01 // Mantis — Conflict Merger · Beta
STOP FIXING
PROBLEMS YOU
DON'T HAVE.
A folder full of files is not the same thing as a running server. Mantis reads your server.cfg and knows what your server actually starts — so it only shows you what your players can really hit, and names what is overriding what.
Not a mock-up. A real scan of a real server, 2 August 2026 — 23 conflicts on disk, one that could actually happen in game.
Mantis, the conflict merger. Detect, compare, resolve — find the conflict, preserve the build.
Load-order resolution
Mantis reads your server.cfg the way the server does — ensure, start, stop, category folders and exec chains — and works out which resources genuinely load. Anything that never starts is excluded before a single file is compared, because a resource that does not run cannot conflict with anything.
# ensure old_map_pack ← never loadedConflict diagnosis from an in-game mark
Type /mantismark where the problem is — a door that will not open, a wall that is not rendering — and Mantis resolves that coordinate back to the resource responsible for it. Knowing which of your map packs to suspect is the hard part of this job, and it is the part Mantis does for you.
/mantismark → the door is owned by gabz_pillboxAdditive merge — .ymap and .ybn
Where two resources each add content to the same part of the world, the usual remedy is to remove one of them. Mantis merges the map and collision files instead, so both sets of work are kept: a bank heist and a casino editing the same building, rather than one of them deleted. Where something has to be moved for that to work, or where the merge leaves a gap you could walk through, it tells you before it writes anything — and gives you the coordinates to go and check.
hei_hw1_02_strm_1.ymap ← bank + casino, mergedOverride resolution
When two resources ship a file under the same name, the engine keeps exactly one and tells you nothing. Mantis reports which copy is live on your server today, which one is being shadowed, and precisely what changes if you alter the order.
now: map-postalmap-streetname → after: qb-hudCollision repair
Restores collision where a resource left none — the gaps players drop through. Mark the volume in-game with the arrow keys, and Mantis builds a static .ybn to those measurements, verifies it round-trip, and refuses to ship a file that fails verification.
W 2.12 · H 2.90 · T 0.51 → zlab_seal_1.ybnNO COLLISION.
BUILD IT BY EYE.
No prop hunting, no Blender, no reading coordinates out of a log. You stand in the gap and size the volume by eye, and what you shape is exactly what gets built and verified.
- 01
/mantisholeStand where the collision is missing and mark it. A bounding box appears at your feet.
- 02
Arrows · Shift · CtrlSize the volume until it covers the gap. Dimensions update on screen as you work.
- 03
EnterCommit it. The measurements travel with the mark.
- 04
Import + SealMantis builds the .ybn to those dimensions, verifies it, and deploys it to your server.
FIND THE REAL PROBLEM.
KEEP THE FIX.
$15$20once · yours forever
Beta price: 25% off for a limited time, taken off at checkout.
Tax is added at checkout where it applies.
One payment, yours forever. Every fix lands in a resource you own, with a backup of every file it touched. No subscription, no credits, no queue.
Your download link and licence key arrive by email, normally within 24 hours. The key is yours to keep.


