← modperf

Stack composer

Started from #1 After The Fall | Vanilla ++ | NEW | Quests | Traders | Skill: the 33 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 VanillaPlusPlusMap
  4. 4 Code Lock
  5. 5 GoreZ
  6. 6 Ear-Plugs
  7. 7 VPPAdminTools
  8. 8 Altar Commando Unit - Blackmarket trader not analyzed
  9. 9 TraderPlus
  10. 10 Dabs Framework
  11. 11 MegaFoodPack
  12. 12 RaG_BaseItems
  13. 13 Survivor Animations
  14. 14 Forward Operator Gear
  15. 15 MMG Civilian Clothing
  16. 16 Buca Weapons not analyzed
  17. 17 IAT_Crafting_Plus
  18. 18 Krak3nsAmmoStacks100 not analyzed
  19. 19 RaG_BaseBuilding
  20. 20 NomNom Collectibles not analyzed
  21. 21 TOP Guns not analyzed
  22. 22 CarPack not analyzed
  23. 23 UnlimitedALe not analyzed
  24. 24 iM7s_DrugRunning
  25. 25 RaG_Core
  26. 26 KillFeed not analyzed
  27. 27 Zenarchist's Skills not analyzed
  28. 28 Terje Party Mod not analyzed
  29. 29 Rejects Quest Mod not analyzed
  30. 30 Zenarchist's Core Mod not analyzed
  31. 31 Legendary_AirDrop not analyzed
  32. 32 NoobChat not analyzed
  33. 33 Code_Lock_1.30_Fix
Edit as text

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

14 of 33 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 4 below.

Mods silencing mods
1 conflict

Across 64 server-side methods hooked by two or more mods. 1 more on client-only UI classes, listed separately.

Structural load
0.36% of a frame at 100 players

3.643 ms per second, all 19 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#

iM7s_DrugRunningsilencesTraderPlus1 method
Hologram.PlaceEntity value TraderPlus's value here is replaced. illmanner_drugrunning.pbo::scripts\4_world\entities\holograms.c:33
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.

PlayerBase.CommandHandler
about 30× per player per second
Survivor Animations then VPPAdminTools RPC send then vanilla
MissionServer.OnUpdate
every server frame
Survivor Animations then TraderPlus then CF then vanilla
DayZGame.OnUpdate
every server frame
VPPAdminTools then CF then vanilla
PlayerBase.EEItemDetached
every inventory move
Forward Operator Gear then TraderPlus then vanilla
PlayerBase.SetActions
per event
Survivor Animations then RaG_BaseItems then TraderPlus then VPPAdminTools then vanilla
DayZGame.OnRPC
per event
Dabs Framework then VPPAdminTools sometimes stops here then CF sometimes stops here then vanilla
Hammer.SetActions
per event
RaG_Core then RaG_BaseBuilding then RaG_BaseItems then vanilla
PlayerBase.OnRPC
per event
RaG_Core then IAT_Crafting_Plus then VPPAdminTools then vanilla
ActionCloseFence.ActionCondition
per event
RaG_BaseBuilding sometimes stops here then Code Lock then vanilla
ActionPackTent.ActionCondition
per event
TraderPlus sometimes stops here then Code Lock then vanilla
Fence.CanReceiveAttachment
per event
Code_Lock_1.30_Fix sometimes stops here then Code Lock sometimes stops here then vanilla
Fence.SetActions
per event
Code_Lock_1.30_Fix then Code Lock then vanilla

Stall risks#

4 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.

VPPAdminTools
PlayerBase.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
VPPAdminTools.pbo::4_World\VPPAdminTools\Entities\PlayerBase.c:401
VPPAdminTools
SurvivorBase.EOnFrame
about 30× per player per second
Per-player, per-frame hook warning
VPPAdminTools.pbo::4_World\VPPAdminTools\Entities\SurvivorBase.c:42
VPPAdminTools
SurvivorBase.EOnPostFrame
about 30× per player per second
Per-player, per-frame hook warning
VPPAdminTools.pbo::4_World\VPPAdminTools\Entities\SurvivorBase.c:61
Survivor Animations
PlayerBase.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
SurvivorAnims.pbo::Scripts\4_World\PlayerBase.c:115

Everything else#

All 64 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)
Hologram.PlaceEntity — vanilla → TraderPlus (cond) → iM7s_DrugRunning ✂
ActionConstructor.RegisterActions — vanilla → Code Lock → VPPAdminTools → TraderPlus → Dabs Framework → RaG_BaseItems → Survivor Animations → Forward Operator Gear → MMG Civilian Clothing → IAT_Crafting_Plus → RaG_BaseBuilding → iM7s_DrugRunning → RaG_Core
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → TraderPlus → MegaFoodPack → RaG_BaseItems → Forward Operator Gear → RaG_BaseBuilding → iM7s_DrugRunning
MissionServer.OnInit T3 vanilla → CF → VPPAdminTools → TraderPlus → RaG_BaseItems → RaG_BaseBuilding → iM7s_DrugRunning
MissionServer.InvokeOnConnect T3 vanilla → CF → Code Lock → TraderPlus → Dabs Framework → RaG_Core
MissionServer.PlayerDisconnected T3 vanilla → CF → VPPAdminTools → Dabs Framework → RaG_Core
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → RaG_BaseItems → RaG_BaseBuilding → iM7s_DrugRunning
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → RaG_BaseItems → Forward Operator Gear → MMG Civilian Clothing
PlayerBase.Init — vanilla → VPPAdminTools → TraderPlus → Survivor Animations → iM7s_DrugRunning
PlayerBase.SetActions T2 vanilla → VPPAdminTools → TraderPlus → RaG_BaseItems → Survivor Animations
PluginManager.Init — vanilla → Code Lock → VPPAdminTools → Dabs Framework → RaG_Core
DayZGame.OnRPC T2 vanilla → CF (cond) → VPPAdminTools (cond) → Dabs Framework
Hammer.SetActions T2 vanilla → RaG_BaseItems → RaG_BaseBuilding → RaG_Core
Hologram.EvaluateCollision — vanilla → TraderPlus (cond) → RaG_BaseBuilding (cond) → RaG_Core (cond)
Hologram.ProjectionBasedOnParent — vanilla → TraderPlus (cond) → RaG_BaseBuilding (cond) → iM7s_DrugRunning
MissionServer.OnMissionFinish T3 vanilla → CF → VPPAdminTools → RaG_Core
MissionServer.OnMissionStart T3 vanilla → CF → VPPAdminTools → Dabs Framework
MissionServer.OnUpdate T0 vanilla → CF → TraderPlus → Survivor Animations
PlayerBase.OnRPC T2 vanilla → VPPAdminTools → IAT_Crafting_Plus → RaG_Core
PluginRecipesManager.RegisterRecipies — vanilla → RaG_BaseItems → RaG_BaseBuilding → iM7s_DrugRunning
ActionAttachToConstruction.FindAndTranslateAttachmentSlot — vanilla → RaG_BaseBuilding (cond) → RaG_Core (cond)
ActionCloseBarrel.OnExecuteServer — vanilla → iM7s_DrugRunning ✂ → RaG_Core
ActionCloseFence.ActionCondition T2 vanilla → Code Lock → RaG_BaseBuilding (cond)
ActionDismantlePart.DismantleCondition — vanilla → Code Lock (cond) → RaG_BaseBuilding (cond)
ActionOpenBarrel.OnExecuteServer — vanilla → iM7s_DrugRunning ✂ → RaG_Core
ActionPackTent.ActionCondition T2 vanilla → Code Lock → TraderPlus (cond)
ActionRepairPart.RepairCondition — vanilla → RaG_BaseBuilding (cond) → RaG_Core (cond)
CarScript.EEDelete T3 vanilla → TraderPlus → RaG_Core
CarScript.OnStoreLoad T3 vanilla → CF → TraderPlus
CarScript.OnStoreSave T3 vanilla → CF → TraderPlus
DayZGame.DeferredInit — vanilla → CF → VPPAdminTools
DayZGame.OnEvent — vanilla → CF → Dabs Framework
DayZGame.OnUpdate T0 vanilla → CF → VPPAdminTools
EmoteConstructor.RegisterEmotes — vanilla → Dabs Framework → Survivor Animations
Fence.CanOpenFence — vanilla → Code Lock (cond) → Code_Lock_1.30_Fix (cond)
Fence.CanReceiveAttachment T2 vanilla → Code Lock (cond) → Code_Lock_1.30_Fix (cond)
Fence.OnPartDestroyedServer — vanilla → Code Lock → Code_Lock_1.30_Fix
Fence.OnPartDismantledServer — vanilla → Code Lock → Code_Lock_1.30_Fix
Fence.SetActions T2 vanilla → Code Lock → Code_Lock_1.30_Fix
FirefighterAxe.SetActions T2 vanilla → RaG_BaseItems → RaG_BaseBuilding
GesturesMenu.GetGestureItems — vanilla → Dabs Framework → Survivor Animations
GesturesMenu.OnMenuRelease — vanilla → Dabs Framework → Survivor Animations
Hatchet.SetActions T2 vanilla → RaG_BaseItems → RaG_BaseBuilding
Hologram.GetProjectionEntityPosition — vanilla → RaG_BaseBuilding (cond) → RaG_Core (cond)
Hologram.SetProjectionOrientation — vanilla → RaG_BaseBuilding (cond) → RaG_Core
ItemBase.CombineItemsClient — vanilla → Code Lock (cond) → Code_Lock_1.30_Fix (cond)
ItemBase.OnRightClick — vanilla → Code Lock (cond) → Code_Lock_1.30_Fix (cond)
ItemBase.OnStoreLoad T3 vanilla → CF → RaG_Core
ItemBase.SetActions T2 vanilla → IAT_Crafting_Plus → RaG_Core
MissionBase.CreateScriptedMenu — vanilla → VanillaPlusPlusMap → VPPAdminTools
MissionServer.InvokeOnDisconnect T3 vanilla → CF → TraderPlus
MissionServer.OnClientDisconnectedEvent T3 vanilla → CF → Dabs Framework
MissionServer.OnClientReadyEvent T3 vanilla → CF → IAT_Crafting_Plus
MissionServer.OnEvent — vanilla → CF → VPPAdminTools
MissionServer.SendModData — vanilla → RaG_BaseItems → RaG_BaseBuilding
PetrolLighter.SetActions T2 vanilla → TraderPlus → iM7s_DrugRunning
PlayerBase.CommandHandler T1 vanilla → VPPAdminTools → Survivor Animations
PlayerBase.EEItemDetached T2 vanilla → TraderPlus → Forward Operator Gear
PlayerBase.EEKilled T3 vanilla → GoreZ → VPPAdminTools
PlayerBase.OnParticleEvent — vanilla → Survivor Animations → iM7s_DrugRunning
Pliers.SetActions T2 vanilla → TraderPlus → RaG_Core
Screwdriver.SetActions T2 vanilla → iM7s_DrugRunning → RaG_Core
VicinityItemManager.IsObstructed — vanilla → RaG_BaseBuilding (cond) → iM7s_DrugRunning (cond)
WoodAxe.SetActions T2 vanilla → RaG_BaseItems → RaG_BaseBuilding
385 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
ActionActivateTrap.OnFinishProgressServer — VPPAdminTools
ActionAttach.ActionCondition T2 RaG_Core (cond)
ActionAttachCodeLockToFence.ActionCondition T2 RaG_BaseBuilding (cond)
ActionAttachOnSelection.ActionCondition T2 RaG_Core (cond)
ActionAttachSeeds.ActionCondition T2 iM7s_DrugRunning
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.ActionCondition T2 iM7s_DrugRunning ✂
ActionCloseCarDoorsOutside.OnEndServer — RaG_Core
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.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.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.OnEndServer — RaG_Core
ActionGetOutTransport.OnEndServer — TraderPlus
ActionGetOutTransport.OnStartServer — RaG_Core
ActionGiveBloodTarget.ActionCondition T2 TraderPlus (cond)
ActionIgniteFireplaceByAir.ActionCondition T2 RaG_Core (cond)
ActionInjectSpores.ActionCondition T2 iM7s_DrugRunning
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.ActionCondition T2 TraderPlus (cond)
ActionLockDoors.OnFinishProgressServer — RaG_Core
ActionMineTree.ActionCondition T2 TraderPlus (cond)
ActionNextCombinationLockDialOnTarget.ActionCondition T2 RaG_BaseBuilding (cond)
ActionOpenBarrel.ActionCondition T2 iM7s_DrugRunning ✂
ActionOpenCarDoorsOutside.OnEndServer — RaG_Core
ActionOpenFence.ActionCondition T2 RaG_BaseBuilding (cond)
ActionOpenFence.OnExecuteServer — RaG_Core
ActionOpenFence.OnStartServer — RaG_BaseBuilding (cond)
ActionPackTent.OnExecuteServer — Code Lock (cond)
ActionPackTent.OnFinishProgressServer — RaG_Core
ActionPickLockOnCar.ActionCondition T2 TraderPlus (cond)
ActionPin.OnStartServer — VPPAdminTools
ActionPlaceFireplaceIndoor.ActionCondition T2 RaG_Core (cond)
ActionPlantSeed.ActionCondition T2 iM7s_DrugRunning
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)
ActionSingleUseBase.OnExecute — Code_Lock_1.30_Fix
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)
ActionToggleTentOpen.ActionCondition T2 Code Lock
ActionToggleTentOpen.OnExecuteServer — RaG_Core
ActionUnlockDoors.OnFinishProgressServer — RaG_Core
ActionUnpin.ActionCondition T2 TraderPlus (cond)
ActionUnpin.OnStartServer — VPPAdminTools
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AreaExposureMdfr.Activate — VPPAdminTools (cond)
AreaExposureMdfr.OnActivate — VPPAdminTools (cond)
AttachmentCategoriesContainer.UpdateInterval — RaG_Core
Bark_ColorBase.SetActions T2 RaG_BaseBuilding
Barrel_ColorBase.OnWasAttached — RaG_Core (cond)
BaseBuildingBase.IsBBFlat — RaG_BaseBuilding ✂
Blowtorch.OnVariablesSynchronized T2 iM7s_DrugRunning
Blowtorch.SetActions T2 iM7s_DrugRunning
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
BuildingBase.SetActions T2 TraderPlus
CarBattery.SetActions T2 iM7s_DrugRunning
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
ChernarusPlusData.WeatherOnBeforeChange — VPPAdminTools
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
ContaminatedTrigger.OnEnterServerEvent — VPPAdminTools (cond)
CraftFenceKit.CanDo — RaG_BaseBuilding ✂
CraftWatchtowerKit.CanDo — RaG_BaseBuilding ✂
CreditsLoader.GetData — CF ✂
Crowbar.SetActions T2 RaG_BaseBuilding
DayZGame.OnInitialize — VPPAdminTools (cond)
DayZGame.OnKeyPress — VPPAdminTools
DayZGame.OnKeyRelease — VPPAdminTools
DayZGame.OnPostUpdate — RaG_Core
DayZGame.RegisterProfilesOptions — Dabs Framework
DayZGame.SetMissionPath — Dabs Framework
DayZPlayerImplement.CameraHandler — VPPAdminTools (cond)
DayZPlayerImplement.EEKilled T3 TraderPlus
DayZPlayerImplement.ModCommandHandlerBefore — VPPAdminTools
DayZPlayerImplement.ModCommandHandlerInside — VPPAdminTools
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerImplementFallDamage.HandleFallDamage — TraderPlus (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.ActivateCondition — VPPAdminTools (cond)
DrowningMdfr.DeactivateCondition — VPPAdminTools (cond)
DrowningMdfr.OnTick — VPPAdminTools (cond)
DuctTape.OnVariablesSynchronized T2 iM7s_DrugRunning
DuctTape.SetActions T2 iM7s_DrugRunning
Edible_Base.ProcessDecay — RaG_Core
EmoteCB.OnAnimationEvent — Survivor Animations (cond)
EmoteDabbing.EmoteCondition — Dabs Framework (cond)
EmoteManager.CreateEmoteCallback — Survivor Animations
EmoteManager.PlayEmote — Survivor Animations (cond)
EnochData.WeatherOnBeforeChange — VPPAdminTools
Fence.CanDisplayAttachmentSlot T2 Code_Lock_1.30_Fix
Fence.GetCodeLock — Code_Lock_1.30_Fix
Fence.IsLocked — Code_Lock_1.30_Fix
FishingRod_Base_New.SetActions T2 RaG_BaseItems
GardenLime.SetActions T2 RaG_BaseItems
Grenade_Base.EEHitBy T2 VPPAdminTools
HDSN_DestructionManager.GetWallType — RaG_BaseBuilding (cond)
Hacksaw.SetActions T2 Code Lock
HandDrillKit.SetActions T2 TraderPlus
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hit_MeatBones.CalculateStoppingForce — GoreZ ✂
Hit_MeatBones.Event_OnStarted — GoreZ
Hit_MeatBones.OnEnterCalculations — GoreZ ✂
Hit_MeatBones.OnExitCalculations — GoreZ ✂
Hologram.AddProjectionRotation — RaG_BaseBuilding (cond)
Hologram.AlignProjectionOnTerrain — RaG_BaseBuilding (cond)
Hologram.GetProjectionName — RaG_Core (cond)
Hologram.GetProjectionRotation — RaG_BaseBuilding ✂
Hologram.IsFloating — RaG_BaseBuilding ✂
Hologram.RefreshVisual — RaG_Core (cond)
Hologram.SetProjectionPosition — RaG_Core
Hologram.SubtractProjectionRotation — RaG_BaseBuilding (cond)
Hologram.UpdateHologram — RaG_BaseBuilding
IAT_ActionCraftOnWorkbench.OnFinishProgressServer — iM7s_DrugRunning
IAT_ActionCraftOnWorkbench.SetupAnimation — iM7s_DrugRunning ✂
IAT_ActioncraftOnWorkbenchCB.CreateActionComponent — iM7s_DrugRunning ✂
ItemBase.CanBeConsumed — RaG_Core
ItemBase.CanPutInCargo T2 Forward Operator Gear ✂
ItemBase.EEHitBy T2 RaG_Core
ItemBase.GetItemSize — Dabs Framework ✂
ItemBase.OnInventoryEnter T2 RaG_Core
ItemBase.OnInventoryExit T2 RaG_Core
ItemBase.OnStoreSave T3 CF
ItemBase.OnVariablesSynchronized T2 IAT_Crafting_Plus
KeybindingElement.Reload — CF
LandMineTrap.EEHitBy T2 VPPAdminTools
LargeGasCanister.OnVariablesSynchronized T2 iM7s_DrugRunning
LargeGasCanister.SetActions T2 iM7s_DrugRunning
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
MediumGasCanister.OnVariablesSynchronized T2 iM7s_DrugRunning
MediumGasCanister.SetActions T2 iM7s_DrugRunning
MissionBase.CF_IsLoaded — CF ✂
MissionBase.OnInit T3 Dabs Framework
MissionServer.OnClientNewEvent T3 CF
MissionServer.OnClientPrepareEvent — CF
MissionServer.OnClientReconnectEvent T3 CF
MissionServer.OnClientRespawnEvent T3 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 ✂
ModifiersManager.Init — iM7s_DrugRunning
MotorbikeScript.OnStoreLoad T3 CF
MotorbikeScript.OnStoreSave T3 CF
NotificationRuntimeData.GetIcon — CF ✂
NotificationRuntimeData.GetTitleText — CF ✂
NotificationUI.AddNotification — CF
NotificationUI.RemoveNotification — CF
NotificationUI.UpdateTargetHeight — CF
OptionsMenuGame.Apply — VPPAdminTools
OptionsMenuGame.IsChanged — VPPAdminTools (cond)
OptionsMenuGame.Revert — VPPAdminTools
OptionsMenuGame.SetOptions — VPPAdminTools
PPEChromAber.RegisterMaterialParameters — iM7s_DrugRunning
PPERotBlur.RegisterMaterialParameters — iM7s_DrugRunning
PetrolLighter.OnVariablesSynchronized T2 iM7s_DrugRunning
PlantBase.Harvest — iM7s_DrugRunning (cond)
PlantBase.RemovePlantEx — iM7s_DrugRunning ✂
PlantMaterial.CanDetachAttachment — RaG_BaseItems (cond)
PlantMaterial.CanPutAsAttachment — RaG_BaseItems ✂
PlayerBase.CanBeTargetedByAI — VPPAdminTools (cond)
PlayerBase.CanDropEntity T2 TraderPlus (cond)
PlayerBase.CanReceiveAttachment T2 Forward Operator Gear (cond)
PlayerBase.CheckDeath — Ear-Plugs
PlayerBase.EEHitBy T2 TraderPlus
PlayerBase.EEItemAttached T2 Forward Operator Gear
PlayerBase.GetActions — Dabs Framework ✂
PlayerBase.ModCommandHandlerAfter — Survivor Animations
PlayerBase.OnCommandUnconsciousFinish — Ear-Plugs
PlayerBase.OnCommandUnconsciousStart — Ear-Plugs
PlayerBase.OnConnect — VPPAdminTools
PlayerBase.OnDrawOptics2D — VPPAdminTools (cond)
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnVariablesSynchronized T2 VPPAdminTools
PlayerBase.SetSuicide — TraderPlus
PlayerBase.SwitchItemSelectionTexture — Forward Operator Gear
PlayerPreview.UpdateInterval — Forward Operator Gear
PluginAdminLog.PlayerHitBy — VPPAdminTools (cond)
PluginAdminLog.PlayerKilled — VPPAdminTools (cond)
PluginDayzPlayerDebug.RegisterAnimations — iM7s_DrugRunning
PluginDiagMenu.OnRPC T2 Dabs Framework
PluginDiagMenuClient.RegisterModdedDiags — Dabs Framework
PluginRecipesManagerBase.RegisterRecipies — Forward Operator Gear
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.SetActions T2 TraderPlus
PumpkinSeedsPack.SetActions T2 RaG_BaseItems
RainProcurementComponentBase.GetBaseLiquidAmount — RaG_BaseItems (cond)
Roadflare.SetActions T2 TraderPlus
Screwdriver.OnVariablesSynchronized T2 iM7s_DrugRunning
SeedPackBase.EmptySeedPack — iM7s_DrugRunning ✂
Shovel.SetActions T2 RaG_BaseItems
SmallGasCanister.OnVariablesSynchronized T2 iM7s_DrugRunning
SmallGasCanister.SetActions T2 iM7s_DrugRunning
Stone.SetActions T2 RaG_BaseBuilding
SurvivorBase.CanJump — VPPAdminTools
SurvivorBase.EOnFrame T1 VPPAdminTools ✂
SurvivorBase.EOnPostFrame T1 VPPAdminTools
SymptomManager.Init — iM7s_DrugRunning
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
TransferValues.SendValue — VPPAdminTools
TrapBase.OnPlacementComplete — VPPAdminTools
TrapBase.StartActivate — TraderPlus (cond)
VPPAdminHud.DefineButtons — VPPAdminTools
VPPContextActionManager.RegisterActions — VPPAdminTools
VPPContextActionManager.RegisterProviders — VPPAdminTools
VicinityItemManager.AddVicinityItems — TraderPlus (cond)
Weapon_Base.EEFired — VPPAdminTools
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
Wrench.OnVariablesSynchronized T2 iM7s_DrugRunning
Wrench.SetActions T2 iM7s_DrugRunning
ZombieBase.ChaseAttackLogic — TraderPlus (cond)
ZombieBase.FightAttackLogic — TraderPlus (cond)
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF
iM7s_Cannabis_Plant_BabyBatter_Static.ChangeInfestation — iM7s_DrugRunning ✂
iM7s_Cannabis_Plant_BabyBatter_Static.Harvest — iM7s_DrugRunning
iM7s_Cannabis_Plant_Barney_Static.ChangeInfestation — iM7s_DrugRunning ✂
iM7s_Cannabis_Plant_Barney_Static.Harvest — iM7s_DrugRunning
iM7s_Cannabis_Plant_BlueCookies_Static.ChangeInfestation — iM7s_DrugRunning ✂
iM7s_Cannabis_Plant_BlueCookies_Static.Harvest — iM7s_DrugRunning
iM7s_Cannabis_Plant_Champagne_Static.ChangeInfestation — iM7s_DrugRunning ✂
iM7s_Cannabis_Plant_Champagne_Static.Harvest — iM7s_DrugRunning
iM7s_Cannabis_Plant_CheetahPiss_Static.ChangeInfestation — iM7s_DrugRunning ✂
iM7s_Cannabis_Plant_CheetahPiss_Static.Harvest — iM7s_DrugRunning
iM7s_Cannabis_Plant_ForumXMendo_Static.ChangeInfestation — iM7s_DrugRunning ✂
iM7s_Cannabis_Plant_ForumXMendo_Static.Harvest — iM7s_DrugRunning
iM7s_Cannabis_Plant_Gelato_Static.ChangeInfestation — iM7s_DrugRunning ✂
iM7s_Cannabis_Plant_Gelato_Static.Harvest — iM7s_DrugRunning
iM7s_CocaPlant.ChangeInfestation — iM7s_DrugRunning ✂
iM7s_CocaPlant.Harvest — iM7s_DrugRunning
jeans_np_base.SetActions T2 MMG Civilian Clothing
survival_pants_base.SetActions T2 MMG Civilian Clothing

32 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.