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!
  • Advanced Selection Extension

    uimod mod
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    D
    okay i figured it out, there is an ignored flag to bypass filtering hook
  • BlackOpsFAF Balance and Patch Mod 2026

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    DoompantsD
    I'm hardly in this for the fame, so do whatever, but I'm constantly making new fixes as we find new bugs. You're better running the mod separately so you get my updates properly instead of packaging it and getting a stale version.
  • [MOD UI] Enemy Tagger

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    @magge said: Thanks @nuggets Good point. I moved the config into the regular FAF UI mod options, and updated the first post. Ah, i didnt actually mean in the game options, but that works aswell
  • [MOD UI] Auto Hide UI Menu Elements

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    maggeM
    Has been updated to work with the latest patch changes. Added logging and a retry watcher for easier future debugging.
  • Question about transferring models from SC2 for SCFA.

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    M
    WARNING: Error running OnStopBeingBuilt script in Entity uux0112rv at 8d421d08: Invalid bone name "Thruster01". , but in the model itself I don't see such bones, the file LUA is clean
  • Updated Mods for FAF and Vanilla Steam

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    D
    Somebody help please, I can't download anything from here safely according to my puter
  • Wish-A-Mod Foundation

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    cychwa_klaymbergC
    @gabrilend said in Wish-A-Mod Foundation: I think you'd be surprised about how much more interesting the game feels as each faction's playstyle becomes more distinct. I think you'll be surprised that I understand the idea itself. But I also support Nuggets' comment. Besides, I play a different mode and with mods.
  • AI Wave Survival Mod Information

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    v294 Made setting up a game much easier, by being able to assign spawns straight from lobby! No need to assign spawns in Map Options anymore! 3 Ways to Set Up a Game: Players can still specify who is HQ in Map Options, if they want a Human or different AI control the waves. Players can set up to 4 AI_WaveSurvival Bots in lobby, and they will be randomly assigned HQ's that spawn waves. No need to assign the spawns in Map Options. Players can specifically set where each HQ spawns in the lobby: AI_Main HQ will spawn the Main HQ Objective. AI_Alternate HQ will spawn the Main HQ's support HQ. AI_2nd HQ will spawn the secondary HQ. AI_Alternate 2nd HQ will spawn the secondary HQ's support HQ. Various fail safes have been tested, so if configured wrong, game will default back to random spawns being assigned to the bots, and you may get scolded by Brackman. Other Changes: Endgame air bosses given a bit of a boost in DPS, spawn additional air units after taking too much damage. Weapon Rebalances: Aeon T3PD range to 76 and fire rate to 3s -> 2.5s, same DPS. Abyss depth charge range increased to 60.
  • Commander Survival Kit (A new SIM Mod)

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    C
    @JoTape79 Hey Thanks for the Feedback and glad to hear you like it. Regarding to the Seraphim: I know this Faction currently doesn't has any new Units in Mechdivers and needs alot love. Currently I think about it what Kind of Units they should get. There are currently 4 Options in my Mind: Option 1 The Seraphim could get thier own Designs of the Helldivers 2 Illuminate Unit next to of the Aeon. Since the Aeon have learned from the Seraphim it would make alot of Sense If they have similar Versions of these Units but with different Abilities, Stats and an Design which fits the Seraphim more. Option 2 Since the Terminids are planned to appear in Mechdivers in the future as Well there is the Possibility to add them on the Side of the Seraphim but with an Redesign to fit them more. Alternative the Terminids could appear as an Playable Subfaction or as an spawned Civilian Enemy on the Map. If this is the Case Option 3 will be implemented below Option 3 Or the Seraphim get Custom Units only for example alot of Tripod Walkers, Hover Tanks and other Alien Stuff, which could be based on some popular Sci Fi Franchises or on new Concept Artworks created by an Member of my Development Team. Which of these 3 Options will be implemented in the future is still Not fully sure at the Moment. So I will probably going to do an Long Survey soon to See which Option gets the Most Votes by the Community here, on Moddb and on my Discord Server.
  • Patch19

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    F
    Map survival-wall-by-nakkazuka.v0021 [image: 1779620439964-1aae9114-21d1-4681-9f36-07a7b5f9ede4-image.jpeg] BuildTime=1:30, Exo=2x, Difficult=16. Win on 34:00 minutes but fired projectiles kill base on 34:10 Replay https://replay.faforever.com/27115355
  • Mod for dynamic growth in prices for economic buildings

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    cychwa_klaymbergC
    it sounds complicated
  • Question about veterancy

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    N
    For FAF you should use the documentation in the intellisense docs: https://github.com/FAForever/fa/blob/9868135d041a49e4e48afce1ae8dcbd8d5c814bc/engine/Core/Blueprints/UnitBlueprint.lua#L81 Setting up intellisense is easy, it's just VSCode and the FA Lua extension. It will show tooltips for documentation, add autocomplete, and help navigate the code. Further instructions for a dev environment are here: https://faforever.github.io/fa/development
  • Player Modifier PCx - balance games between different rated players

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    maudlin27M
    I'd expect it to be compatible with mods that change blueprint values on units to alter their resource generation values. It might be compatible with mods that change resources/similar it might not (I've not tested, but if I was to guess I'd expect it to be compatible).
  • Whats the mod that shows enemy attack range?

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    gabrilendG
    Oh, I remember a mod that just showed the enemy range at all times. The two red circles, your range and their range, were overlayed on one-another.... I think. Your allies would merge their circles with yours. It also showed allied radar and AA range.
  • BlackOpsFAF-ACUs only for FAF v20

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    Lol, I just found it: All modded ACUs are missing the AverageDensity parameter.
  • Get Playable Area of Map

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    Oh my god... I didn't realize I needed to copy the entire function CDRMV provided. I thought it was a built-in function like GetMapSize(). When it didn't work, I headed over to Github to look at more examples. Of course, they all used getPlayableArea(), which I copied. Then, it finally occurred to me CDRMV meant for me to copy the entire function. Except, I forgot I'd switch my syntax to getPlayableArea(). Only took an hour of troubleshooting to see it.
  • APM monitoring

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    @IndexLibrorum said: Perhaps you can put the code on Github? Easier to review. https://gist.github.com/cephalonlabel-commits/67460d85f23fbb7c1c39f3fd8c117996 think I did it.
  • Arrows -> WASD

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    No one has replied
  • Faster Way to Check Terrain Pathability

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    @jip Hi Jip, read through the provided links a few times. Is there a function I use to get information on leafs? Or a mod that would be a good example of how to use these functions that I could look at to better understand how to use?
  • ReUI

    uimod mod
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    @qazwer said: After yesterday's mod update, everything works fine, the buttons work right away. The bug was caused by the missile panel (which i made) and Azot patched the acu enhancemente mod to be compatible with how the missile panel works. A change for the missile panel is needed aswell (so it doesnt happen again in the future with some other mod), but I havent gotten to it yet.