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Phase 3: The Nexus Uplink & System Safety

  • Writer: Jay
    Jay
  • Apr 29
  • 2 min read

Unified Changelog Phase 3:

The Nexus Uplink & System Safety (Latest Build: April 29, 2026)


This phase added all cloud-based intelligence, deep-dependency mapping, and critical safety/maintenance tools.


New Features: Cloud & Metadata (NexusManager.tsx, ArchitectHub.tsx)

  • Cloud Directive Management (The Nexus): Implemented the full UI for viewing, injecting, and purging global conflict directives from the logical_conflicts cloud table.

    • Allows adding new conflict rules, defining Tier 4 (FATAL) or Tier 3 (TUNING) severity ranks.

  • Mass Ingestion Protocol: Added the ability to bulk-upload local, unverified mod signatures (DNA Hash) to the cloud network for official identity assignment (massIngestToCloud).

  • Advanced Relationship Mapping: Implemented core functions for linking mods in the cloud database:

    • designateTwin: Permanently links related files (e.g., a .package and a required script).

    • establishBond: Defines an artifact as a dependency or an addon to a parent mod.

    • establishFlavors: Groups multiple competing versions of a mod ("flavors") so they can be managed as a single conflict group.

  • Custom Content Registry (CCRegistry): Added a registry tool for viewing and editing metadata (author, name, image URL) for Custom Content items in the mods cloud table.


New Features: Time Capsule & Lab (App.tsx, Rust Handlers)

  • Full Backup System: Introduced comprehensive archival tools using Zstd compression:

    • backup_universe: Archives your game's World State (Saves and Tray folders).

    • backup_engine_full: Archives core game files (Bin, Data, Delta).

    • restore_game_data: Restores archives to the target directories.

  • Backup Management: Functions to list, rename, and delete existing backups (get_backups, delete_backup, rename_backup).

  • Mod Lab Queue (Diagnostics): Added a workflow for testing mods in isolation (executeHotSwap).

    • Automatically isolates the active Mods folder (evacuate_to_shelter).

    • Launches the game and starts scanning logs (scan_game_logs) for fatal errors.

    • Concludes the test, marks the mod as VERIFIED or BROKEN in the cloud, and restores the bunker (repopulate_from_shelter).

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