjectionOrientation — vanilla → BaseBuildingPlus (cond) → BBPItemPack (cond) → RaG_Core
MissionServer.PlayerDisconnected T3 vanilla → CF → Dabs Framework → RaG_Core
PlayerBase.OnRPC T2 vanilla → BaseBuildingPlus → BBPItemPack → RaG_Core
ActionAttachToConstruction.ActionCondition T2 vanilla → BaseBuildingPlus (cond) → RaG_Core (cond)
ActionBuildPart.OnFinishProgressServer — vanilla → BaseBuildingPlus (cond) → BBPItemPack
ActionBuildPartCB.CreateActionComponent — vanilla → BaseBuildingPlus ✂ → BBPItemPack (cond)
ActionCloseFence.ActionCondition T2 vanilla → BaseBuildingPlus (cond) → Code Lock
ActionDestroyPart.ActionCondition T2 vanilla → BaseBuildingPlus (cond) → BBPItemPack (cond)
ActionDismantlePart.ActionCondition T2 vanilla → BaseBuildingPlus (cond) → BBPItemPack (cond)
ActionGetOutTransport.OnStartServer — vanilla → DudeWheresMyCar → RaG_Core
ActionLockDoors.ActionCondition T2 vanilla → DNA Keycards (cond) → TraderPlus (cond)
ActionPackTent.ActionCondition T2 vanilla → Code Lock → TraderPlus (cond)
ActionPushCar.ActionCondition T2 vanilla → FlipTransport → VehicleRecovery (cond)
ActionTogglePlaceObject.ActionCondition T2 vanilla → BaseBuildingPlus (cond) → DNA Keycards (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
DayZPlayerImplement.EEKilled T3 vanilla → Dogtags → TraderPlus
DayZPlayerImplementFallDamage.HandleFallDamage — vanilla → Drippy Sneakers → TraderPlus (cond)
Hacksaw.SetActions T2 vanilla → BBPItemPack → Code Lock
Hammer.SetActions T2 vanilla → RaG_BaseItems → RaG_Core
ItemBase.OnStoreLoad T3 vanilla → CF → RaG_Core
ItemBase.SetActions T2 vanilla → BaseBuildingPlus → RaG_Core
MissionBase.CreateScriptedMenu — vanilla → BaseBuildingPlus → BasicSpawnSelect
MissionServer.InvokeOnDisconnect T3 vanilla → CF → TraderPlus
MissionServer.OnClientDisconnectedEvent T3 vanilla → CF → Dabs Framework
MissionServer.OnEvent — vanilla → CF → BodyBags
MissionServer.OnMissionFinish T3 vanilla → CF → RaG_Core
MissionServer.OnUpdate T0 vanilla → CF → TraderPlus
ModItemRegisterCallbacks.CustomBoneRemapping — vanilla → CF → SNAFU Weapons
ModItemRegisterCallbacks.RegisterFireArms — vanilla → CF → SNAFU Weapons
ModItemRegisterCallbacks.RegisterPistol — vanilla → CF → SNAFU Weapons
PlayerBase.OnSelectPlayer — vanilla → CF → Dogtags
Pliers.SetActions T2 vanilla → TraderPlus → RaG_Core
Screwdriver.SetActions T2 vanilla → Drippy Sneakers → RaG_Core
Stone.SetActions T2 vanilla → BaseBuildingPlus → BBPItemPack
WoodenCrate.SetActions T2 vanilla → [CrSk] BMW 525i E34 → TraderPlus
340 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
ActionAttach.ActionCondition T2 RaG_Core (cond)
ActionAttachOnSelection.ActionCondition T2 RaG_Core (cond)
ActionAttachToConstruction.FindAndTranslateAttachmentSlot — RaG_Core (cond)
ActionBuildPart.ActionCondition T2 BaseBuildingPlus (cond)
ActionBuildPart.GetAdminLogMessage — BaseBuildingPlus ✂
ActionBuildPart.OnActionInfoUpdate — BaseBuildingPlus (cond)
ActionBuildPartSwitch.ActionCondition T2 BaseBuildingPlus ✂
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
ActionCloseDoors.ActionCondition T2 DNA Keycards (cond)
ActionCloseFence.OnExecuteServer — RaG_Core
ActionCollectBloodTarget.ActionCondition T2 TraderPlus (cond)
ActionCraftBolts.InitCuttingTypes — SNAFU Weapons
ActionCreateIndoorFireplace.ActionCondition T2 RaG_Core (cond)
ActionCreateIndoorFireplace.OnExecuteServer — RaG_Core (cond)
ActionDeployObject.ActionConditionContinue — BaseBuildingPlus ✂
ActionDeployObject.MoveEntityToFinalPosition — BBPItemPack (cond)
ActionDeployObject.OnEndServer — BBPItemPack (cond)
ActionDeployObject.OnExecuteServer — RaG_Core
ActionDeployObject.OnFinishProgressServer — BaseBuildingPlus ✂
ActionDetach.ActionCondition T2 TraderPlus (cond)
ActionDetachCarLockPick.ActionCondition T2 TraderPlus ✂
ActionDetachFromTarget.ActionCondition T2 TraderPlus (cond)
ActionDialCombinationLockOnTarget.ActionCondition T2 BaseBuildingPlus (cond)
ActionDialCombinationLockOnTarget.OnFinishProgressServer — BaseBuildingPlus ✂
ActionDigInStash.ActionCondition T2 TraderPlus (cond)
ActionDigOutStash.ActionCondition T2 TraderPlus (cond)
ActionDisinfectTarget.ActionCondition T2 TraderPlus (cond)
ActionDismantlePart.DismantleCondition — Code Lock (cond)
ActionDismantlePart.OnExecuteServer — RaG_Core
ActionDropItem.OnExecuteServer — RaG_Core
ActionFillCoolant.ActionCondition T2 RaG_Core
ActionFillFuel.ActionCondition T2 RaG_Core
ActionFoldBaseBuildingObject.ActionCondition T2 BBPItemPack ✂
ActionFoldBaseBuildingObject.CreateConditionComponents — BaseBuildingPlus ✂
ActionFoldBaseBuildingObjectCB.CreateActionComponent — BaseBuildingPlus ✂
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.OnEndServer — RaG_Core
ActionGetOutTransport.OnEndServer — TraderPlus
ActionGiveBloodTarget.ActionCondition T2 TraderPlus (cond)
ActionIgniteFireplaceByAir.ActionCondition T2 RaG_Core (cond)
ActionInjectTarget.ActionCondition T2 TraderPlus (cond)
ActionInteractCodeLockItem.ActionCondition T2 RaG_Core (cond)
ActionLightItemOnFire.ActionCondition T2 RaG_BaseItems (cond)
ActionLightItemOnFire.OnFinishProgressClient — RaG_BaseItems
ActionLightItemOnFire.OnFinishProgressServer — RaG_BaseItems
ActionLockDoors.OnFinishProgressServer — RaG_Core
ActionMineTree.ActionCondition T2 TraderPlus (cond)
ActionMountBarbedWire.ActionCondition T2 BaseBuildingPlus (cond)
ActionMountBarbedWire.OnFinishProgressServer — BaseBuildingPlus (cond)
ActionNextCombinationLockDialOnTarget.ActionCondition T2 BaseBuildingPlus (cond)
ActionOpenBarrel.OnExecuteServer — RaG_Core
ActionOpenCarDoorsOutside.OnEndServer — RaG_Core
ActionOpenDoors.ActionCondition T2 DNA Keycards (cond)
ActionOpenFence.ActionCondition T2 BaseBuildingPlus (cond)
ActionOpenFence.OnExecuteServer — RaG_Core
ActionPackTent.OnExecuteServer — Code Lock (cond)
ActionPackTent.OnFinishProgressServer — RaG_Core
ActionPickLockOnCar.ActionCondition T2 TraderPlus (cond)
ActionPlaceFireplaceIndoor.ActionCondition T2 RaG_Core (cond)
ActionPlugIn.CreateConditionComponents — RaG_BaseItems ✂
ActionPlugTargetIntoThis.ActionCondition T2 BBPItemPack (cond)
ActionPushBoat.ActionCondition T2 VehicleRecovery (cond)
ActionPushObject.ActionCondition T2 FlipTransport
ActionRepairPart.RepairCondition — RaG_Core (cond)
ActionResetCodeOnCodeLock.ActionCondition T2 RaG_Core (cond)
ActionResetCodeOnCodeLock.OnExecuteServer — RaG_Core (cond)
ActionRestrainSelf.ActionCondition T2 TraderPlus (cond)
ActionRestrainTarget.ActionCondition T2 TraderPlus (cond)
ActionStartBoat.OnStartServer — DudeWheresMyCar
ActionStartEngine.OnEndServer — RaG_Core
ActionStartEngine.OnExecute — DudeWheresMyCar
ActionStartEngineBoat.OnExecute — DudeWheresMyCar
ActionStartHelicopter.OnStartServer — DudeWheresMyCar
ActionStopEngine.OnEndServer — RaG_Core
ActionSwitchSeats.Start — RaG_Core
ActionTakeItem.ActionCondition T2 TraderPlus
ActionTakeItem.OnExecuteServer — RaG_Core
ActionTakeItemToHands.OnExecuteServer — RaG_Core
ActionTakeMaterialToHands.ActionCondition T2 BaseBuildingPlus (cond)
ActionTakeMaterialToHandsSwitch.ActionCondition T2 BaseBuildingPlus (cond)
ActionToggleTentOpen.ActionCondition T2 Code Lock
ActionToggleTentOpen.OnExecuteServer — RaG_Core
ActionTurnOnWhileOnGround.ActionCondition T2 BBPItemPack
ActionUnlockDoors.ActionCondition T2 DNA Keycards (cond)
ActionUnlockDoors.OnFinishProgressServer — RaG_Core
ActionUnmountBarbedWire.ActionCondition T2 BaseBuildingPlus (cond)
ActionUnmountBarbedWire.OnFinishProgressServer — BaseBuildingPlus (cond)
ActionUnpin.ActionCondition T2 TraderPlus (cond)
Action_Boat_Start_Engine_Keyboard_SIB.OnFinishProgress — DudeWheresMyCar
Action_Boat_Start_Engine_Mouse_SIB.OnFinishProgress — DudeWheresMyCar
Action_Helicopter_Start_Engine_Keyboard_SIB.OnFinishProgressServer — DudeWheresMyCar
Action_Helicopter_Start_Engine_Mouse_SIB.OnFinishProgressServer — DudeWheresMyCar
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AttachmentCategoriesContainer.UpdateInterval — RaG_Core
BBP_Mortar_Mix.SetActions T2 BBPItemPack
Barrel_ColorBase.OnWasAttached — RaG_Core (cond)
BoatScript.DeferredInit — DudeWheresMyCar
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BoatScript.SetActions T2 FlipTransport
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
BuildingBase.SetActions T2 TraderPlus
ButtstockBase.IsButtstock — SNAFU Weapons ✂
CamoNet.SetActions T2 BaseBuildingPlus
CanisterGasoline.SetActions T2 [CrSk] BMW 525i E34
CarScript.CanDisplayAttachmentCategory — TraderPlus
CarScript.CanDisplayAttachmentSlot T2 TraderPlus
CarScript.DeferredInit — DudeWheresMyCar
CarScript.EEHitBy T2 RaG_Core
CarScript.IsInventoryVisible T2 TraderPlus ✂
CarScript.OnEngineStart — TraderPlus
CarScript.OnInput — FlipTransport
CarScript.OnUpdate T0 FlipTransport
CarScript.OnVariablesSynchronized T2 TraderPlus
CarScript.SetActions T2 FlipTransport
CargoContainer.UpdateInterval — RaG_Core
Chat.AddInternal — Notifications (cond)
Clothing.CanLoadItemIntoCargoClothingConditions — RaG_Core (cond)
Clothing.CanPutInCargoClothingConditions — RaG_Core (cond)
Clothing.CanReceiveItemIntoCargoClothingConditions — RaG_Core (cond)
CodeLock.SetActions T2 Drippy Sneakers
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)
Construction.DropNonUsableMaterialsServer — BaseBuildingPlus ✂
Construction.IsColliding — BaseBuildingPlus ✂
Construction.IsCollidingEx — BaseBuildingPlus ✂
ContainerWithCargoAndAttachments.UpdateInterval — RaG_Core
CraftFenceKit.CanDo — BaseBuildingPlus ✂
CraftWatchtowerKit.CanDo — BaseBuildingPlus ✂
CreditsLoader.GetData — CF ✂
DayZGame.DeferredInit — CF
DayZGame.Display3dMarkers — DudeWheresMyCar
DayZGame.OnPostUpdate — RaG_Core
DayZGame.OnUpdate T0 CF
DayZGame.RegisterProfilesOptions — Dabs Framework
DayZGame.SetMissionPath — Dabs Framework
DayZPlayerImplement.CanReleaseAttachment T2 Dogtags
DayZPlayerImplement.CommandHandler T1 Drippy Sneakers
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerImplement.ProcessJumpOrClimb — Drippy Sneakers
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
Edible_Base.ProcessDecay — RaG_Core
EmoteConstructor.RegisterEmotes — Dabs Framework
EmoteDabbing.EmoteCondition — Dabs Framework (cond)
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 RaG_BaseItems
FishingRod_Base_New.SetActions T2 RaG_BaseItems
GardenLime.SetActions T2 RaG_BaseItems
GesturesMenu.GetGestureItems — Dabs Framework
GesturesMenu.OnMenuRelease — Dabs Framework
HandDrillKit.SetActions T2 TraderPlus
Hatchet.SetActions T2 RaG_BaseItems
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.AlignProjectionOnTerrain — BaseBuildingPlus (cond)
Hologram.GetProjectionName — RaG_Core (cond)
Hologram.IsFloating — BaseBuildingPlus
Hologram.PlaceEntity — TraderPlus (cond)
Hologram.RefreshVisual — RaG_Core (cond)
Hologram.SetProjectionPosition — RaG_Core
HuntingOptic.CanPutAsAttachment — SNAFU Weapons
ImprovisedSuppressor.CanPutAsAttachment — SNAFU Weapons
ItemActionsWidget.SetWeaponQuantity — SNAFU Weapons
ItemBase.CanBeConsumed — RaG_Core
ItemBase.CanPutAsAttachment — BodyBags (cond)
ItemBase.CombineItemsClient — Code Lock (cond)
ItemBase.EEHitBy T2 RaG_Core
ItemBase.EEItemLocationChanged T2 Inventory Move Sounds
ItemBase.GetAttachmentSoundType — Drippy Sneakers (cond)
ItemBase.GetItemSize — Dabs Framework ✂
ItemBase.OnInventoryEnter T2 RaG_Core
ItemBase.OnInventoryExit T2 RaG_Core
ItemBase.OnRightClick — Code Lock (cond)
ItemBase.OnStoreSave T3 CF
JMModuleConstructor.RegisterModules — FlipTransport
KeybindingElement.Reload — CF
Liquid.CanFillContainer — RaG_Core
Liquid.CanTransfer — RaG_Core
Liquid.FillContainer — RaG_Core (cond)
Liquid.GetLiquidConfigProperty — RaG_Core ✂
M4_T3NRDSOptic.CanPutAsAttachment — SNAFU Weapons
M68Optic.CanPutAsAttachment — SNAFU Weapons
MagazineStorage.SetActions T2 RaG_BaseItems
Matchbox.SetActions T2 TraderPlus
MiscGameplayFunctions.BuildCondition — BaseBuildingPlus ✂
MiscGameplayFunctions.ComplexBuildCollideCheckClient — BaseBuildingPlus ✂
MissionBase.CF_IsLoaded — CF ✂
MissionBase.OnInit T3 Dabs Framework
MissionServer.AfterHiveInit — DayZ Editor Loader
MissionServer.EquipCharacter — Dogtags
MissionServer.OnClientPrepareEvent — CF
MissionServer.OnClientReadyEvent T3 CF
MissionServer.OnClientReconnectEvent T3 CF
MissionServer.OnClientRespawnEvent T3 CF
MissionServer.OnMissionLoaded — CF
MissionServer.SendModData — RaG_BaseItems
ModItemRegisterCallbacks.RegisterArcheryItem — CF
ModItemRegisterCallbacks.RegisterCustom — CF
ModItemRegisterCallbacks.RegisterEmptyHanded — CF
ModItemRegisterCallbacks.RegisterLauncher — 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
OpenCan.Init — SNAFU Weapons
PetrolLighter.SetActions T2 TraderPlus
PlantMaterial.CanDetachAttachment — RaG_BaseItems (cond)
PlantMaterial.CanPutAsAttachment — RaG_BaseItems ✂
PlayerBase.CF_OnStoreLoad — DudeWheresMyCar
PlayerBase.CF_OnStoreSave — DudeWheresMyCar
PlayerBase.CanDropEntity T2 TraderPlus (cond)
PlayerBase.CheckDeath — Ear-Plugs
PlayerBase.ClearInventory — Dogtags ✂
PlayerBase.EEHitBy T2 TraderPlus
PlayerBase.EEItemDetached T2 TraderPlus
PlayerBase.EEKilled T3 BodyBags
PlayerBase.GetActions — Dabs Framework ✂
PlayerBase.OnCommandUnconsciousFinish — Ear-Plugs
PlayerBase.OnCommandUnconsciousStart — Ear-Plugs
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.RemoveAllItems — Dogtags ✂
PlayerBase.SetSuicide — TraderPlus
PluginDiagMenu.OnRPC T2 Dabs Framework
PluginDiagMenuClient.RegisterModdedDiags — Dabs Framework
PluginLifespan.UpdateBloodTypeVisibility — Dogtags
PluginRecipesManagerBase.RegisterRecipies — SNAFU Weapons
PokeHolesBarrel.CanDo — RaG_BaseItems (cond)
PortableGasStove.SetActions T2 TraderPlus
PumpkinSeedsPack.SetActions T2 RaG_BaseItems
RainProcurementComponentBase.GetBaseLiquidAmount — RaG_BaseItems (cond)
ReflexOptic.CanPutAsAttachment — SNAFU Weapons
Roadflare.SetActions T2 TraderPlus
Shovel.SetActions T2 RaG_BaseItems
SledgeHammer.SetActions T2 BBPItemPack
StaticConstructionMethods.SpawnConstructionMaterialPiles — BaseBuildingPlus ✂
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
Torch.SetActions T2 TraderPlus
TrapBase.StartActivate — TraderPlus (cond)
TruckBattery.EEItemDetached T2 BaseBuildingPlus
UniversalLight.CanPutAsAttachment — SNAFU Weapons (cond)
UniversalLight.InitAttachmentsSlotsToCheck — SNAFU Weapons
VPPAdminHud.DefineButtons — FlipTransport
VPPMapMenu.DisplayClientMarkers — DudeWheresMyCar
VicinityItemManager.AddVicinityItems — TraderPlus (cond)
VicinityItemManager.IsObstructed — BaseBuildingPlus (cond)
Weapon_Base.SetActions T2 RaG_Core
WoodAxe.SetActions T2 RaG_BaseItems
WoodenCrate.CanPutAsAttachment — TraderPlus (cond)
WoodenCrate.CanReceiveItemIntoCargo T2 TraderPlus (cond)
WoodenLog.SetActions T2 RaG_BaseItems
WoodenPlank.SetActions T2 RaG_BaseItems
Wrench.SetActions T2 FlipTransport
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.