← modperf

Stack composer

Started from [Ger] Blumenkinder Badlands Pve //: the 32 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 Blumenkinder Autos not analyzed
  2. 2 Blumenkinder_Auto_Mod_3 not analyzed
  3. 3 Blumenkinder Helis not analyzed
  4. 4 MMG - Mightys Military Gear
  5. 5 SNAFU Weapons
  6. 6 BKTolls not analyzed
  7. 7 BlackOps not analyzed
  8. 8 CF
  9. 9 BaseBuildingPlus
  10. 10 BBP Fix 1.30 Badlands Update not analyzed
  11. 11 VPPAdminTools
  12. 12 RaG_BaseItems
  13. 13 RaG_BeeHive
  14. 14 RaG_Hunting_Cabin
  15. 15 RaG_Core
  16. 16 Blumenkinder_LBMods not analyzed
  17. 17 Blumenkinder_TBMods not analyzed
  18. 18 Blumenkinder Automod2 not analyzed
  19. 19 Pristine Repair not analyzed
  20. 20 COCAs_NoVehicleDamageMOD
  21. 21 GameLabs
  22. 22 Modular Vest System
  23. 23 Unlimited Stamina not analyzed
  24. 24 DayZ Editor Loader
  25. 25 Dabs Framework
  26. 26 Trader
  27. 27 FS
  28. 28 CookZ
  29. 29 TLB_IcePack not analyzed
  30. 30 MuchCarKey
  31. 31 Trader_FIX not analyzed
  32. 32 Forever_Burning_Campfire
Edit as text

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

13 of 32 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
None

Across 59 server-side methods hooked by two or more mods. 1 more on client-only UI classes, listed separately.

Structural load
0.35% of a frame at 100 players

3.530 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.

✓ No server-side conflicts: every method two or more of these mods hook preserves super() end to end.

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.

DayZGame.OnUpdate
every server frame
GameLabs then VPPAdminTools then CF then vanilla
MissionServer.OnUpdate
every server frame
Trader then CF then vanilla
PlayerBase.SetActions
per event
MuchCarKey then Trader then RaG_BaseItems then VPPAdminTools then BaseBuildingPlus then MMG - Mightys Military Gear then vanilla
PlayerBase.OnRPC
per event
CookZ then RaG_Core then VPPAdminTools then BaseBuildingPlus 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_Hunting_Cabin then RaG_BaseItems then vanilla
ActionAttachToConstruction.ActionCondition
per event
RaG_Core sometimes stops here then BaseBuildingPlus sometimes stops here then vanilla
ActionDetach.ActionCondition
per event
MuchCarKey sometimes stops here then Trader sometimes stops here then vanilla
ActionLightItemOnFire.ActionCondition
per event
RaG_BeeHive sometimes stops here then RaG_BaseItems sometimes stops here then vanilla
CarScript.CanDisplayAttachmentSlot
per event
MuchCarKey then Trader then vanilla
CarScript.EEHitBy
per event
GameLabs then RaG_Core then vanilla
Hatchet.SetActions
per event
RaG_Hunting_Cabin then RaG_BaseItems 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
GameLabs
PlayerBase.OnScheduledTick
about 30× per player per second
Per-player, per-frame hook warning
000_Scripts.pbo::4_World\4_Hooking\*жкндлѐњ.c:213

Everything else#

All 59 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 → SNAFU Weapons → BaseBuildingPlus → VPPAdminTools → RaG_BaseItems → RaG_BeeHive → RaG_Hunting_Cabin → RaG_Core → Modular Vest System → Dabs Framework → Trader → CookZ → MuchCarKey
MissionServer.OnInit T3 vanilla → CF → BaseBuildingPlus → VPPAdminTools → RaG_BaseItems → RaG_BeeHive → RaG_Hunting_Cabin → GameLabs → Trader → MuchCarKey
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → SNAFU Weapons → CF → BaseBuildingPlus → RaG_BaseItems → RaG_BeeHive → GameLabs → Trader → CookZ → MuchCarKey
MissionServer.InvokeOnConnect T3 vanilla → CF → BaseBuildingPlus → RaG_Core → GameLabs → Dabs Framework → Trader → CookZ
PlayerBase.SetActions T2 vanilla → MMG - Mightys Military Gear → BaseBuildingPlus → VPPAdminTools → RaG_BaseItems → Trader → MuchCarKey
MissionServer.OnMissionStart T3 vanilla → CF → VPPAdminTools → GameLabs → DayZ Editor Loader → Dabs Framework
MissionServer.PlayerDisconnected T3 vanilla → CF → VPPAdminTools → RaG_Core → GameLabs → Dabs Framework
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → MMG - Mightys Military Gear → CF → RaG_BaseItems → RaG_BeeHive → RaG_Hunting_Cabin
PlayerBase.Init — vanilla → BaseBuildingPlus → VPPAdminTools → Modular Vest System → FS → CookZ
PluginManager.Init — vanilla → VPPAdminTools → RaG_Core → Dabs Framework → Trader → MuchCarKey
PluginRecipesManager.RegisterRecipies — vanilla → BaseBuildingPlus → RaG_BaseItems → RaG_BeeHive → RaG_Hunting_Cabin → CookZ
Hologram.EvaluateCollision — vanilla → BaseBuildingPlus (cond) → RaG_Hunting_Cabin (cond) → RaG_Core (cond) → Modular Vest System (cond)
MissionBase.CreateScriptedMenu — vanilla → BaseBuildingPlus → VPPAdminTools → Trader → CookZ
PlayerBase.OnRPC T2 vanilla → BaseBuildingPlus → VPPAdminTools → RaG_Core → CookZ
CarScript.OnStoreLoad T3 vanilla → CF → Trader → MuchCarKey
CarScript.OnStoreSave T3 vanilla → CF → Trader → MuchCarKey
DayZGame.DeferredInit — vanilla → CF → VPPAdminTools → GameLabs
DayZGame.OnRPC T2 vanilla → CF (cond) → VPPAdminTools (cond) → Dabs Framework
DayZGame.OnUpdate T0 vanilla → CF → VPPAdminTools → GameLabs
Hammer.SetActions T2 vanilla → RaG_BaseItems → RaG_Hunting_Cabin → RaG_Core
Hologram.ProjectionBasedOnParent — vanilla → BaseBuildingPlus (cond) → RaG_Hunting_Cabin (cond) → Modular Vest System (cond)
MissionServer.OnEvent — vanilla → CF → VPPAdminTools → GameLabs
MissionServer.OnMissionFinish T3 vanilla → CF → VPPAdminTools → RaG_Core
ModItemRegisterCallbacks.RegisterFireArms — vanilla → SNAFU Weapons → CF → GameLabs
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → RaG_BaseItems → RaG_BeeHive
ActionAttachToConstruction.ActionCondition T2 vanilla → BaseBuildingPlus (cond) → RaG_Core (cond)
ActionDetach.ActionCondition T2 vanilla → Trader (cond) → MuchCarKey (cond)
ActionGetInTransport.OnEndServer — vanilla → RaG_Core → MuchCarKey
ActionLightItemOnFire.ActionCondition T2 vanilla → RaG_BaseItems (cond) → RaG_BeeHive (cond)
ActionStartEngine.OnEndServer — vanilla → RaG_Core → MuchCarKey
ActionStopEngine.OnEndServer — vanilla → RaG_Core → MuchCarKey
ActionSwitchSeats.Start — vanilla → RaG_Core → MuchCarKey
BoatScript.OnEngineStart — vanilla → Trader → MuchCarKey
BoatScript.OnStoreLoad T3 vanilla → CF → MuchCarKey
BoatScript.OnStoreSave T3 vanilla → CF → MuchCarKey
CarScript.CanDisplayAttachmentCategory — vanilla → Trader → MuchCarKey
CarScript.CanDisplayAttachmentSlot T2 vanilla → Trader → MuchCarKey
CarScript.EEDelete T3 vanilla → RaG_Core → MuchCarKey
CarScript.EEHitBy T2 vanilla → RaG_Core → GameLabs
CarScript.OnEngineStart — vanilla → Trader → MuchCarKey
DayZGame.OnEvent — vanilla → CF → Dabs Framework
DigitalCodeLock.OnWorkStop — vanilla → RaG_Core (cond) → GameLabs
DigitalCodeLock.ResetPIN — vanilla → RaG_Core (cond) → GameLabs
DigitalCodeLock.UnlockOnServer — vanilla → RaG_Core → GameLabs
Hatchet.SetActions T2 vanilla → RaG_BaseItems → RaG_Hunting_Cabin
Hologram.GetProjectionEntityPosition — vanilla → BaseBuildingPlus (cond) → RaG_Core (cond)
Hologram.SetProjectionOrientation — vanilla → BaseBuildingPlus (cond) → RaG_Core
ItemBase.OnStoreLoad T3 vanilla → CF → RaG_Core
ItemBase.SetActions T2 vanilla → BaseBuildingPlus → RaG_Core
MissionServer.OnClientDisconnectedEvent T3 vanilla → CF → Dabs Framework
MissionServer.OnUpdate T0 vanilla → CF → Trader
MissionServer.SendModData — vanilla → RaG_BaseItems → RaG_Hunting_Cabin
ModItemRegisterCallbacks.CustomBoneRemapping — vanilla → SNAFU Weapons → CF
ModItemRegisterCallbacks.RegisterPistol — vanilla → SNAFU Weapons → CF
PlayerBase.CanBeTargetedByAI — vanilla → VPPAdminTools (cond) → Trader (cond)
PlayerBase.EEKilled T3 vanilla → VPPAdminTools → GameLabs
PluginRecipesManagerBase.RegisterRecipies — vanilla → SNAFU Weapons → Modular Vest System
SledgeHammer.SetActions T2 vanilla → RaG_BeeHive → RaG_Hunting_Cabin
Weapon_Base.EEFired — vanilla → VPPAdminTools → GameLabs
441 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
ActionActivateTrap.OnFinishProgressServer — VPPAdminTools
ActionAttach.ActionCondition T2 RaG_Core (cond)
ActionAttachOnSelection.ActionCondition T2 RaG_Core (cond)
ActionAttachToConstruction.FindAndTranslateAttachmentSlot — RaG_Core (cond)
ActionAttachToConstruction.OnExecuteServer — GameLabs
ActionBandageSelf.OnEndServer — GameLabs
ActionBandageTarget.OnEndServer — GameLabs
ActionBuildPart.ActionCondition T2 BaseBuildingPlus (cond)
ActionBuildPart.GetAdminLogMessage — BaseBuildingPlus ✂
ActionBuildPart.OnActionInfoUpdate — BaseBuildingPlus (cond)
ActionBuildPart.OnFinishProgressServer — BaseBuildingPlus (cond)
ActionBuildPartCB.CreateActionComponent — BaseBuildingPlus ✂
ActionBuildPartSwitch.ActionCondition T2 BaseBuildingPlus ✂
ActionBurnSewTarget.ActionCondition T2 Trader (cond)
ActionCarDoors.ActionCondition T2 Trader (cond)
ActionCarDoorsOutside.ActionCondition T2 Trader (cond)
ActionCheckPulse.ActionCondition T2 Trader (cond)
ActionCheckPulseTarget.ActionCondition T2 Trader
ActionCloseBarrel.OnExecuteServer — RaG_Core
ActionCloseCarDoorsOutside.OnEndServer — RaG_Core
ActionCloseFence.ActionCondition T2 BaseBuildingPlus (cond)
ActionCloseFence.OnExecuteServer — RaG_Core
ActionCollectBloodTarget.ActionCondition T2 Trader (cond)
ActionCraftBolts.InitCuttingTypes — SNAFU Weapons
ActionCreateIndoorFireplace.ActionCondition T2 RaG_Core (cond)
ActionCreateIndoorFireplace.OnExecuteServer — RaG_Core (cond)
ActionDefibrilateTarget.ActionCondition T2 Trader (cond)
ActionDeployObject.ActionCondition T2 Trader (cond)
ActionDeployObject.ActionConditionContinue — BaseBuildingPlus ✂
ActionDeployObject.OnEndServer — Modular Vest System (cond)
ActionDeployObject.OnExecuteServer — RaG_Core
ActionDeployObject.OnFinishProgressServer — BaseBuildingPlus ✂
ActionDestroyPart.ActionCondition T2 BaseBuildingPlus (cond)
ActionDetach.OnExecuteServer — MuchCarKey
ActionDetachFromTarget.ActionCondition T2 MuchCarKey (cond)
ActionDialCombinationLockOnTarget.ActionCondition T2 BaseBuildingPlus (cond)
ActionDialCombinationLockOnTarget.OnFinishProgressServer — BaseBuildingPlus ✂
ActionDisinfectTarget.ActionCondition T2 Trader (cond)
ActionDismantlePart.ActionCondition T2 BaseBuildingPlus (cond)
ActionDismantlePart.OnExecuteServer — RaG_Core
ActionDrink.OnEndServer — GameLabs
ActionDrink.OnStartServer — GameLabs
ActionDrinkPondContinuous.OnEndServer — GameLabs
ActionDrinkWellContinuous.OnEndServer — GameLabs
ActionDropItem.OnExecuteServer — RaG_Core
ActionEatBig.OnEndServer — GameLabs
ActionEatBig.OnStartServer — GameLabs
ActionFillCoolant.ActionCondition T2 RaG_Core
ActionFillFuel.ActionCondition T2 RaG_Core
ActionFoldBaseBuildingObject.CreateConditionComponents — BaseBuildingPlus ✂
ActionFoldBaseBuildingObjectCB.CreateActionComponent — BaseBuildingPlus ✂
ActionForceConsume.ActionCondition T2 Trader (cond)
ActionForceConsumeSingle.ActionCondition T2 Trader (cond)
ActionForceFeedCan.ActionCondition T2 Trader (cond)
ActionGetInTransport.ActionCondition T2 MuchCarKey (cond)
ActionGetOutTransport.OnEndServer — MuchCarKey
ActionGetOutTransport.OnStartServer — RaG_Core
ActionGiveBloodTarget.ActionCondition T2 Trader (cond)
ActionGiveSalineTarget.ActionCondition T2 Trader (cond)
ActionIgniteFireplaceByAir.ActionCondition T2 RaG_Core (cond)
ActionInjectTarget.ActionCondition T2 Trader (cond)
ActionInteractCodeLockItem.ActionCondition T2 RaG_Core (cond)
ActionLightItemOnFire.OnFinishProgressClient — RaG_BaseItems
ActionLightItemOnFire.OnFinishProgressServer — RaG_BaseItems
ActionLockDoors.ActionCondition T2 Trader (cond)
ActionLockDoors.OnFinishProgressServer — RaG_Core
ActionMountBarbedWire.ActionCondition T2 BaseBuildingPlus (cond)
ActionMountBarbedWire.OnFinishProgressServer — BaseBuildingPlus (cond)
ActionNextCombinationLockDialOnTarget.ActionCondition T2 BaseBuildingPlus (cond)
ActionOpenBarrel.OnExecuteServer — RaG_Core
ActionOpenCarDoors.ActionCondition T2 MuchCarKey (cond)
ActionOpenCarDoorsOutside.ActionCondition T2 MuchCarKey (cond)
ActionOpenCarDoorsOutside.OnEndServer — RaG_Core
ActionOpenFence.ActionCondition T2 BaseBuildingPlus (cond)
ActionOpenFence.OnExecuteServer — RaG_Core
ActionPackTent.OnFinishProgressServer — RaG_Core
ActionPin.OnEndServer — GameLabs
ActionPin.OnStartServer — VPPAdminTools
ActionPlaceFireplaceIndoor.ActionCondition T2 RaG_Core (cond)
ActionPlaceFireplaceIndoor.OnExecuteServer — Forever_Burning_Campfire (cond)
ActionPlaceFireplaceIntoBarrel.OnExecuteServer — Forever_Burning_Campfire (cond)
ActionPlaceOvenIndoor.OnExecuteServer — Forever_Burning_Campfire (cond)
ActionPlugIn.CreateConditionComponents — RaG_BaseItems ✂
ActionPushObject.ActionCondition T2 MuchCarKey (cond)
ActionPushObject.OnEndServer — MuchCarKey
ActionRepairPart.RepairCondition — RaG_Core (cond)
ActionResetCodeOnCodeLock.ActionCondition T2 RaG_Core (cond)
ActionResetCodeOnCodeLock.OnExecuteServer — RaG_Core (cond)
ActionRestrainSelf.ActionCondition T2 Trader (cond)
ActionRestrainTarget.ActionCondition T2 Trader (cond)
ActionSewTarget.ActionCondition T2 Trader (cond)
ActionStartEngine.ActionCondition T2 MuchCarKey
ActionTakeItem.OnExecuteServer — RaG_Core
ActionTakeItemToHands.OnExecuteServer — RaG_Core
ActionTakeMaterialToHands.ActionCondition T2 BaseBuildingPlus (cond)
ActionTakeMaterialToHandsSwitch.ActionCondition T2 BaseBuildingPlus (cond)
ActionTogglePlaceObject.ActionCondition T2 BaseBuildingPlus (cond)
ActionToggleTentOpen.OnExecuteServer — RaG_Core
ActionUnlockDoors.OnFinishProgressServer — RaG_Core
ActionUnmountBarbedWire.ActionCondition T2 BaseBuildingPlus (cond)
ActionUnmountBarbedWire.OnFinishProgressServer — BaseBuildingPlus (cond)
ActionUnpin.ActionCondition T2 Trader (cond)
ActionUnpin.OnStartServer — VPPAdminTools
AdvancedCommunication.OnStoreLoad T3 CF
AdvancedCommunication.OnStoreSave T3 CF
Ammo_40mm_ChemGas.EEKilled T3 Trader (cond)
Ammo_40mm_ChemGas.OnActivatedByItem — Trader (cond)
Ammo_40mm_Explosive.EEKilled T3 Trader (cond)
Ammo_40mm_Explosive.OnActivatedByItem — Trader (cond)
Ammunition_Base.AddQuantityTR — Trader ✂
Ammunition_Base.SetQuantityTR — Trader ✂
AnalyticsManagerServer.OnEntityKilled — GameLabs
AnimalBase.EEHitBy T2 GameLabs
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AreaExposureMdfr.Activate — VPPAdminTools (cond)
AreaExposureMdfr.OnActivate — VPPAdminTools (cond)
AreaExposureMdfr.OnTick — Trader (cond)
AttachmentCategoriesContainer.UpdateInterval — RaG_Core
Attachments.AttachmentAdded — CookZ
Attachments.AttachmentRemoved — CookZ
BUISOptic.CanPutAsAttachment — GameLabs (cond)
BarrelHoles_ColorBase.AddWetnessToFireplace — Trader (cond)
BarrelHoles_ColorBase.BurnItemsInFireplace — Trader (cond)
BarrelHoles_ColorBase.CalcAndSetQuantity — Trader (cond)
BarrelHoles_ColorBase.CanPutIntoHands T2 Trader (cond)
BarrelHoles_ColorBase.DeferredInit — Trader
BarrelHoles_ColorBase.SpendFireConsumable — Trader (cond)
Barrel_ColorBase.OnWasAttached — RaG_Core (cond)
BaseBuildingBase.EEDelete T3 GameLabs
BaseBuildingBase.EEHitBy T2 GameLabs
BaseBuildingBase.EEOnAfterLoad T3 GameLabs
BaseBuildingBase.GL_Delete — GameLabs ✂
BaseBuildingBase.GL_GatherPersistentID — GameLabs ✂
BaseBuildingBase.GL_Load — GameLabs ✂
BaseBuildingBase.GL_Save — GameLabs ✂
BoatScript.AfterStoreLoad T3 MuchCarKey
BoatScript.CanDisplayAttachmentCategory — MuchCarKey
BoatScript.CanDisplayAttachmentSlot T2 MuchCarKey
BoatScript.DeferredInit — MuchCarKey
BoatScript.EEDelete T3 MuchCarKey
BoatScript.EEHitBy T2 GameLabs
BoatScript.EEKilled T3 MuchCarKey
BoatScript.EEOnCECreate — MuchCarKey
BoatScript.IsInventoryVisible T2 MuchCarKey
BoatScript.NameOverride — MuchCarKey (cond)
BoatScript.OnCEUpdate — MuchCarKey
BoatScript.OnVariablesSynchronized T2 MuchCarKey
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
ButtstockBase.IsButtstock — SNAFU Weapons ✂
CamoNet.SetActions T2 BaseBuildingPlus
CarScript.AfterStoreLoad T3 MuchCarKey
CarScript.DeferredInit — MuchCarKey
CarScript.EEKilled T3 MuchCarKey
CarScript.EEOnCECreate — MuchCarKey
CarScript.IsInventoryVisible T2 MuchCarKey
CarScript.NameOverride — MuchCarKey (cond)
CarScript.OnCEUpdate — MuchCarKey
CarScript.OnVariablesSynchronized T2 MuchCarKey
CargoContainer.AddedToCargo — CookZ
CargoContainer.Refresh — CookZ
CargoContainer.RemovedFromCargo — CookZ
CargoContainer.SetEntity — CookZ
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.EEDelete T3 GameLabs
CombinationLock.EEOnAfterLoad T3 GameLabs
CombinationLock.GL_Delete — GameLabs ✂
CombinationLock.GL_GatherPersistentID — GameLabs ✂
CombinationLock.GL_Load — GameLabs ✂
CombinationLock.GL_Save — GameLabs ✂
CombinationLock.LockServer — GameLabs
CombinationLock.UnlockOnServer — GameLabs
Construction.CanBuildPart — BaseBuildingPlus (cond)
Construction.DropNonUsableMaterialsServer — BaseBuildingPlus ✂
Construction.IsColliding — BaseBuildingPlus ✂
Construction.IsCollidingEx — BaseBuildingPlus ✂
ContainerWithCargoAndAttachments.UpdateInterval — RaG_Core
ContaminatedArea_Dynamic.EEDelete T3 GameLabs
ContaminatedArea_Dynamic.EEInit T3 GameLabs
ContaminatedArea_Local.DeferredInit — Trader (cond)
ContaminatedTrigger.OnEnterServerEvent — VPPAdminTools (cond)
Cooking.CookWithEquipment — CookZ (cond)
CraftFenceKit.CanDo — BaseBuildingPlus ✂
CraftWatchtowerKit.CanDo — BaseBuildingPlus ✂
CreditsLoader.GetData — CF ✂
Crowbar.SetActions T2 RaG_Hunting_Cabin
DayZGame.ConnectLaunch — GameLabs (cond)
DayZGame.FirearmEffects — Trader (cond)
DayZGame.OnInitialize — VPPAdminTools (cond)
DayZGame.OnKeyPress — VPPAdminTools
DayZGame.OnKeyRelease — VPPAdminTools
DayZGame.OnPostUpdate — RaG_Core
DayZGame.RegisterProfilesOptions — Dabs Framework
DayZGame.SetMissionPath — Dabs Framework
DayZGame.TryConnect — GameLabs (cond)
DayZPlayerImplement.CameraHandler — VPPAdminTools (cond)
DayZPlayerImplement.ModCommandHandlerBefore — VPPAdminTools
DayZPlayerImplement.ModCommandHandlerInside — VPPAdminTools
DayZPlayerImplement.OnRPC T2 Trader
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerMeleeFightLogic_LightHeavy.HandleFightLogic — Trader (cond)
DeCraftWoodenCrate.CanDo — BaseBuildingPlus ✂
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.EEDelete T3 GameLabs
DigitalCodeLock.EEInit T3 RaG_Core
DigitalCodeLock.EEItemAttached T2 RaG_Core
DigitalCodeLock.EEItemDetached T2 RaG_Core
DigitalCodeLock.EEOnAfterLoad T3 GameLabs
DigitalCodeLock.GL_Delete — GameLabs ✂
DigitalCodeLock.GL_GatherPersistentID — GameLabs ✂
DigitalCodeLock.GL_Load — GameLabs ✂
DigitalCodeLock.GL_Save — GameLabs ✂
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.SetActions T2 RaG_Core
DigitalCodeLock.SetLockState — GameLabs
DigitalCodeLock.StartItemSoundServer — RaG_Core (cond)
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)
Edible_Base.ProcessDecay — RaG_Core
EmoteConstructor.RegisterEmotes — Dabs Framework
EmoteDabbing.EmoteCondition — Dabs Framework (cond)
EnochData.WeatherOnBeforeChange — VPPAdminTools
ExpansionGlobalChatModule.AddChatMessage_Server — GameLabs
FenceKit.OnPlacementComplete — GameLabs
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
Grenade_Base.EEHitBy T2 VPPAdminTools
Grenade_Base.InitiateExplosion — Trader (cond)
Grenade_ChemGas.OnExplode — Trader (cond)
Hacksaw.SetActions T2 RaG_Hunting_Cabin
HandSaw.SetActions T2 RaG_Hunting_Cabin
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.AddProjectionRotation — BaseBuildingPlus ✂
Hologram.AlignProjectionOnTerrain — BaseBuildingPlus (cond)
Hologram.GetProjectionName — RaG_Core (cond)
Hologram.GetProjectionRotation — BaseBuildingPlus ✂
Hologram.IsFloating — BaseBuildingPlus
Hologram.RefreshVisual — RaG_Core (cond)
Hologram.SetProjectionPosition — RaG_Core
Hologram.SubtractProjectionRotation — BaseBuildingPlus ✂
HuntingOptic.CanPutAsAttachment — SNAFU Weapons
ImprovisedSuppressor.CanPutAsAttachment — SNAFU Weapons
ItemActionsWidget.SetWeaponQuantity — SNAFU Weapons
ItemBase.CanBeConsumed — RaG_Core
ItemBase.EEHitBy T2 RaG_Core
ItemBase.EEItemLocationChanged T2 GameLabs
ItemBase.EEOnAfterLoad T3 GameLabs
ItemBase.GetItemSize — Dabs Framework ✂
ItemBase.OnInventoryEnter T2 RaG_Core
ItemBase.OnInventoryExit T2 RaG_Core
ItemBase.OnStoreSave T3 CF
ItemBase.OnVariablesSynchronized T2 CookZ
KeybindingElement.Reload — CF
LandMineTrap.EEHitBy T2 VPPAdminTools
Land_ContainerLocked_Blue_DE.EEDelete T3 GameLabs
Land_ContainerLocked_Blue_DE.EEInit T3 GameLabs
Land_ContainerLocked_Orange_DE.EEDelete T3 GameLabs
Land_ContainerLocked_Orange_DE.EEInit T3 GameLabs
Land_ContainerLocked_Red_DE.EEDelete T3 GameLabs
Land_ContainerLocked_Red_DE.EEInit T3 GameLabs
Land_ContainerLocked_Yellow_DE.EEDelete T3 GameLabs
Land_ContainerLocked_Yellow_DE.EEInit T3 GameLabs
Land_Mil_ContainerHabitat_Armory_Locked_Green_DE.EEDelete T3 GameLabs
Land_Mil_ContainerHabitat_Armory_Locked_Green_DE.EEInit T3 GameLabs
Liquid.CanFillContainer — RaG_Core
Liquid.CanTransfer — RaG_Core
Liquid.FillContainer — RaG_Core (cond)
Liquid.GetLiquidConfigProperty — RaG_Core ✂
M4_CarryHandleOptic.CanPutAsAttachment — GameLabs (cond)
M4_T3NRDSOptic.CanPutAsAttachment — SNAFU Weapons
M68Optic.CanPutAsAttachment — SNAFU Weapons
MagazineStorage.SetActions T2 RaG_BaseItems
MiscGameplayFunctions.BuildCondition — BaseBuildingPlus ✂
MiscGameplayFunctions.ComplexBuildCollideCheckClient — BaseBuildingPlus ✂
MissionBase.CF_IsLoaded — CF ✂
MissionBase.OnInit T3 Dabs Framework
MissionServer.AfterHiveInit — DayZ Editor Loader
MissionServer.HandleBody — Trader
MissionServer.InvokeOnDisconnect T3 CF
MissionServer.OnClientNewEvent T3 CF
MissionServer.OnClientPrepareEvent — CF
MissionServer.OnClientReadyEvent T3 CF
MissionServer.OnClientReconnectEvent T3 CF
MissionServer.OnClientRespawnEvent T3 CF
MissionServer.OnGameplayDataHandlerLoad — GameLabs
MissionServer.OnMissionLoaded — CF
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.EEHitBy T2 GameLabs
MotorbikeScript.OnStoreLoad T3 CF
MotorbikeScript.OnStoreSave T3 CF
NotificationRuntimeData.GetIcon — CF ✂
NotificationRuntimeData.GetTitleText — CF ✂
NotificationUI.AddNotification — CF
NotificationUI.RemoveNotification — CF
NotificationUI.UpdateTargetHeight — CF
OpenCan.Do — CookZ (cond)
OpenCan.Init — SNAFU Weapons
OptionsMenuGame.Apply — VPPAdminTools
OptionsMenuGame.IsChanged — VPPAdminTools (cond)
OptionsMenuGame.Revert — VPPAdminTools
OptionsMenuGame.SetOptions — VPPAdminTools
PlantMaterial.CanDetachAttachment — RaG_BaseItems (cond)
PlantMaterial.CanPutAsAttachment — RaG_BaseItems ✂
PlayerBase.CommandHandler T1 VPPAdminTools
PlayerBase.EEHitBy T2 GameLabs
PlayerBase.EEItemAttached T2 RaG_BeeHive
PlayerBase.EEItemDetached T2 RaG_BeeHive
PlayerBase.Expansion_IsInSafeZone — Trader (cond)
PlayerBase.GetActions — Dabs Framework ✂
PlayerBase.OnConnect — VPPAdminTools
PlayerBase.OnDrawOptics2D — VPPAdminTools (cond)
PlayerBase.OnScheduledTick T1 GameLabs
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnVariablesSynchronized T2 VPPAdminTools
PlayerBase.OnVehicleSwitchSeat — GameLabs
PlayerBase.SetSuicide — Trader
Pliers.SetActions T2 RaG_Core
PluginAdminLog.OnContinouousAction — GameLabs
PluginAdminLog.OnPlacementComplete — GameLabs
PluginAdminLog.PlayerHitBy — VPPAdminTools (cond)
PluginAdminLog.PlayerKilled — VPPAdminTools (cond)
PluginDiagMenu.OnRPC T2 Dabs Framework
PluginDiagMenuClient.RegisterModdedDiags — Dabs Framework
PluginTransmissionAgents.InjectAgentsWithPlayer — Trader (cond)
PluginTransmissionAgents.InjectAgentsWithPlayerCount — Trader (cond)
PokeHolesBarrel.CanDo — RaG_BaseItems (cond)
PortableGasStove.EEItemAttached T2 RaG_BeeHive
PortableGasStove.EEItemDetached T2 RaG_BeeHive
PortableGasStove.RemoveCookingAudioVisuals — RaG_BeeHive ✂
PumpkinSeedsPack.SetActions T2 RaG_BaseItems
RainProcurementComponentBase.GetBaseLiquidAmount — RaG_BaseItems (cond)
ReflexOptic.CanPutAsAttachment — SNAFU Weapons
ScientificBriefcase.EEDelete T3 GameLabs
ScientificBriefcase.EEInit T3 GameLabs
ScientificBriefcase.Open — GameLabs
Screwdriver.SetActions T2 RaG_Core
Shovel.SetActions T2 RaG_BaseItems
StaticConstructionMethods.SpawnConstructionMaterialPiles — BaseBuildingPlus ✂
StaticObj_Wreck_Chinook.EEDelete T3 GameLabs
StaticObj_Wreck_Chinook.EEInit T3 GameLabs
StaticObj_Wreck_Mi24_TK.EEDelete T3 GameLabs
StaticObj_Wreck_Mi24_TK.EEInit T3 GameLabs
Stone.SetActions T2 BaseBuildingPlus
SurvivorBase.CanJump — VPPAdminTools
SurvivorBase.EOnFrame T1 VPPAdminTools ✂
SurvivorBase.EOnPostFrame T1 VPPAdminTools
TerritoryFlagKit.OnPlacementComplete — GameLabs
TransferValues.SendValue — VPPAdminTools
TrapBase.OnPlacementComplete — VPPAdminTools
TrapBase.StartActivate — Trader (cond)
TruckBattery.EEItemDetached T2 BaseBuildingPlus
UniversalLight.CanPutAsAttachment — SNAFU Weapons (cond)
UniversalLight.InitAttachmentsSlotsToCheck — SNAFU Weapons
VONManagerImplementation.HandleInput — Trader (cond)
VONManagerImplementation.SetInSafeZone — Trader ✂
VPPAdminHud.DefineButtons — VPPAdminTools
VPPContextActionManager.RegisterActions — VPPAdminTools
VPPContextActionManager.RegisterProviders — VPPAdminTools
VicinityItemManager.IsObstructed — BaseBuildingPlus (cond)
WatchtowerKit.OnPlacementComplete — GameLabs
WeaponManager.CanFire — Trader (cond)
Weapon_Base.SetActions T2 RaG_Core
WoodAxe.SetActions T2 RaG_BaseItems
WoodenLog.SetActions T2 RaG_BaseItems
WoodenPlank.SetActions T2 RaG_BaseItems
Wreck_Mi8.EEDelete T3 GameLabs
Wreck_Mi8.EEInit T3 GameLabs
Wreck_Mi8_Crashed.EEDelete T3 GameLabs
Wreck_Mi8_Crashed.EEInit T3 GameLabs
Wreck_SantasSleigh.EEDelete T3 GameLabs
Wreck_SantasSleigh.EEInit T3 GameLabs
Wreck_UH1Y.EEDelete T3 GameLabs
Wreck_UH1Y.EEInit T3 GameLabs
Wrench.SetActions T2 MuchCarKey
ZombieBase.EEHitBy T2 GameLabs
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

29 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.