← modperf

Stack composer

Started from lons server: the 26 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 CF
  2. 2 AgricultureCore
  3. 3 InventoryInCar
  4. 4 RepaireRadiator not analyzed
  5. 5 WL_Collection_of_models not analyzed
  6. 6 Airdrop-Upgraded
  7. 7 WindstridesClothingPack
  8. 8 4KBOSSKVehicles not analyzed
  9. 9 MegaFoodPack
  10. 10 PristineRepair
  11. 11 VVN_Old_refrigerator not analyzed
  12. 12 Gas-Pump-Refueling
  13. 13 Trader
  14. 14 DinkyItemsPlus
  15. 15 InventoryPlusPlus
  16. 16 RaG_Vehicle_Pack
  17. 17 VanillaPlusPlusMap
  18. 18 MiniMap
  19. 19 FZ_Psy_Veh_Flip not analyzed
  20. 20 Free_Pack_Knife not analyzed
  21. 21 Server_Information_Panel
  22. 22 LootManagerPlus not analyzed
  23. 23 CannabisPlus
  24. 24 Katana not analyzed
  25. 25 DrugsPLUS
  26. 26 DayZ-Dog
Edit as text

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

8 of 26 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
None

Across 23 server-side methods hooked by two or more mods.

Structural load
0.16% of a frame at 100 players

1.558 ms per second, all 18 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.

MissionServer.OnUpdate
every server frame
Server_Information_Panel then Trader then CF then vanilla
PlayerBase.EEItemAttached
every inventory move
DayZ-Dog then WindstridesClothingPack then vanilla
PlayerBase.SetActions
per event
DayZ-Dog then RaG_Vehicle_Pack then Trader then WindstridesClothingPack then vanilla
ActionCarDoors.ActionCondition
per event
RaG_Vehicle_Pack sometimes stops here then Trader sometimes stops here 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.

Server_Information_Panel
DayZPlayerImplement.CommandHandler
about 30× per player per second
Per-player, per-frame hook warning
ServerPanel.pbo::Scripts\4_World\ServerPanel\dayzplayerimplement.c:6

Everything else#

All 23 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 → AgricultureCore → WindstridesClothingPack → Gas-Pump-Refueling → Trader → RaG_Vehicle_Pack → CannabisPlus → DrugsPLUS → DayZ-Dog
ModItemRegisterCallbacks.RegisterOneHanded — vanilla → CF → WindstridesClothingPack → MegaFoodPack → Trader → CannabisPlus → DrugsPLUS
MissionServer.OnInit T3 vanilla → CF → AgricultureCore → Trader → CannabisPlus → DrugsPLUS
ModItemRegisterCallbacks.RegisterHeavy — vanilla → CF → AgricultureCore → RaG_Vehicle_Pack → CannabisPlus → DayZ-Dog
PluginRecipesManager.RegisterRecipies — vanilla → AgricultureCore → RaG_Vehicle_Pack → CannabisPlus → DrugsPLUS → DayZ-Dog
MissionBase.CreateScriptedMenu — vanilla → Trader → VanillaPlusPlusMap → Server_Information_Panel → DayZ-Dog
PlayerBase.SetActions T2 vanilla → WindstridesClothingPack → Trader → RaG_Vehicle_Pack → DayZ-Dog
MissionServer.OnUpdate T0 vanilla → CF → Trader → Server_Information_Panel
ModItemRegisterCallbacks.RegisterTwoHanded — vanilla → CF → WindstridesClothingPack → DayZ-Dog
PlayerBase.EEKilled T3 vanilla → AgricultureCore → CannabisPlus → DrugsPLUS
PlayerBase.Init — vanilla → AgricultureCore → DrugsPLUS → DayZ-Dog
ActionCarDoors.ActionCondition T2 vanilla → Trader (cond) → RaG_Vehicle_Pack (cond)
CarScript.OnStoreLoad T3 vanilla → CF → Trader
CarScript.OnStoreSave T3 vanilla → CF → Trader
MissionServer.InvokeOnConnect T3 vanilla → CF → Trader
MissionServer.OnMissionFinish T3 vanilla → CF → DayZ-Dog
MissionServer.PlayerDisconnected T3 vanilla → CF → DayZ-Dog
PlantBase.Init — vanilla → AgricultureCore (cond) → CannabisPlus
PlayerBase.AC_HasAnyPPEActive — vanilla → CannabisPlus → DrugsPLUS
PlayerBase.CanBeTargetedByAI — vanilla → Trader (cond) → DayZ-Dog (cond)
PlayerBase.EEItemAttached T2 vanilla → WindstridesClothingPack → DayZ-Dog
PluginManager.Init — vanilla → Trader → MiniMap
SeedPackBase.EmptySeedPack — vanilla → CannabisPlus (cond) → DrugsPLUS (cond)
196 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
ActionBurnSewTarget.ActionCondition T2 Trader (cond)
ActionCarDoorsOutside.ActionCondition T2 Trader (cond)
ActionCheckPulse.ActionCondition T2 Trader (cond)
ActionCheckPulseTarget.ActionCondition T2 Trader
ActionCollectBloodTarget.ActionCondition T2 Trader (cond)
ActionDefibrilateTarget.ActionCondition T2 Trader (cond)
ActionDeployObject.ActionCondition T2 Trader (cond)
ActionDeployObject.OnEndServer — CannabisPlus (cond)
ActionDetach.ActionCondition T2 Trader (cond)
ActionDisinfectTarget.ActionCondition T2 Trader (cond)
ActionDrink.CreateConditionComponents — DrugsPLUS ✂
ActionDrink.GetText — DrugsPLUS ✂
ActionDrink.OnEndClient — DrugsPLUS
ActionDrink.OnEndServer — DrugsPLUS
ActionDrink.OnExecuteClient — DrugsPLUS
ActionDrink.OnStartServer — DrugsPLUS
ActionForceConsume.ActionCondition T2 Trader (cond)
ActionForceConsumeSingle.ActionCondition T2 Trader (cond)
ActionForceFeedCan.ActionCondition T2 Trader (cond)
ActionGetInTransport.OnEndServer — DayZ-Dog
ActionGetOutTransport.ActionCondition T2 RaG_Vehicle_Pack (cond)
ActionGetOutTransport.OnEndServer — DayZ-Dog
ActionGiveBloodTarget.ActionCondition T2 Trader (cond)
ActionGiveSalineTarget.ActionCondition T2 Trader (cond)
ActionHarvestCrops.OnExecuteClient — AgricultureCore (cond)
ActionHarvestCrops.OnExecuteServer — AgricultureCore (cond)
ActionInjectTarget.ActionCondition T2 Trader (cond)
ActionLockDoors.ActionCondition T2 Trader (cond)
ActionManagerBase.ActionPossibilityCheck — DayZ-Dog (cond)
ActionPlaceObject.ActionCondition T2 CannabisPlus (cond)
ActionRestrainSelf.ActionCondition T2 Trader (cond)
ActionRestrainTarget.ActionCondition T2 Trader (cond)
ActionSewTarget.ActionCondition T2 Trader (cond)
ActionSkinning.OnFinishProgressServer — WindstridesClothingPack
ActionTogglePlaceObject.ActionCondition T2 CannabisPlus (cond)
ActionUnpin.ActionCondition T2 Trader (cond)
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 ✂
AnimalBase.CanBeTargetedByAI — DayZ-Dog (cond)
AnimalBase.EEKilled T3 DayZ-Dog
AnimalBase.OnStoreLoad T3 CF
AnimalBase.OnStoreSave T3 CF
AreaExposureMdfr.OnTick — Trader (cond)
AttachmentCategoriesRow.DoubleClick — DayZ-Dog (cond)
AttachmentCategoriesRow.RefreshSlot — DayZ-Dog
AttachmentsOutOfReach.IsAttachmentReachable — RaG_Vehicle_Pack (cond)
BandageDressing.SetActions T2 DayZ-Dog
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_Vehicle_Pack (cond)
Barrel_ColorBase.SetActions T2 RaG_Vehicle_Pack
BoatScript.OnEngineStart — Trader
BoatScript.OnStoreLoad T3 CF
BoatScript.OnStoreSave T3 CF
BuildingBase.OnStoreLoad T3 CF
BuildingBase.OnStoreSave T3 CF
CAContinuousFertilizeGardenSlot.Setup — AgricultureCore
CamoNet.SetActions T2 RaG_Vehicle_Pack
CanisterGasoline.SetActions T2 RaG_Vehicle_Pack
CarScript.CanBeTargetedByAI — DayZ-Dog (cond)
CarScript.CanDisplayAttachmentCategory — Trader
CarScript.CanDisplayAttachmentSlot T2 Trader
CarScript.OnEngineStart — Trader
CarScript.SetActions T2 Gas-Pump-Refueling
CigarettePack_Chernamorka.SetActions T2 DrugsPLUS
CigarettePack_Merkur.SetActions T2 DrugsPLUS
CigarettePack_Partyzanka.SetActions T2 DrugsPLUS
ContaminatedArea_Local.DeferredInit — Trader (cond)
CreditsLoader.GetData — CF ✂
DayZAnimalCommandAttackModdable.PreAnimUpdate — DayZ-Dog (cond)
DayZAnimalCommandMoveModdable.PreAnimUpdate — DayZ-Dog
DayZGame.DeferredInit — CF
DayZGame.FirearmEffects — Trader (cond)
DayZGame.OnEvent — CF
DayZGame.OnRPC T2 CF (cond)
DayZGame.OnUpdate T0 CF
DayZPlayerImplement.CommandHandler T1 Server_Information_Panel
DayZPlayerImplement.ModCommandHandlerAfter — DayZ-Dog
DayZPlayerImplement.OnRPC T2 Trader
DayZPlayerImplement.OnStoreLoad T3 CF
DayZPlayerImplement.OnStoreSave T3 CF
DayZPlayerImplementThrowing.HandleThrowing — DayZ-Dog
DayZPlayerMeleeFightLogic_LightHeavy.HandleFightLogic — Trader (cond)
EmoteManager.OnEmoteEnd — DayZ-Dog
EmoteManager.PlayEmote — DayZ-Dog
EmoteManager.Update — DayZ-Dog
FirstAidKit.SetActions T2 RaG_Vehicle_Pack
Grenade_Base.InitiateExplosion — Trader (cond)
Grenade_ChemGas.OnExplode — Trader (cond)
HelicopterScript.OnStoreLoad T3 CF
HelicopterScript.OnStoreSave T3 CF
Hologram.EvaluateCollision — DayZ-Dog (cond)
Hologram.ProjectionBasedOnParent — DayZ-Dog (cond)
IntroSceneCharacter.CharacterLoad — DayZ-Dog
ItemBase.EEItemLocationChanged T2 DayZ-Dog
ItemBase.OnStoreLoad T3 CF
ItemBase.OnStoreSave T3 CF
JMAnimRegister.RegisterOneHanded — DrugsPLUS
KeybindingElement.Reload — CF
MaskBase.CanPutAsAttachment — WindstridesClothingPack
MissionBase.CF_IsLoaded — CF ✂
MissionServer.HandleBody — Trader
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.OnMissionLoaded — CF
MissionServer.OnMissionStart T3 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 ✂
MotorbikeScript.OnStoreLoad T3 CF
MotorbikeScript.OnStoreSave T3 CF
NotificationRuntimeData.GetIcon — CF ✂
NotificationRuntimeData.GetTitleText — CF ✂
NotificationUI.AddNotification — CF
NotificationUI.RemoveNotification — CF
NotificationUI.UpdateTargetHeight — CF
PersonalRadio.SetActions T2 RaG_Vehicle_Pack
Pistol_Base.GetInventoryHandAnimation — WindstridesClothingPack (cond)
PlantBase.Harvest — AgricultureCore (cond)
PlantBase.OnItemHarvested — CannabisPlus ✂
PlantBase.OnStoreLoad T3 AgricultureCore
PlantBase.OnStoreSave T3 AgricultureCore
PlantBase.RemovePlantEx — AgricultureCore ✂
PlayerBase.CanDropEntity T2 DayZ-Dog (cond)
PlayerBase.CanJump — DayZ-Dog (cond)
PlayerBase.CanReceiveAttachment T2 DayZ-Dog (cond)
PlayerBase.CanReceiveItemIntoHands T2 InventoryInCar (cond)
PlayerBase.EEHitBy T2 DayZ-Dog
PlayerBase.EEItemDetached T2 WindstridesClothingPack
PlayerBase.EOnContact — DayZ-Dog
PlayerBase.Expansion_IsInSafeZone — Trader (cond)
PlayerBase.OnCommandDeathStart — DayZ-Dog
PlayerBase.OnCommandVehicleFinish — InventoryInCar
PlayerBase.OnCommandVehicleStart — InventoryInCar
PlayerBase.OnConnect — DayZ-Dog
PlayerBase.OnDisconnect — DayZ-Dog
PlayerBase.OnPlayerLoaded — AgricultureCore
PlayerBase.OnSelectPlayer — CF
PlayerBase.OnStoreLoadLifespan — CF (cond)
PlayerBase.OnVariablesSynchronized T2 DayZ-Dog
PlayerBase.SetSuicide — Trader
PlayerContainer.DoubleClick — DayZ-Dog (cond)
PlayerContainer.ItemAttached — DayZ-Dog (cond)
PlayerContainer.MouseClick — DayZ-Dog (cond)
PluginRecipesManagerBase.RegisterRecipies — WindstridesClothingPack
PluginRepairing.CalculateHealth — PristineRepair ✂
PluginRepairing.CanRepair — PristineRepair ✂
PluginRepairing.Repair — PristineRepair ✂
PluginTransmissionAgents.InjectAgentsWithPlayer — Trader (cond)
PluginTransmissionAgents.InjectAgentsWithPlayerCount — Trader (cond)
PsilocybeMushroom.SetActions T2 DrugsPLUS
Rag.SetActions T2 DayZ-Dog
SeaChest.SetActions T2 RaG_Vehicle_Pack
Shovel.SetActions T2 RaG_Vehicle_Pack
TrapBase.StartActivate — Trader (cond)
VONManagerImplementation.HandleInput — Trader (cond)
VONManagerImplementation.SetInSafeZone — Trader ✂
WeaponManager.CanFire — Trader (cond)
WoodAxe.SetActions T2 RaG_Vehicle_Pack
WoodenCrate.SetActions T2 RaG_Vehicle_Pack
ZombieBase.CanBeTargetedByAI — DayZ-Dog (cond)
ZombieBase.EEHitBy T2 DayZ-Dog
ZombieBase.OnStoreLoad T3 CF
ZombieBase.OnStoreSave T3 CF

14 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.