FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login

    Ban EcoManager & Similar Mods

    Scheduled Pinned Locked Moved General Discussion
    107 Posts 45 Posters 14.4k Views 3 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • JipJ Offline
      Jip
      last edited by

      I'd argue that blocking them from loading in-game, and not allowing these mods in the vault, would prevent 99% of the users of using this mod. As it requires effort to use them: you'd need to circumvent the block and manually place it at the right location.

      A work of art is never finished, merely abandoned

      1 Reply Last reply Reply Quote 2
      • DeribusD Offline
        Deribus Global Moderator
        last edited by

        If you're able to block UI mods from loading that'd be awesome. The impression I got from a conversation with Brutus quite a while ago is that UI mods are just a fact of FAF life and it'd be difficult to control their usage.

        JipJ 1 Reply Last reply Reply Quote 1
        • FtXCommandoF Offline
          FtXCommando
          last edited by

          Mod has always fallen under the general rule of “no mods that do input commands for you” but was allowed because it genuinely loses you games except on maps where you have hyper efficient builds ie sentons or do nothing but eco for 30 minutes so nobody cared.

          1 Reply Last reply Reply Quote 0
          • Eternal-E Offline
            Eternal-
            last edited by Eternal-

            @nullptr what you have done

            Profile | Eternal MOD pack | Check new client

            Ctrl-KC 1 Reply Last reply Reply Quote 0
            • nine2N Offline
              nine2
              last edited by

              This post is deleted!
              1 Reply Last reply Reply Quote 0
              • JipJ Offline
                Jip @Deribus
                last edited by Jip

                @deribus said in Ban EcoManager & Similar Mods:

                If you're able to block UI mods from loading that'd be awesome. The impression I got from a conversation with Brutus quite a while ago is that UI mods are just a fact of FAF life and it'd be difficult to control their usage.

                And he's right - if the user really wants to then we can't prevent the user. But we can make it more difficult 🙂 .

                edit: but one way or another, this will likely take up time of moderators. Whether that is of the moderation team banning people from using their own version of the mod, or of the creative team by banning people from the vault who re-uploaded the mod.

                A work of art is never finished, merely abandoned

                1 Reply Last reply Reply Quote 0
                • nine2N Offline
                  nine2
                  last edited by

                  To make banning possible, you could add code to FAF sim to detect if too many things are switched too often, and have it autoreport the user somehow, for example by adding a message to chat, or doing something similar to achievements.

                  This way ui modders couldn't byass the block, and moderators wouldn't have an unreasonable workload.

                  1 Reply Last reply Reply Quote 1
                  • JipJ Offline
                    Jip
                    last edited by

                    I was thinking of that too - we could add some bookkeeping.

                    A work of art is never finished, merely abandoned

                    1 Reply Last reply Reply Quote 1
                    • T Offline
                      thecore
                      last edited by

                      Did not know there was a mod for this, either make it part of the base game or ban it.

                      Never Fear, A Geek is Here!

                      1 Reply Last reply Reply Quote 0
                      • speed2S Offline
                        speed2
                        last edited by

                        Microing massfabs adds 0 value to the game, they should have been automatic from day 1. They just need some warning when they're not running on 100%, so you don't build more of them just to find out they are all disabled.

                        KeeneK 1 Reply Last reply Reply Quote 7
                        • KaratekaK Offline
                          Karateka
                          last edited by

                          I vote to remove the mod.

                          1 Reply Last reply Reply Quote 1
                          • C Offline
                            Cast_Away
                            last edited by

                            mod needs to be removed

                            1 Reply Last reply Reply Quote 1
                            • KeeneK Offline
                              Keene @speed2
                              last edited by

                              @speed2 said in Ban EcoManager & Similar Mods:

                              Microing massfabs adds 0 value to the game, they should have been automatic from day 1. They just need some warning when they're not running on 100%, so you don't build more of them just to find out they are all disabled.

                              "They just need some warning when they're not running at 100%"

                              One exists, its called an energy stall which is very flashy and visible.

                              speed2S 1 Reply Last reply Reply Quote 0
                              • maggeM Offline
                                magge Global Moderator
                                last edited by

                                Removing the mod just creates a 'black market' to those mods and are shared anyway.

                                Hunting down everyone who plays with that mod is a never ending race condition and moderators will need to invest their resources to verify every case, and they are busy with a ton of other stuff already in their free time.

                                Even so, you can never be 100% sure if someone is using the mod or has just a good understanding of keybindings and great APM.

                                Solutions:

                                1. Remove the LUA code to be able to do such stuff and life with the side conditions on other mods.
                                2. Integrate it into FAF to have more control over the behavior.

                                If OP starts with this mod, then what is with all those other mods that do stuff for you?

                                Auto share energy and mass, auto select the next eng, auto build mex and pg with mouse over, auto split and auto attack different targets, etc. → This needs to be removed as well to truly show the skill of the player.

                                Even if the mod gets banned and moderates are hunting them down every day, then someone will simply make a slight change to the mod that make it look more humane. (Adding random pauses, changing threshold on random). You have to invest so many resources and gain so little out of it, to get rid of that mod.

                                Join a FAFtastic Team

                                1 Reply Last reply Reply Quote 0
                                • I Offline
                                  IStudyToPlay
                                  last edited by

                                  Agreed

                                  1 Reply Last reply Reply Quote 0
                                  • speed2S Offline
                                    speed2 @Keene
                                    last edited by speed2

                                    @keene said in Ban EcoManager & Similar Mods:

                                    @speed2 said in Ban EcoManager & Similar Mods:

                                    Microing massfabs adds 0 value to the game, they should have been automatic from day 1. They just need some warning when they're not running on 100%, so you don't build more of them just to find out they are all disabled.

                                    "They just need some warning when they're not running at 100%"

                                    One exists, its called an energy stall which is very flashy and visible.

                                    I think you missunderstood me.
                                    If the mass fabs are managed automatically and turn off when you don't have enough energy. You can end up in a situation when you're not stalling, but only half of your mass fabs are running. So you think you have enough energy, build more fabs, but that will only cause more of them to turn off so your power doesn't crash.

                                    1 Reply Last reply Reply Quote 2
                                    • SkratS Offline
                                      Skrat
                                      last edited by

                                      Mod needs to be removed. And if Jip could implement his idea, making it difficult to use this mod, that would be awesome!

                                      Sorry for my English. I use translator

                                      1 Reply Last reply Reply Quote 1
                                      • Eternal-E Offline
                                        Eternal-
                                        last edited by Eternal-

                                        Dont forget to remove other UI mods that extends player abilities, that can`t be used by all players.

                                        Also, you guys voting to remove innocent mod, but cant remove astro/gap from FAF kappa

                                        Profile | Eternal MOD pack | Check new client

                                        1 Reply Last reply Reply Quote 1
                                        • Brutus5000B Offline
                                          Brutus5000 FAF Server Admin
                                          last edited by

                                          You can't ban it. 26 posts and nobody even thinks about adding a sim solution to it: put a cooldown on the toggle. Do the same for shields.
                                          Reduces the advantage massively.
                                          And/or add a warm up time to mexxes, so it takes e.g. 30 seconds until they reach regular efficiency.

                                          He said, "I've been to the year 3000
                                          Not much has changed, but they live underwater
                                          And your great-great-great-granddaughter
                                          Is playin' FAF, playin' FAF"

                                          SkratS JipJ J 3 Replies Last reply Reply Quote 5
                                          • Ctrl-KC Offline
                                            Ctrl-K @Eternal-
                                            last edited by

                                            @eternal i just woke up and see this kappa

                                            “Be a yardstick of quality. Some people aren’t used to an environment where excellence is expected.”
                                            — Steve Jobs.
                                            My UI Mods
                                            Support me

                                            1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post