The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!
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  • Supreme Commander 2 in FA

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    DeribusD
    @zhanghm18 Get more attention how? This mod ports Supcom 2 units/mechanics into Supcom 1. Seraphim weren't in Supcom 2
  • ACU Walk Animations – Adjustments as a Test Mod

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    @nomander Thank you for your feedback and for explaining your point. I just want to avoid any misunderstandings @all If anyone likes these animations or wants to create their own variations based on them, they are welcome to use the files freely. Everyone is free to use these as a starting point for their own work.
  • Lobby modification - Minigames and hide not in-use lobby options

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    @HotCheeseInRear said: This is fantastic. And opens the door to all types of lobby skins and QOL features. Is this supported/Ban safe? Yes, i confirmed this beforehand. Its essentially the same thing as modding your faf game. As long as its not malicious, it is OK. Also the only reason I was allowed to post this (because this does include an exe), is because I also posted the source code for it. But TLDR, you can use the wrapper to make your own lobby "mods". This is very usable, as it adds something vital to the lobby: removing lobby options from sim mods that are not in use, and for fun my minigames. But at the same time its also an example on how to do it yourself Edit: Do keep in mind what i said in my original post though; i am not actually touching the lobbycode itself, thats why this is "safe" to use without causing problems (Like if you want to have an option that locks specific players to specific slots, but randomize the rest idk if its possible. Maybe, havent tested it and am not planning on adding it atm).
  • Mechdivers Project

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    Hello everyone, this time I want to give you some Informations about the new Faction, which is coming soon into Early Access in this Mod. Mechdivers: The Brood of the Claws (Wave 1) [image: 1793959733783-use-ai-image-oct-31-2026-12_22_15.png] What are the Terminids? The Terminids are an organic Alien Insect Faction, which spread themself with Spores across the Galaxy. Those Spores are usually created and transported by Behemoths. Behemoths are Large flying Bugs, which live in Space. Once the Spores are infecting a Planet they will create an Queen at first, which initially hides underground and then emerges to produce its brood and its nest. This Faction is inspired by the Terminids from the Game Helldivers 2 but comes with interesting Features, a different Design and more Species. As an Melee focused Faction they use Melee as thier Main Weapon usually for Ambush Tactics but some Species are coming with Acid and Plasma Weapons for Medium and Long Distance Combat. Some Terminids for example the Queen are able to lay Eggs or transforming into other units with the help of metamorphosis. [image: 1793959766508-screenshot-2026-11-06-085745.png] How will they coming into Mod? The Terminds will be gradually integrated into the mod. This means that you will initially have full access to Tech 1 at first, allowing you to get familiar with the basics of this Faction. All other tech tiers will be added as part of upcoming "faction updates." into the Mod. Are the Terminids similar like the Nomads in terms of the Integration? Of course not compared to the Nomads I keep the Terminids so simple as possible. (Similar like Draguns SCTA Factions) So they are not fully integrated into the Game but playable for Players and the AI [image: 1793959853004-screenshot-2026-11-06-093215.png] Will they be playable only in Vanilla or are FAF and Loud Supported as well? Since Mechdivers is designed to support all Gameversions of the Game the Terminids will be playable in Loud and FAF as well. The Faction will be selectable in the Faction Selection inside the Lobby if you want to play them in Vanilla and Loud. There will be an Mechdivers.scd File, which needs to be installed into the Gamedata Folder to etablish this for the Lobby to select and play the Faction. [image: 1793959922694-lobby.png] FAF doesn't support Custom Faction Selection outside of the Nomads sadly in the Lobby yet so FAF players will see the following Dialog if they start the Match: [image: 1793959935316-screenshot-2026-11-06-095601.png] So the player can chosse to Play as the Terminids or as the selected Faction from the Lobby. Once you press the specific Button the Commander will appear on the Map and you can play. How are the Terminids Models are created? All Models of this Faction are created with Meshy AI but the rest has been done by myself in Blender. I did some experiments in the past to create my own organic Models in Blender but in terms of the Model Quality the AI produces much better results and yes there are Low Poly. I think this gives them a more terrifying look. Therefore, I recommend that your commander pack a fly swatter. [image: 1793959967429-screenshot-2026-11-06-100226.png] Do the Terminids also have access to naval units? Compared to thier Helldivers 2 Version the Terminids in Mechdivers have access to Naval. The unit design is primarily based on prehistoric sea scorpions and modern-day aquatic insects. [image: 1793959989890-screenshot-2026-11-06-090408.png] [image: 1793959997697-screenshot-2026-11-06-101409.png] When will the Terminids available in Early Access? The Early Access for Tech 1 of the Terminids will be launched in the upcoming Weeks. Currently I do the latest Tests and Balance Stuff for them. So make sure to Check out the Moddb Page or this Forum Post more often for the upcoming Early Access Announcement. Each Unit of the Terminids will also been introduced in the Screenshot Gallery of this Mod on Moddb and here soon. Are there any Plans to port the Terminids over to Sanctuary: Shattered Sun in the future? Yes Mechdivers will be ported over to Sanctuary as an Addon for Coreys Scom Mod. So the Terminids will join the roster of new Playable Factions in that Game too. But this will be done after the Release of the Game. Do you need any Support for the Terminids? What I need are new Sounds for them, because the ones in the Game itself doesn't fit them so much. Unfortunately, I have no experience when it comes to the creation of new sounds for the game. So I can't do it by myself and it would be big help if someone can do this. Map and Mission Creators for an Campaign of this new Faction would also be great. Next to for the Helldivers inspired missions for the planned Game Mode Submod in the future. The current Animations of the Terminids are good but can always be better so Animators with the Experience of the Creation of Animations for Organic Models are welcome too. If you have any Suggestions for new Terminide Units or Features, which should join their roster let me know. Anyway that is all for now. Hope you like it what you see. So stay tuned for the upcoming launch of the Early Access for them. Best regards CDRMV and from the Team
  • Template Workshop Tool

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    SaverS
    Great work. Thanks for that, and please keep dodging the big bad bus
  • Looking for BlackOps/ BrewLan Use Approval

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  • DDDX RPG survival (map and mod)

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    What are the recommended system requirements for running this map?
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    DualGap AI v3 — a team command and a new Master bot Version 3 is now in the mod vault. Enable DualGap AI in the mod manager and pick a level in the lobby: AI: DualGap Easy / Normal / Hard / Expert / Master (or the AIx versions with extra resources). v2 made the bots work as a team. In v3 the team has a command, and every bot plays from scouting only. There is also a new top level, Master, that fights on the move. Difficulty levels Level Lobby rating What it means Easy 300 Slow reactions, no team commands, no ACU tricks Normal 500 Team commands with a rough estimate of the enemy, ACU tricks Hard 700 Nearly full speed, air sweeps, bomber follow-ups Expert 850 The full v2-style bot with the team command Master 1000 Expert + attack on the move and contact tactics The ratings are for Dual Gap's 20x20 and lower on other maps. They are my best guess so far, so tell me if they feel off. What's new in v3 Team command Each team has a general staff. It compares our forces with what we know of the enemy's, zone by zone: upper mid, lower mid, water, air. Then it sets attack / hold / defend for each zone. It remembers enemy forces that went out of sight and doesn't flip-flop. Land, air, naval and strategic commands turn that into jobs. The upper AIR backs the land with gunships, the lower AIR backs the navy with torpedo bombers. A mid that is winning helps the one that is losing. The strategic command picks which enemy game ender to kill first and drops plans that can't work (no nukes into 3+ anti-nukes). Plays from scouting only, on every level A unit's type is known only once it has been seen. Radar blips are just blips. Shields count as up unless they were seen down. Blind nukes only go at a base the team has actually scouted. Master: fighting like a player Units attack on the move: direct-fire units walk and shoot instead of stopping in front of the enemy. Artillery still stops, and structures still get attack-moved. Fleets strafe back and forth across their target. In contact, a wave compares everything of ours around it with what it sees, including weapon range, then picks a tactic: push through when much stronger; a concave arc in an even fight; kiting when its weapons outrange the enemy's; holding a fortified line and baiting the enemy onto it; splitting around an enemy land T4; pulling back when the fight is lost. Artillery and battleships stand off behind the tanks. Units standing still focus fire. Damaged T2/T3 units go back for repairs. The Mavor can hit a hidden ACU under water with splash. Land war Defence lines across the land mid: the base passes, a second line, the mid defensive points and the centre. Each GROUND holds one line, moves up when it is stronger and falls back when it is weaker, unless the line is fortified. The upper bases close their own passes with T2 point defences. When the army at the line is overwhelming, it goes all-in and clears the enemy bases of its group one by one. Experimentals never retreat with the wave. A Ythotha dying among the enemy is a bomb. Defence Every role defends its base under siege: point defences against land, TMD against ships and tactical missiles, torpedo launchers against ships. If a base is getting shelled by artillery, it puts shields over the spot that is being hit. If a base is wiped out, the hidden ACU comes out and rebuilds it. Artillery, nukes, satellites The enemy anti-nuke comes before mexes when the team has a nuke. No lone missiles go into anti-nuke cover. Artillery and Novax burn the engineers that keep rebuilding a game ender or anti-nuke. Finishing the game A beaten enemy whose ACU hides under water gets hunted right away. Torpedo bombers fly in groups along the river, and fleets with nothing in sight sweep the enemy's deep water. Nukes can go after a seen hidden ACU. Variety Each bot rolls its own habits every game: timings, factory count, unit mix. Every land wave picks a manoeuvre: straight in, along the cliffs or the shore, down the middle, or waiting to go in as a double wave. Small raids hit unguarded mexes, and the bombers' focus rotates between the enemy's T3 economy, upgraded mexes and static defences. Economy In an energy stall, engineers drop non-urgent projects and build power. Far jobs go to the nearest free engineer, so there is less running across the map. Feedback Replays and logs are very welcome, especially games where the bots did something dumb. The bots log what they decide, so a game log usually shows why. Master is brand new, so reports on how it fights are the most useful right now. Full changelog: https://github.com/jaxxtrend/faf-dualgap-ai/blob/main/CHANGELOG.md Release: https://github.com/jaxxtrend/faf-dualgap-ai/releases/tag/faf-v3 Source: https://github.com/jaxxtrend/faf-dualgap-ai
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    Hello, I wanted to try this mod, but it makes it so that the building panel disappears. screen: [https://prnt.sc/JSuVaq697Eru] I have disabled absolutely all mods, this one is the only one active.. Also tried to enable UI mod tools - does not help. Any advice?
  • Neural networks for creating mods

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    NuggetsN
    I've had my AI create the document. No guarantee on anything in there, but thats basically the info its using for me and its working great. https://drive.google.com/file/d/1mSeR1qdLo9m2N5cTELc5W9PXrE-RsA7W/view?usp=sharing
  • Better Carriers - Carrier Overhual

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    Both limited radius from carrier and dies when carrier dies. You still have manual control over them while in range of the carrier. They'll also automatically chase targets in range. Similar to drone carriers in other games like BAR
  • AI Wave Survival Mod Information

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    @Retributer Yeah, Rift Orbs really aren't balanced for vanilla play. I had some plans sketched out for adding a Rift War section to the game, basically rifts opening up everywhere and different kinds of rifts. Could add a vanilla option for Rift Orbs that don't have T3PD equivalent built in. @raider00321 Ah, I thought I fixed that bug. Will have to add in a NIL check.
  • Commander Survival Kit Project

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    Hello everyone, its been a while since the latest Development Update. This time I want to show you the recent new Additions, which has been added into Mechdivers recently. However that is not all Mechdivers is getting a really huge Content Expansion soon. What this Content Expansion is in detail will be revealed soon but you can find a little Teaser in the End of this Post. Whats new: [image: 1790441320649-f83989b7-248c-4b9d-af54-054ef338695d-image.png] [image: 1790441328614-62aff21d-8696-44a8-a581-48e8b966fc14-image.png] 'OC-130 Dora' - UEF Tech 3 Heavy Anti Orbital Cannon This Artillery Structure is designed to shot its Hiro Plasma Projectiles on enemy Spaceships to damage them. With modifications on its Targeting Systems this Artillery can be used against Ground Targets as well. The Design is based on the SEAF Orbital Cannon from Helldivers 2 [image: 1790441793632-e6064808-8764-44a4-afd6-70295a049ee9-image.png] "UD-310 Maelstorm MK V" - Tech 3 Heavy Combat Tank A modified Version of the famous Bastion Tank to support Mech Marines on the Battlefield. The Primary Weapon of this Tank are two Cruise Missile Launchers to give Long Distance Fire Support These Missile Launchers can fire 10 Missiles (20 in Total). For Close Combat he has access to two Heavy Penetration Gatling Guns with short Range but High Damage Output. Additionally this Tank has access to the Smoke Screen Ability. This Ability creates an Smoke Cloud around the Tank to hide himself or ally Land Units in Range. The Design is based on the new recently added TD-110 Maelstrom Tank from Helldivers 2. [image: 1790441368294-8eb6c057-8de2-4771-a662-8ce2e048f95b-image.png] 'Amigo SG-100' - Tech 2 Supply Truck A more armored Variant of the Razer G-167 which is armed with an Automated MG Turret.It has the Ability to give ally Land Units an temporary Rate of Fire Buff for their Weapons. The Design is based on the Supply Variant of the Fast Reacon Vehicle from Helldivers 2. [image: 1790441395737-2ae41019-2d40-44e5-8edf-0bf66902a046-image.png] 'Firey M-13' - Tech 2 Flamethrower Truck A improved Variant of the Razer G-167 armed with an Flamethrower It has access to the Kamikaze Mode. This allows the Truck to move Faster. If he dies it causes an larger Explosion than usual. The larger Explosion is caused by the integrated Fluid Canister. If the Movespeed increases the Fluid becomes instable. If enabled the Unit will explode in the near of enemy Land Units automatically. The Design is based on the Flamethrower Variant of the Fast Reacon Vehicle from Helldivers 2. [image: 1790441446158-33cb1f92-aa01-4c89-8233-b91265b5d7fb-image.png] 'T 120 Peacekeeper' - Tech 3 Heavy Tank A large Tank, which comes with an Heavy Gauss Cannon as its primary Weapon. He is armed with an Machine Gun Casemate Turret and a Maching Gun on its Turret too.This Unit is an Custom, because it is based on an Fan Concept Artwork for Helldivers 2. [image: 1790441504346-e0b3dfff-b74e-4236-977c-5764e3cfee12-image.png] [image: 1790441474199-405bd659-1942-4180-b8a1-1fb5c030ad4c-image.png] Tech 1 Wall Segment Basically similar like the regular Wall Segment Comes with the ability to Rotate it. The Design is based on the Illuminate Wall Segment from Helldivers 2 [image: 1790441529586-055cc39f-0181-4dc3-b563-85cc4b8e68e5-image.png] Tech 2 Warp Gateway (Factory) This Gate is able to build these following Units: All Overseer Variants The Watcher and Obtruder Drones, The NeoMob The Gatekeeper and Veracitor Tripods The Design is based on the Illuminate Warp Gateway from Helldivers 2. [image: 1790441583128-c912b2c5-a0d9-432f-93c1-9a67a37f4944-image.png] 'Crusher' - Tech 2 Advanced Melee Android A large bipedal Android, which is armed with an Titanium Club. Has access to Regenerate too and more Health compared to the Neomob The Design is based on the Illuminate Crusher from Helldivers 2. [image: 1790441653570-8d2be834-41f2-44ae-9453-6d4c04defd99-image.png] 'Wretch' - Tech 2 Melee Android A special Variant of an Android, which is designed for Ambush Attacks. He is armed with two sharp Titanium Claws. If he spots an enemy Unit he will teleport to it automatically in an specific Distance for an surprise attack. The Design is based on the Illuminate Wretch from Helldivers 2. [image: 1790441699294-bdbbdf7c-2411-41e7-9743-3ebc1b4a828d-image.png] Tech 2 Overship Communication Relay A special Sensor, which etablishes a stable Connection to the Overship in an specific Range. This enables this followng Main Ability: Can call in Land Reinforcements if it has an Target. The Relay will Target an enemy Unit automatically if it is in Range. Once it has an Target the Ability Button to call in a Warpship. The Ability Button has an reload of 100 Seconds. Only 3 can be builded by each Player. The Design is based on the Illuminate Sensor Flower Prop in Helldivers 2. [image: 1790441753331-b843d455-d924-4222-b2f5-75cf7c090358-image.png] [image: 1790441772311-93285ef8-6dd1-49ac-94a0-b3ce2a81d925-image.png] 'Exospire' - Experimental Weather manipulator This unique Structure generates an artificial thunderstorm. The Storm will target hostile ground units within range. It will Damage them with Lightning Bolts. Only 1 can be builded. The Design is based on the Exospire from Helldivers 2. TEASER / COMING SOON An aerial reconnaissance scout recently took this picture during a patrol on Seton. Something Big is coming for Sure. (Models seen in this Teaser are created with Meshy AI) [image: 1790442004386-a152957c-94c7-44c0-890d-675946b5deb3-image.png] Stay turned for more Updates. Best regards CDRMV
  • RK's explosions - Updated

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    @D4rkstalker I was working on RK explosions rewrite for the last 3 months. You were faster to release it I released my mod in the FAF vault yesterday. Look for PJ_Explosions in case you want to check it and compare.
  • BlackOpsFAF-Unleashed only for FAF v26

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    Hope you doing well. I just bumped in to highlight the most burning issues: Inquisitor collison box issue: the positive Y offset set in the bp does not seem to apply thus the short hitbox sits at the legs of the unit, causing almost all projectiles and beams to shoot over it. Cybran T3 Aries Attack Frigate's secondary weapon introduces stutters into the game when firing. 10+ makes the match unplayable. Switching back to anti-air does not seem to completely solve the issue, the Aries seem to bring some lag into the game no matter what.
  • All faction ACU, support for Black Ops ACU and Nomads (v4)

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    @andyg name = "All Faction Quantum Gate" uid = "8b2d7222-e15d-42d5-9c4d-29e9fff00002" version = 2 copyright = "None" description = "Quantum Gates will build engineers drones and SCU of all FOUR factions. Created by jayTAC"
  • ReUI

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    @LLIALLIJIbIK It looks like some mods were conflicting—I haven't had that happen in a long time. I suspect the "Selection Cost UI" mod.
  • Reviewing an old mod, possibly reworking it for FAF.

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    Make sure to check licenses first, we can't upload stuff if we can't ensure it follows our vault policy. @balthazar ^ fyi
  • Build order optimization simulation? Possible?

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    would be cool to just have AI repeat your inputs from previous game. So you can make a test map that has 16 copies of the map Then you test your build and export your commands then you test your build again but now you choose second spawn while you put AI on a 1rst spawn and make it repeat your prevous BO so you can see differences in real time. Then you repeat and you will be able to see 16 different BOs in one replay (as a disadvantage - all those BOs need to be manually played by you) Also would be cool to try to play against such AI You could take some pro build order and try to practice against it Edit: afaik currently people just record videos of their own builds so they can rewind around and play multiple videos at the same time