Phase 2: Conflict Radar & Playset Architect
- 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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