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Phase 2: Conflict Radar & Playset Architect

  • Writer: Jay
    Jay
  • Apr 25
  • 1 min read

Unified Changelog Phase 2:

Conflict Radar & Playset Architect (Mid-Build: April 24, 2026)

This phase introduced core conflict detection logic and the management system for custom mod groups (Blueprints).


New Features: Conflict Resolution (DbpfScout.tsx, Rust Handlers)

  • Deep Conflict Radar: Implemented a low-level binary scanner (run_conflict_radar) to physically analyze .package files for overlapping internal resource keys (TGI).

  • Includes logic fixes for reading DBPF headers and index flags.

  • Severity Ranking: Conflicts are automatically ranked based on resource type:

    • Rank 4 (Fatal) for Python Scripts

    • Rank 3 (Tuning) for XML/SimData overlaps.


Conflict Resolution Tools:

  • set_mod_override: Added the ability to force a mod to win a Tuning conflict by moving it to the !Overrides folder, forcing the game to load it first.

  • Ghost Conflict Detection: The Conflict Radar UI now fetches pre-identified cloud "logical conflicts" and displays them alongside local file clashes.

  • Single File Vaulting: Added a function (move_to_vault) to move any single mod file from the active Mods folder into the Vault for quick quarantine.


New Features: Blueprint Management (BlueprintArchitect.tsx)

  • Playset Deployment (Blueprints): Implemented a clean deployment process (deploy_playset_bulk) that cleans the active Mods folder, generates a fresh Resource.cfg, and projects the selected mod files back into the game directory.

  • Smart Playset Logic (toggleInActiveSet): Introduced complex rules for managing mod sets:

    • Dependency Resolution: Automatically adds required supporting files.

    • Flavor Swapping: Automatically unequips a competing flavor when a new flavor is selected.

    • Family Grouping: Equips all related pieces of a CC set or twin files simultaneously.


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