Cache and Recompilation
Nx86 compiles game code to native x86_64 before launch. When a mod is installed, it uses the mod's declared cache.impact to decide how much of that output is still valid.
RomFS-only mods replace assets without touching the executable: no recompilation needed. ExeFS mods patch the executable and need at least a partial rebuild; always set build_id accurately for those. Partial rebuilds only invalidate the affected compiled blocks and require partial_recompile_supported = true in the manifest. If Nx86 cannot prove the affected set is bounded, it falls back to a full rebuild.
Nx86 will not launch with stale compiled output. If the cache does not match the active mod set, it blocks until the rebuild finishes.
Labels
| Label | Meaning |
|---|---|
| No rebuild needed | Cache is still valid. Launch is immediate. |
| Runtime-only | Applied at runtime. No cache changes. |
| Asset cache update | Asset indexes refresh. No native recompile. |
| Partial native rebuild | A subset of compiled blocks is rebuilt. |
| Full profile rebuild | All compiled output is rebuilt from scratch. |
| Unsupported | Cannot be applied with the current Nx86 version. |
| Broken | Declared metadata does not match package contents. |
| Blocked | Safety check failed or trust not granted. |