# Modpack Conflict Radar
Modpacks break quietly.
Two mods ship the same loot table. Two mods define the same recipe. One mod sets
`"replace": true` on a tag and drops every entry the others added. Minecraft keeps
one version and says **nothing** - no error, no warning, not a line in the log.
You notice weeks later, when an ore stops dropping or a structure never spawns.
Then you spend an evening bisecting a 300-mod list.
Conflict Radar reads **every** candidate for **every** resource at load time - not
just the winner - and writes down who lost.
## What it finds
**Tag wipes.** A mod declares `"replace": true` and silently deletes the tag entries
other mods contributed. The radar names every single entry that vanished.
> Real find, in a pack of 40 popular mods: with Towns & Towers, Biomes O' Plenty and
> Terralith together, six BOP biomes - prairie, dryland, grassland, snowy coniferous
> forest, maple woods, tundra - end up with no pillager outpost at all. Not vanilla's,
> not Towns & Towers' own. Nobody built that; it falls out of combining three mods that
> are each correct on their own. Verified in game with `execute if biome`, not just read
> off a JSON file.
*(A replacer that only drops VANILLA entries is not reported: redefining a vanilla tag is what
`replace` is for, and flagging it would send you chasing bugs that aren't there. Only another
mod's losses are flagged, because that mod is absent from the replacer's file and never finds
out.)*
**Recipe collisions.** Two recipes take the same ingredients and produce different
results. The game picks one and never mentions the other. Load order does **not** fix
this - and the radar says so instead of pretending it does.
> Real find, ordinary pack: Quark and Supplementaries both craft gold bars from gold
> ingots. Mekanism and Quark both compress charcoal. Farmer's Delight and Quark both
> make carrot crates.
**Sound wipes.** `"replace": true` on a single sound event silences what every earlier
pack registered for it.
**Silent overrides.** One mod quietly beats another to a loot table, an advancement, a
worldgen file.
**Whatever a mod invents.** The directories to scan are read from the live registries,
so custom data types are covered without the radar ever having heard of them.
## What it does NOT do
It does not report the harmless cases. Tags and language files are *merged* by the game
- several mods contributing to one is normal, not a conflict, and flagging those would
bury the real findings in noise. A mod that replaces a tag and puts every foreign entry
back is not reported either. Only what is **actually lost** gets named.
## How to use it
Drop it in, start the game. A plain-text report lands in your game folder:
- `conflict-radar-data.txt` - server side (recipes, loot, tags, worldgen)
- `conflict-radar-assets.txt` - client side (models, textures, sounds)
Where load order can resolve a conflict, the report prints the exact `config/fml.toml`
line that does it. Where it cannot, it tells you the truth instead of a fake fix.
## Notes
- Client and server. Safe on either alone.
- No dependencies. No Mixins. Nothing patched.
- Scan cost: ~0.7 s on a 32-mod pack (28,000 resources, 60 packs). Startup only.
- MIT licensed.