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!
  • Giving a simple command to a unit

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    UvesoU
    IssueMove(tableOfUnits, position) https://github.com/FAForever/fa/blob/deploy/fafdevelop/engine/Sim.lua#L870 Have in mind those command only work in the SIM-State of the game. That means all players need this mod installed in a network game or you will get desyncs. Before you ask, there is no move command for the UI-State of the game.
  • Movable UI Mod

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    M
    It appears 4z0t's Scoreboard does work.
  • UI Mod request - Feature from BAR: move-line-drag

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    phongP
    I really like this suggestion. I wouldn't even mind if no distance calculations were done, and units just picked random points to go to. But judging by spread move, even that might be too taxing My alternate suggestion would be to add more formation-move templates, if possible, and maybe the ability to select a template based on a mouse gesture. I don't know the nuts and bolts of how formation move works, but it doesn't seem to suffer from the same performance issues as spread move. Concave templates, for starters, would finally make formation move useful, right now all of them are worse than the default move order. Is that a viable substitute if the original suggestion is too costly?
  • UI mod guide for the improving player

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    C
    Hey, I know it's been a while for this thread, but given that it has heavy criticsm of the ASI mod, I wonder what people think about this: [image: 1680477132349-a4bf4d4b-4117-42d9-a3e7-37badd5f235d-image.png] I've kept most of the basic icons, but I do really like idle engineers as well. I picked a less intrusive version of it, and I think I can clearly count tanks without zooming in, as well as seeing their unit type. I find the mex icons just really useful for me when it comes to quickly counting the number of enemy t2 mexes vs my own for instance.
  • mod request - no acu death nuke

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    nullptrN
    Finally, my successor!
  • Mod suggestion: Show total missiles of selected launchers

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    nullptrN
    Have to update it someday
  • Request for a UI Mod - SACU upgrader.

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    ArranA
    @ctrl-k thank you!
  • Personal UI Waifu [UI]

    uimod eternal-modpack
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    H
    Вирус! Мод сам скачивается и устанавливается в FAF
  • Request for Mod - Chat Silencer

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  • February 25th Patch breaks AI Wave Survival mod

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    R
    I appreciate that fix. I've issued a temporary fix, but will implement the fix in the next release!
  • Access ArmyBrain in mod

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    R
    @jip Ok, the pull request is there and ready. https://github.com/FAForever/fa/pull/4789 Thanks for your help, this had been fun. I never did even a single line of Lua before. But I have to say, Lua is cool. Cheers!
  • Making a mod [t3, t4, t5 acu upgrade] *help needed*

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  • SACU lives matter

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    ?
    @vanifica Can you add the rest of the functionality described in the 1st post? You can also name the complete (or almost complete) mod "SACU lives matter", if you want.
  • Penguin's Mods & Scripted Maps

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    Anachronism_A
    @nuggets It seems like something changed so that the system I used for randomization no longer works reliably enough from player to player. Unfortunately, I didn't find a satisfactory quick fix that reliably avoided desyncing and provided randomness automatically. I may do a more involved fix in the future. For now, I just uploaded a new version of the mod that uses a manually set seed instead. This should avoid the desyncing issue, but if you want to get a different set of random unit sizes, you'll need to change what the seed equals in Blueprints.lua, which is located in \mods\Resize All Units To Random Sizes\hook\lua\system Note that if you are playing multiplayer, everyone in a game needs to manually set the same seed or it will desync (the seed is just equal to a number; so, you would just replace that number with a new number and save the file to change the seed).
  • This topic is deleted!

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  • Why can't CapStructure build around size16 buildings?

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    JipJ
    The functionality is entirely in Lua. It ends up calling this: https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/SimCallbacks.lua#L202-L373 Which, when made, did not need to support a structure of that size. You can adjust / add to the logic to allow that
  • Random UI improvements [UI mod]

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    JipJ
    If I am not mistaken they are available on the development branch. Could you check and confirm?
  • Control what engi stations automatically assist?

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    JipJ
    The default behavior is determined by the Engine. You can try and manipulate it through Lua however. For example when OnStartRepair of the Unit class is usually called when a unit starts repairing (assisting) a factory, you can then add Lua code there to adjust the behavior.
  • Make Custom Missions/Campaign Editor

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    JipJ
    I don't think this would be more complicated then the map generator itself. It is just that the map generator on its own took years to where it is now. In fact, in combination with the navigational mesh you likely have everything you need if you add in some prefabs for a base or two. Or try and generate that too, as Balthazar did with his city generator. I think what you describe is technically possible, maybe as simple as a (large) mod. The only issue is time
  • Tag to make a unit not sharable?

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    VanificaV
    @jip Thank you