← modperf

Stack composer

Started from The BoyZ: the 5 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 Inventory Move Sounds
  2. 2 MegaFoodPack
  3. 3 MMG - Mightys Military Gear
  4. 4 MMG Base Storage
  5. 5 MMG Civilian Clothing
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One Workshop id or URL per line, in load order. Up to 250 mods.

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 3 server-side methods hooked by two or more mods.

Structural load
0.00% of a frame at 100 players

0.005 ms per second, all 5 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.

No per-frame or high-rate hook is shared by two or more of these mods.

Everything else#

All 3 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 → MMG - Mightys Military Gear → MMG Base Storage → MMG Civilian Clothing
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → MMG - Mightys Military Gear → MMG Base Storage → MMG Civilian Clothing
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → MegaFoodPack → MMG Base Storage
25 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
Clothing.CanLoadItemIntoCargoClothingConditions — MMG Base Storage ✂
Clothing.CanPutInCargoClothingConditions — MMG Base Storage ✂
Clothing.CanReceiveItemIntoCargoClothingConditions — MMG Base Storage ✂
CodeLock.NewUnlockServer — MMG Base Storage
CodeLock.SetActions T2 MMG Base Storage
CodeLockComponent.SetLockState — MMG Base Storage
CodeLockServerRPC.OpenTarget — MMG Base Storage (cond)
Hammer.SetActions T2 MMG Base Storage
Hatchet.SetActions T2 MMG Base Storage
Hologram.EvaluateCollision — MMG Base Storage (cond)
Hologram.PlaceEntity — MMG Base Storage (cond)
Hologram.ProjectionBasedOnParent — MMG Base Storage (cond)
ItemBase.EEItemLocationChanged T2 Inventory Move Sounds
MissionServer.InvokeOnConnect T3 MMG Base Storage
ModItemRegisterCallbacks.RegisterHeavy — MMG Base Storage
PlayerBase.SetActions T2 MMG - Mightys Military Gear
PluginManager.Init — MMG Base Storage
PluginRecipesManagerBase.RegisterRecipies — MMG Base Storage
Weapon_Base.SetActions T2 MMG Base Storage
jeans_np_base.SetActions T2 MMG Civilian Clothing
mmg_storage_openable_base.AfterStoreLoad T3 MMG Base Storage
mmg_storage_openable_base.CanReceiveAttachment T2 MMG Base Storage (cond)
mmg_storage_openable_base.SetActions T2 MMG Base Storage
mmg_storage_openable_noLock_base.AfterStoreLoad T3 MMG Base Storage
survival_pants_base.SetActions T2 MMG Civilian Clothing
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.