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!
  • 4z0t's ScoreBoard

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    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

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    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

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    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.
  • strategic icons and creating .dds file problem

    strat icons
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    wolfredW
    Yes, the game interprets the pixels in diferent ways, i havent found a fix for this, just try new colors and shapes
  • [MOD UI] Build Grid

    magge ui mods
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    H
    Fabulous!
  • Advanced Selection Extension

    uimod mod
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    D
    okay i figured it out, there is an ignored flag to bypass filtering hook
  • [MOD UI] Enemy Tagger

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

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    R
    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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    C
    @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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    R
    @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?