Stack composer
Started from wawa: the 10 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 CF
- 2 Code Lock
- 3 CarCover
- 4 Building Fortifications
- 5 Ear-Plugs
- 6 Gas-Pump-Refueling
- 7 No-Vehicle-Damage
- 8 Vanilla Sleeping Bags not analyzed
- 9 VanillaPlusPlusMap
- 10 Doc's Car Fixes not analyzed
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.
Across 8 server-side methods hooked by two or more mods.
1.232 ms per second, all 8 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#
Building FortificationssilencesCode Lock1 method
ActionDismantlePart.DismantleCondition
check
Code Lock's conditions on this check no longer apply. BuildingFortifications.pbo::scripts\4_World\BuildingFortifications\Actions\Contininues\Modded\ActionDismantlePart.c:4
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.
Everything else#
All 8 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.
| method | tier | chain (load order) |
|---|---|---|
ActionDismantlePart.DismantleCondition |
— | |
ActionConstructor.RegisterActions |
— | vanilla → Code Lock → CarCover → Building Fortifications → Gas-Pump-Refueling |
MissionServer.InvokeOnConnect |
T3 | vanilla → CF → Code Lock → Building Fortifications |
DayZGame.OnRPC |
T2 | vanilla → CF (cond) → Building Fortifications |
Hacksaw.SetActions |
T2 | vanilla → Code Lock → Building Fortifications |
MissionServer.OnInit |
T3 | vanilla → CF → Building Fortifications |
ModItemRegisterCallbacks.RegisterHeavy |
— | vanilla → CF → Building Fortifications |
ModItemRegisterCallbacks.RegisterTwoHanded |
— | vanilla → CF → CarCover |
104 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.
| method | tier | mod |
|---|---|---|
ActionCloseFence.ActionCondition |
T2 | Code Lock |
ActionDialCombinationLockOnTarget.ActionCondition |
T2 | Building Fortifications (cond) |
ActionDialCombinationLockOnTarget.OnFinishProgressServer |
— | Building Fortifications ✂ |
ActionNextCombinationLockDialOnTarget.ActionCondition |
T2 | Building Fortifications ✂ |
ActionPackTent.ActionCondition |
T2 | Code Lock |
ActionPackTent.OnExecuteServer |
— | Code Lock (cond) |
ActionToggleTentOpen.ActionCondition |
T2 | Code Lock |
AdvancedCommunication.OnStoreLoad |
T3 | CF |
AdvancedCommunication.OnStoreSave |
T3 | CF |
AnimalBase.OnStoreLoad |
T3 | CF |
AnimalBase.OnStoreSave |
T3 | CF |
BoatScript.OnStoreLoad |
T3 | CF |
BoatScript.OnStoreSave |
T3 | CF |
BuildingBase.OnStoreLoad |
T3 | CF |
BuildingBase.OnStoreSave |
T3 | CF |
CamoNet.SetActions |
T2 | CarCover |
CarScript.OnContact |
— | No-Vehicle-Damage ✂ |
CarScript.OnStoreLoad |
T3 | CF |
CarScript.OnStoreSave |
T3 | CF |
CarScript.SetActions |
T2 | Gas-Pump-Refueling |
CodeLock.SetActions |
T2 | Building Fortifications |
CombinationLock.IsLockAttached |
— | Building Fortifications (cond) |
CombinationLock.IsLockedOnGate |
— | Building Fortifications (cond) |
CombinationLock.UnlockOnServer |
— | Building Fortifications (cond) |
Construction.HasMaterials |
— | Building Fortifications (cond) |
Construction.ReceiveMaterialsServer |
— | Building Fortifications (cond) |
Construction.TakeMaterialsServer |
— | Building Fortifications (cond) |
CreditsLoader.GetData |
— | CF ✂ |
DayZGame.DeferredInit |
— | CF |
DayZGame.OnEvent |
— | CF |
DayZGame.OnUpdate |
T0 | CF |
DayZPlayerImplement.OnStoreLoad |
T3 | CF |
DayZPlayerImplement.OnStoreSave |
T3 | CF |
ExpansionCodeLock.UpdateVisuals_Deferred |
— | Building Fortifications |
Fence.CanOpenFence |
— | Code Lock (cond) |
Fence.CanReceiveAttachment |
T2 | Code Lock (cond) |
Fence.OnPartDestroyedServer |
— | Code Lock |
Fence.OnPartDismantledServer |
— | Code Lock |
Fence.SetActions |
T2 | Code Lock |
HDSN_DestructionManager.GetWallType |
— | Building Fortifications |
HelicopterScript.OnStoreLoad |
T3 | CF |
HelicopterScript.OnStoreSave |
T3 | CF |
ItemBase.CombineItemsClient |
— | Code Lock (cond) |
ItemBase.OnRightClick |
— | Code Lock (cond) |
ItemBase.OnStoreLoad |
T3 | CF |
ItemBase.OnStoreSave |
T3 | CF |
KeybindingElement.Reload |
— | CF |
MissionBase.CF_IsLoaded |
— | CF ✂ |
MissionBase.CreateScriptedMenu |
— | VanillaPlusPlusMap |
MissionServer.InvokeOnDisconnect |
T3 | CF |
MissionServer.OnClientDisconnectedEvent |
T3 | CF |
MissionServer.OnClientNewEvent |
T3 | CF |
MissionServer.OnClientPrepareEvent |
— | CF |
MissionServer.OnClientReadyEvent |
T3 | CF |
MissionServer.OnClientReconnectEvent |
T3 | CF |
MissionServer.OnClientRespawnEvent |
T3 | CF |
MissionServer.OnEvent |
— | CF |
MissionServer.OnMissionFinish |
T3 | CF |
MissionServer.OnMissionLoaded |
— | CF |
MissionServer.OnMissionStart |
T3 | CF |
MissionServer.OnUpdate |
T0 | CF |
MissionServer.PlayerDisconnected |
T3 | CF |
ModItemRegisterCallbacks.CustomBoneRemapping |
— | CF |
ModItemRegisterCallbacks.RegisterArcheryItem |
— | CF |
ModItemRegisterCallbacks.RegisterCustom |
— | CF |
ModItemRegisterCallbacks.RegisterEmptyHanded |
— | CF |
ModItemRegisterCallbacks.RegisterFireArms |
— | CF |
ModItemRegisterCallbacks.RegisterLauncher |
— | CF |
ModItemRegisterCallbacks.RegisterOneHanded |
— | 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 ✂ |
MotorbikeScript.OnStoreLoad |
T3 | CF |
MotorbikeScript.OnStoreSave |
T3 | CF |
NotificationRuntimeData.GetIcon |
— | CF ✂ |
NotificationRuntimeData.GetTitleText |
— | CF ✂ |
NotificationUI.AddNotification |
— | CF |
NotificationUI.RemoveNotification |
— | CF |
NotificationUI.UpdateTargetHeight |
— | CF |
PlayerBase.CheckDeath |
— | Ear-Plugs |
PlayerBase.OnCommandUnconsciousFinish |
— | Ear-Plugs |
PlayerBase.OnCommandUnconsciousStart |
— | Ear-Plugs |
PlayerBase.OnSelectPlayer |
— | CF |
PlayerBase.OnStoreLoadLifespan |
— | CF (cond) |
PluginManager.Init |
— | Code Lock |
PluginRecipesManager.RegisterRecipies |
— | Building Fortifications |
SledgeHammer.SetActions |
T2 | Building Fortifications |
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 |
ZombieBase.OnStoreLoad |
T3 | CF |
ZombieBase.OnStoreSave |
T3 | CF |
13 methods on client-only classes are not shown: a dedicated server never runs them.
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.