156 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			156 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
Hello claude
 | 
						|
I come to you today with a bit of a brain teaser
 | 
						|
I'm wanting to cook up a mod manager for the game rimworld (please print no code, this is a thought experiment)
 | 
						|
Mods in rimworld can have several type of dependencies between them (2 really) and the game loads mods sequentially
 | 
						|
Some mods REQUIRE other mods to be loaded first
 | 
						|
And some WOULD LIKE other mods to be loadewd first
 | 
						|
 | 
						|
In other words some mods have strong dependencies and some have soft dependencies
 | 
						|
So in my to be mod manager all I'd have to do is create a list of mods
 | 
						|
Then shuffle them around such that these requirements are satisfied
 | 
						|
What is the best way of doing this?
 | 
						|
Hopefully something O(n)
 | 
						|
I can't think of a recipe that's better than O(n^2)
 | 
						|
 | 
						|
Secondly, and more importantly, sometimes you realize your game is fucked
 | 
						|
Some of the mods butchered it
 | 
						|
Loading the game with many mods enabled can take a very long time (>40 minutes!)
 | 
						|
So we have a problem:
 | 
						|
We have 500 mods
 | 
						|
One of them is causing issues
 | 
						|
We need to find out which one it is before the heat death of the universe
 | 
						|
 | 
						|
One somewhat decent approach is the classic git bisect
 | 
						|
Disable half and restart
 | 
						|
Disable the remaining half and restart
 | 
						|
We find our troublemaker in O(log n)
 | 
						|
Great!
 | 
						|
 | 
						|
But the problem is that loading 250 mods might take 25 min...
 | 
						|
125 12 min
 | 
						|
So if we did bisect we'd be loading for:
 | 
						|
25 + 12 + 6 +3 + some small number
 | 
						|
A total of say 40 min
 | 
						|
 | 
						|
But if we're clever and load only say 50 mods at a time which would take 5 min per pop we could do it in at most 10 iterations
 | 
						|
A little bit worse, 50 min
 | 
						|
But on average we would find it faster
 | 
						|
 | 
						|
Say we find the troublemaker in 3 iterations
 | 
						|
That's 15 min for method B and 35 for A!!
 | 
						|
 | 
						|
But.... How would we do that?
 | 
						|
Remembering to
 | 
						|
A) respect the innerdependencies
 | 
						|
B) which ones we've already tried and which we have not
 | 
						|
 | 
						|
---
 | 
						|
 | 
						|
Hello! These are fascinating problems related to mod management for RimWorld. Let's think through both issues carefully.
 | 
						|
 | 
						|
## Problem 1: Sorting Mods Based on Dependencies
 | 
						|
 | 
						|
For sorting mods with both strong and soft dependencies, what you're describing is essentially a topological sort with preference constraints. Here's how I'd approach it:
 | 
						|
 | 
						|
1. First, build a directed graph representing the strong dependencies (requires)
 | 
						|
2. Perform a topological sort on this graph, which gives us a valid loading order
 | 
						|
3. Then try to respect soft dependencies where possible without breaking the topological order
 | 
						|
 | 
						|
The standard topological sort using depth-first search is O(V + E) where V is the number of mods and E is the number of dependencies. This is effectively O(n) if the number of dependencies per mod is bounded.
 | 
						|
 | 
						|
You could implement this with:
 | 
						|
 | 
						|
- A modified DFS-based topological sort
 | 
						|
- Kahn's algorithm (which works by repeatedly removing nodes with no incoming edges)
 | 
						|
 | 
						|
After getting a valid order from strong dependencies, you could make a second pass to try to satisfy soft dependencies by moving mods earlier where possible without violating the core ordering.
 | 
						|
 | 
						|
## Problem 2: Finding the Problematic Mod
 | 
						|
 | 
						|
This is where it gets interesting! You've identified the trade-off between binary search (which is O(log n) in iterations but has high per-iteration cost) and linear search with smaller batches.
 | 
						|
 | 
						|
Here's how I'd approach this:
 | 
						|
 | 
						|
1. **Dependency-Aware Testing Groups**: Create testing batches that respect dependencies
 | 
						|
2. **Tracking System**: Keep track of which mods have been tested in working configurations vs. untested
 | 
						|
3. **Progressive Elimination**: Build a "definitely working" set and a "potentially problematic" set
 | 
						|
 | 
						|
The algorithm might look like:
 | 
						|
 | 
						|
1. Start with a baseline of essential/core mods that you know work
 | 
						|
2. Add small batches of untested mods (maybe 30-50) that form a valid dependency chain
 | 
						|
3. If the batch works, move all those mods to the "confirmed working" list
 | 
						|
4. If the batch fails, you have a small enough set to bisect quickly
 | 
						|
5. Continue adding new batches of untested mods to your working set
 | 
						|
 | 
						|
This approach:
 | 
						|
 | 
						|
- Keeps loading times reasonable (5-6 minutes per test)
 | 
						|
- Allows you to gradually expand your working set
 | 
						|
- Quickly isolates problems to manageable groups
 | 
						|
- Respects all dependencies
 | 
						|
 | 
						|
To track your progress, you would need:
 | 
						|
 | 
						|
- A set of confirmed working mods
 | 
						|
- A set of untested mods
 | 
						|
- A set of mods currently being tested
 | 
						|
- A record of all dependency relationships
 | 
						|
 | 
						|
The final touch would be a smart selection algorithm that picks the next batch of mods to test based on:
 | 
						|
 | 
						|
1. Dependency relationships (all required mods must be in the confirmed set)
 | 
						|
2. Maximizing coverage of popular or important mods first
 | 
						|
3. Potentially grouping mods by author or category to detect related issues
 | 
						|
 | 
						|
Would you like me to explore either approach in more detail?
 | 
						|
 | 
						|
---
 | 
						|
 | 
						|
Good idea
 | 
						|
I could sort the mods by size
 | 
						|
Mods doing more things are more likely to be cooked
 | 
						|
 | 
						|
Ideally it would be by popularity
 | 
						|
Popular mods are unlikely to be cooked
 | 
						|
But I don't have this data so we cannot conjure it
 | 
						|
 | 
						|
So I would take our N mods, sort them by size, load first M along with their dependencies...
 | 
						|
Then load next M until we find a troubled set...
 | 
						|
 | 
						|
---
 | 
						|
 | 
						|
That's a smart approach! Sorting by size is a good heuristic since larger mods typically make more changes to the game and thus have more opportunities to create conflicts.
 | 
						|
 | 
						|
Here's how this could work:
 | 
						|
 | 
						|
1. Sort all mods by file size (largest to smallest)
 | 
						|
2. Create batches of M mods, but when adding a mod to a batch, also include all its dependencies
 | 
						|
3. Test these batches in order
 | 
						|
 | 
						|
The process might look like:
 | 
						|
 | 
						|
- Start with your baseline (core game, essential mods known to work)
 | 
						|
- Take the first M largest mods that aren't in the baseline
 | 
						|
- Add all their dependencies to this test group
 | 
						|
- If this group works, mark them all as "confirmed working" and move to the next batch
 | 
						|
- If this group fails, you've found your problematic set and can bisect within it
 | 
						|
 | 
						|
One refinement: when you find a problematic batch, you could prioritize testing the largest mods within that batch first, since they're more likely to be the culprit.
 | 
						|
 | 
						|
For tracking purposes, you'd maintain:
 | 
						|
 | 
						|
- Working set (confirmed good mods)
 | 
						|
- Problem batch (when found)
 | 
						|
- Untested remainder
 | 
						|
- Dependency graph
 | 
						|
 | 
						|
This approach balances:
 | 
						|
 | 
						|
- Testing efficiency (reasonable load times)
 | 
						|
- Problem detection (targeting likely culprits first)
 | 
						|
- Dependency integrity (always loading required mods)
 | 
						|
 | 
						|
If you find that certain types of mods tend to cause problems more often (like texture replacers, AI overhauls, etc.), you could further refine by categorizing mods and prioritizing suspicious categories.
 | 
						|
 | 
						|
Does this approach align with what you were thinking? |