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!
  • experimental strategic missile defense system idea

    5
    0 Votes
    5 Posts
    85 Views
    N
    Here's a prototype script for aeon smd I made where each projectile gets assigned to the shooter cap. A weapon won't target something if its shooter cap is reached, but it will shoot continuously once it has targeted. Adding the projectile to the cap instead of the weapon basically keeps track of how many projectiles are in the air instead of how many shooters there are. This works better than normal but it still fails for nukes that take more than 1 shot to kill like Yolona since the projectile is removed as a shooter once it impacts. I suppose you could work around that by spawning dummy entities taking up the shooter cap every time the high HP nuke projectile takes damage. That workaround would also work for non-projectile weapons in general. ---@class UAB4302 : AStructureUnit UAB4302 = ClassUnit(AStructureUnit) { Weapons = { ---@class UAB4302_MissileRack : AAMSaintWeapon ---@field unit UAB4302 MissileRack = ClassWeapon(AAMSaintWeapon) { ---@param self UAB4302_MissileRack ---@param muzzle Bone ---@return Projectile CreateProjectileAtMuzzle = function(self, muzzle) local proj = AAMSaintWeapon.CreateProjectileAtMuzzle(self, muzzle) LOG('self target', self:GetCurrentTarget()) local target = self:GetCurrentTarget() if target then target:AddShooter(proj) LOG('target shooters:', target:ReachedMaxShooters()) end return proj end, RackSalvoFiringState = State(AAMSaintWeapon.RackSalvoFiringState) { Main = function(self) local target = self:GetCurrentTarget() if target then target:RemoveShooter(self.unit) LOG('maxed?', target:ReachedMaxShooters()) if target:ReachedMaxShooters() then self:ResetTarget() ChangeState(self, self.RackSalvoFireReadyState) return end end AAMSaintWeapon.RackSalvoFiringState.Main(self) end }, }, }, }
  • Wish-A-Mod Foundation

    66
    8 Votes
    66 Posts
    4k Views
    S
    Terraforming, or hardly restrictive building placement.
  • DDDX RPG survival (map and mod)

    61
    8
    8 Votes
    61 Posts
    10k Views
    H
    I tried hosting this map a few times, and every time at the start, the civilians who were supposed to help defend our side all turned into enemies. I left all the settings at their defaults except for setting the teams to Top vs Bottom. The only mods I had installed were the four required ones. I also have Extreme Wars installed, but it wasn't enabled.
  • civilians turned into enemies

    1
    1 Votes
    1 Posts
    35 Views
    No one has replied
  • 4z0t's ScoreBoard

    102
    13
    19 Votes
    102 Posts
    201k Views
    NuggetsN
    "4z0t's ScoreBoard" is old and was replaced by ReUI.Score. But for ReUI.Score to work you also need ReUI as a ui mod (required as dependency)
  • BlackOpsFAF Balance and Patch Mod 2026

    15
    8 Votes
    15 Posts
    587 Views
    S
    It looks like the Nomad Protector (XNB4302) is missing its anti-sat missile projectile files. The /projectiles/NAntiNukeMissile2/ folder and its files are missing in the latest version.
  • [MOD UI] NextUI.Icons

    7
    3
    3 Votes
    7 Posts
    90 Views
    wolfredW
    @HotCheeseInRear I'm not entirely sure what the best approach is for making the icons look good at 1440p and 4K yet, but I'll take a look at how other mods handle it and see what I can learn.
  • Commander Survival Kit Project

    291
    20
    21 Votes
    291 Posts
    120k Views
    C
    Hello everyone, Its time for an new Development Report, This time Mechdivers and CSK Units has get some new Stuff in the last month. So lets juimp in to see what is new in these two Mods. Mechdivers [image: 1784388681937-c04fb89c-ae48-44ac-b02b-b588d3e4bda9-image.png] [image: 1784388770682-fc59992b-2794-42aa-92d7-116933638b73-image.png] Tech 2 Modular Mech Factory With this Factory you can now build a new Typ of Mech, where you can install Modules on it. To Install Modules on the Mech you need to install the specific Enhancement Upgrades on the Factory and then the Mech. Once the Mech Chassis/Body has been builded the Factory will install the choosed Modules on the Mech Compared to regular Enhancement Upgrades these Modules are basically Dummy Units attached on this Mech. So they have their own Collisionsbox, Health, Weapons and so on. [image: 1784388962668-15b09253-64d0-4bd7-9bfc-b047142a7afc-image.png] [image: 1784389148393-2798743b-6921-4718-a28a-b964f8751ce5-image.png] Tech 2 Modular Mech Workship To Install or Refit your Modular Mech in term of the installed Modules you need to Move him to an Workshop. To Install new Modules on the Mech you need to install the specific Enhancement Upgrades on the Workshop. After that is done press the Remove & Install Modules Button to install the Modules on the Mech. A Demonstration Video how they work can be seen here: https://www.moddb.com/mods/mechdivers/videos/demonstration-modular-mech-feature#imagebox [image: 1784465465225-c9ab0cb8-2aae-44c4-b429-ee501516ea3c-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: 1784389616607-2b295ed0-8f4b-410c-8b97-6ca2f32115a4-image.png] [image: 1784389739995-399c691f-0df2-4ef4-a34a-aac53dfeb825-image.png] 'HX-65 Zetan' - Cybran Tech 3 Heavy Anti Orbital Cannon This Artillery Structure is designed to shot its Fusion Projectiles on enemy Spaceships to damage them. With modifications on its Targeting Systems this Artillery can be used against Ground Targets as well. The Barrel of this Cannon is highly Flexible, which allows it to move and aim quickly. The Design is based on the Automaton Orbital Cannon from Helldivers 2 [image: 1784389946420-42da1ed2-c315-4696-b939-69154d050eae-image.png] Tech 2 Cyborg Cloning Facility This Building allows you to train/build the Cyborgs of the Mod For example the Radical and the Agitator AI Support will be added soo [image: 1784389591139-34aafe93-baf9-49e9-8c72-3c2d3cc7d285-image.png] 'Eradica Class' - Experimental Fleet Destroyer A large armed Spaceship, which comes with several different Weapon Systems and an large Hangar. The Design is based on the currently unknown Automaton Spaceship from Helldivers 2, which was seen during the Siege of Cyberstan. [image: 1784389807443-b7a8634f-db87-4f45-bb30-a9c76e0ab727-image.png] [image: 1784389832626-c4fc67a8-7904-478c-bf9f-72b89b60cdd3-image.png] 'Omblesum Class' - Tech 3 Overship A large armed Spaceship, which comes with several different Weapon Systems and an large Hangar. The Design is based on the currently unknown Illuminate Overship from Helldivers 2, which was seen during the Siege of Earth. [image: 1784389894582-12d1eaeb-7285-4934-8bef-35705a9b46fb-image.png] 'Voteless' - Tech 1 Melee Android One of the most advanced Android Models of the Aeon. This one is armed with two really sharp claws which will be used in Close Combat against enemy Land Units. This Unit has access to the Speed Booster Ability. Buildable in the Warpship and in the regular Land Factory. The Unit is based on the Voteless from Helldivers 2. [image: 1784389920029-1c71af62-d94e-4396-bbf5-58382b4af126-image.png] 'Neomob' - Tech 2 Heavy Melee Android A large and uncommon looking Android Design. He is armed with 4 sharp Claws, which will be used in Close Combat against enemy Land Units. Currently Buildable in the regular Land Factory The Unit is based on the Fleshmob from Helldivers 2. All Units above are now available in Early Access on Github and on the Discord Version of the Mod. The Version of Mechdivers, which can be downloaded on the FAF Modvault is an older Version of the Mod. I will going to update it.. So Mechdivers will offically start its Early Access on the FAF Modvault soon. Commander Survival Kit Units In CSK Unis the UEF, Aeon and Cybrans have get a new Naval Unit: All of them are large super Battleships Design created by @zhanghm18 [image: 1784390317811-711b6db2-1372-4303-86f7-9bf29784c00b-image.png] [image: 1784390375962-40128eaf-a2ed-474e-be69-a60d56a9de29-image.png] [image: 1784390362437-e4263b10-9284-49bd-a9f9-51a46ddb45d0-image.png] As always stay tuned for more Updates and for the Release of the new Early Access Version of Mechdivers on the FAF Modvault. Best regards CDRMV and the Team
  • strategic icons and creating .dds file problem

    strat icons
    2
    2
    0 Votes
    2 Posts
    296 Views
    wolfredW
    Yes, the game interprets the pixels in diferent ways, i havent found a fix for this, just try new colors and shapes
  • AI Wave Survival Mod Information

    173
    8
    9 Votes
    173 Posts
    36k Views
    R
    v295 Fixed some configurations that could cause extra HQs to spawn. Buffs: Abyss Depth Charge Platform: 12k health -> 18k health Shield 27k -> 28k Shield Regeneration 208 -> 240 Recharge 30s -> 29s Depth Charges and Torp Defenses 60 range -> 65 range Seraphim Storms Missiles: Missiles 6HP -> 8HP Storms Lifespan 30s -> 32s Stolen Guardian Shields: Shield Regeneration 400 -> 450 Recharge 40s -> 38s Enemy Guardian Shields got some small buffs.
  • [MOD UI] Build Grid

    magge ui mods
    2
    1
    4 Votes
    2 Posts
    83 Views
    C
    Fabulous!
  • Advanced Selection Extension

    uimod mod
    18
    12 Votes
    18 Posts
    2k Views
    D
    okay i figured it out, there is an ignored flag to bypass filtering hook
  • [MOD UI] Enemy Tagger

    magge ui mods
    15
    1
    5 Votes
    15 Posts
    210 Views
    NuggetsN
    @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

    magge ui mods
    2
    1
    2 Votes
    2 Posts
    252 Views
    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.

    3
    2
    0 Votes
    3 Posts
    110 Views
    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

    52
    5 Votes
    52 Posts
    17k Views
    D
    Somebody help please, I can't download anything from here safely according to my puter
  • Patch19

    36
    2 Votes
    36 Posts
    670 Views
    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

    9
    0 Votes
    9 Posts
    135 Views
    cychwa_klaymbergC
    it sounds complicated
  • Question about veterancy

    4
    0 Votes
    4 Posts
    86 Views
    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
  • 6 Votes
    3 Posts
    86 Views
    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).