Need UI Mod? Let me know


Non-Competitive UI mod ideas:

  1. Mod to command units to fan out for reclaim or dispersing units under air attack.

  2. Mod to build queueing fill a space (e.g. ALT-SHIFT-LEFTCLICK drag diagonal)

  3. Mod for replays to show a strategic overlay estimate of the lines of each team or players troops, a strategic overlay used during REPLAYS when zoomed all the way out.


@dragun101 said in Need UI Mod? Let me know:

So in past few months, I have made when requested by friends made UI mods for them. You can see result of that on the vault (Idle Engi Hotkeys and HotKeys Keys. Also some additional target priorities for some people. Through sacrifice hotkey I made for myself).

And with HotKeys Keys. I decided when not working on SCTA I’ll be working on UI mods as requested. A few being on theory level right now. Through be note:

  1. Will not make Cheat Mods, goes without saying but don’t request

  2. I will do this in my free time. And do note I expect if you request something, as Farms can vouch (and Se7ven) expect semi-regular PM’s as I confirm everything works in intended. While I do extensive testing before I send it out sometimes users has other things intended I didn’t think about

  3. Any Mod I make that isn’t meant to be an extenxsion or implied functionality like additional targeting priorities. I will be uploading to the vault.

My experience Code/UI side is mostly learn from UI side working on SCTA/Adding Basic Hotkeys.

If you want help. Please shoot me a PM on discord Dragun101. I’ll try and get requests finished within 48 hours but no promises.

I'm not requesting a cheat mod but I would like to know what you mean by a ui mod that enables the player to cheat??


easy dodge smd/tmd

When you click "launch tml/nuke button" you see circle around enemies tmd/smd which shows protect zone.And a line which starts from your tml/nuke ends where cursor is. When you cross tmd/smd cursor it is red othervise green

I hope i managed to explain the idea.People do same thing but in a longer way.Click a t3 engineer then mark the range of smd etc...

It will be easier now


Not necessarily a mod, but if anyone could point me in the right direction as to which LUA file controls the size of the F11 network stats console. not the connection/eject screen, but the console in upper right corner that shows Data/behind/etc.

its incredibly tiny on 1440 resolution, and the only lua file i find controls the eject window. I can edit it myself, if only i knew where to look. Or perhaps that console window is not editable by any lua file?

i've gotten just about everything else in my mods modified to scale correctly over the default 100 percent, but this is the last thing.



A mod that disables hives by default so they do not assist automatically other stuff.



The debug stats and network window are coded in the c-engine.
It's not LUA and you can't change it.


A mod that highlights in red when you've selected a T1/T2/T3 point defence to be built in it's range radius, if it won't be able to hit a T1 tank in that area .
If not possible, then instead a mod that higlights terrain height changes

I.e. the aim is to minimise the risks of placing a T2 point defence and then finding it can't hit units in its range because of terrain changes that aren't apparent when zoomed out

M27AI developer; Devlog and more general AI development guide:


A mod that makes a second screen useful. I've tried playing with two screens, but I ended up only looking on the main one.

What could be useful is having some eco analyses on the second one. For example a list of where all the recourses are going.
Amount of t1, t2, t3 mexes. Whatever you think of 🙂

Check out my maps here:

Madness 1 - 8


@h-master Check out "Supreme Economy" sir.

Analyze, Adapt, Overcome...


@h-master The only useful thing I've found for the second screen is to treat it as a giant mini-map and I glance at it sometimes when I want to be aware of the map, like if I'm zoomed in to micro something, I might look at the second monitor. Maybe 0.1% of the time that I'm playing I'm looking at the second monitor.

One of the things web browsers used to have (maybe they still do) were "widgets." It was like a generic interface that anyone could use to make little things to put on the screen that would do stuff like tell you the weather or be a calculator. If someone made a "widget" interface for FAF, it would be easier to create little apps you could put onto a second monitor that could give the kind of info H-master is talking about.

The "UI-Party" mod I use has info about things like the number of mexes (not just T1, T2, T3, but the number that are upgrading or paused-upgrading). But it would be pretty cool if we could widgetize that information and then click and drag to move the "widgets" around. Then people could decide what info they wanted to have access to and where they wanted to put it on their screen. Or even multiple "tabs" and you could put different widgets on different tabs, so I could open an "energy management" thing that would give info about my energy use. Or something about mass utilization so I could see what % of my mass is going into land units, air units, navy, making economy buildings like pgens or upgrading mexes, loading TML/SML/SMD, etc.

Then people with potato PCs could REAAAALLY lag seton's even more effectively than they already do.


Would it be possible to create a UI mod that adds a hotkey to select only the fighters currently on screen? I don't see a way to do that currently, could be a nice little mod if it's possible.


@Exselsior you can make custom selection hotkeys yourself. Iirc you edit your game.prefs (make sure to backup first), and add your own selection under UserActions. There should be a modifier called +inview or +onscreen that you can append. I can look through my game prefs when I get home if you need more details.


@archsimkat nice thanks! I'll take a look at that


@exselsior said in Need UI Mod? Let me know:

@archsimkat nice thanks! I'll take a look at that

Look at Hotkeys Hotkey or sometjing innthe vault I describe tje process there

I’m a shitty 1k Global. Any balance or gameplay suggestions should be understood or taken as such.

Project Head and current Owner/Manager of SCTA Project


A UI mod like this one for casting:

The specific mod here is lost. As I understand Arkitect made it and is no longer responding to messages. A similar mod like this would be great for faflive/Gyle, etc. Maybe one of the beneficiary parties could even shell out a bit of money to make this happen.


I don't think that was a mod. It was a graphical overlay he made from recorded data or something.


yes it was this was done post edit from what i remember and was not a ingame Sim or Ui Mod

"The needs of the many outweigh the needs of the few" - Spock


@archsimkat @ThomasHiatt @Rowey That overlay is very cool. It does appear to have been added to the video after it was recorded. But I wonder if it is technically feasible to make a mod with a similar kind of overlay that would appear in-game. So there would be a mod specifically to help with casting 1v1s (Or I guess it could show team stats if it's a multiplayer match).

The first issue is: could it be a UI mod, or would it have to be a SIM mod?

Can you have a UI mod that can see other players' mass/energy bars? If so, obviously it would be illegal to use that UI mod when you play competitive games. You could probably write the mod to only display the overlay when you're in observer mode, and to deactivate itself if you're not an observer. But that raises the question of whether someone could tweak the code so they could spy on their opponent's mass/energy bars. It would make it very easy to cheat if you just had to make minor edits using a text editor to a single Lua file in a UI mod and then: poof, undetectable cheating.

And if it's a SIM mod, can you play back a replay with a new SIM mod on, that wasn't present during the original match? Or would that cause desyncs?

If it's not going to be a game mod, then I think you would need to get recorded data from the game. I don't know if info from the replay parser would give you what you need (e.g. does replay parser show mass/energy bar values?)

Other ways to get that info:

(1) make a mod that outputs such info to a text file, e.g. every "tick" it outputs the mass/energy bar values to a text file

(2) watch the replay twice, once from the POV of player 1 and record video, once from the POV of player 2 and record video, then have a program parse the video itself to harvest information about the mass/power bars status.

(3) watch the video yourself, pause every second, and write down the info by hand.

(4) does SupCom itself have built-in debugging tools that make this kind of text output? That would be the best way I think. You would just watch the replay with the debug mode on. And then you'd have all the info you needed


@arma473 You can see the data the mod would require in the supreme score board. If that can access the data during the replay (as a UI mod), then this mod would be able to do the same.

A work of art is never finished, merely abandoned