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    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!
    maggeM Offline
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    • [MOD UI] Build Grid

      Place one building normally, and the mod calibrates a world-aligned build grid.

      It works out of the box without requiring any configuration. Everything can be customized.

      It is meant to make spacing, symmetry, and adjacency placement easier.


      Main features:

      • World grid anchored from your first building placement. (reset possible)
      • Every value customizable; colour/style settings are saved automatically.
      • Hover reveal while placing buildings. It is based on the same calibrated world grid.
      • Vision-grid display around your selected builders

      Quick Demo:

      Animation showing the initial setup. Place any building once to calibrate the grid. After the first successful placement, the build grid is automatically revealed whenever you enter build mode.


      How it works:

      • The first building sets the grid anchor.
      • The build mode / selecting an engineer will show the calibrated grid.
      • If the first building was misplaced, use Reset Anchor and try again.

      Settings window:

      A Toggle Build Grid Panel hotkey action is available in FAF key bindings under the Build Grid category.

      257179ba-0f6a-43db-ad14-36b0ed144cc8-image.jpeg


      Disclaimer:

      This mod was developed with Codex, then manually reviewed and adjusted in-game.

      Notes / Limitations

      • Can the Shift build overlay be enabled permanently?

        No. The in-game build overlay is hardcoded. Keeping it active would require engine modifications. And simulating a key press would interfere with hotkeys.

      • Not every mex / hydro spot fits perfectly on the grid?!

        The map author has placed them with a different grid offset. You can either re-anchor the grid near those affected, or kindly ask the map author to make the whole map a little more grid-friendly.

      • Is it terrain sensitive?

        Not yet. The grid uses a fixed height for every line, so hills and slopes may cause minor visual issues. Height support needs more testing.

      Credits:

      Thanks to @c0rtex and @nomander for sparking the idea and providing feedback.


      Bugs? Report, please!

      posted in Modding & Tools magge ui mods
      maggeM
      magge
    • RE: How to add a logo to a mod?

      The upload mod window does not display the icon, because it seems to be bugged. However, the icon will appear in the Mods tab afterwards.

      The next logical step toward getting this fixed would be to raise an issue on the GitHub repository.

      posted in I need help
      maggeM
      magge
    • RE: YYYY-MM-DD 2026-07-09 Cant upload maps

      Can you share the maps in question here, please?

      It is much easier to discuss the issue when we can actually see the maps and reproduce it.

      posted in Game Issues and Gameplay questions
      maggeM
      magge
    • RE: ICE Adapter down? Cant create a game

      @kurge @echidnawristcutt @isanti
      It should work again.

      posted in FAF support (client and account issues)
      maggeM
      magge
    • RE: Share your worst FAF client memory usage in 2026!

      Thanks for the detailed insight and the videos! If you can reproduce the memory leak / crash in the Java client, please share the log or create a thread and ping me there.

      If there is such a critical bug, it would be great to squash it. I cannot reproduce it myself, even though, I use the client extensively and often leave it idle for days while my PC sleeps on and off.

      I can only encourage everyone to share their feedback as well. The more details we have, the easier it is to identify bugs, fix them, and improve the Java client overall.

      posted in General Discussion
      maggeM
      magge
    • RE: ICE Adapter down? Cant create a game

      There seems to be another ICE Adapter hiccup. I know it is frustrating when you just want to play. The senior devs have been made aware of it, and as soon as they are online, they will investigate, and fix it.

      posted in FAF support (client and account issues)
      maggeM
      magge
    • RE: FAF crash: EXCEPTION_ACCESS_VIOLATION attempted to write memory

      Please attach the whole log.

      posted in Game Issues and Gameplay questions
      maggeM
      magge
    • RE: "Build dummy unit"? descynr without error message or cheat?

      When the host has cheats enabled, you should expect cheats to be allowed.

      posted in General Discussion
      maggeM
      magge
    • RE: I tried to login browser but i can't log in and i keep getting this error

      You also need to update the game path in the FAF client. Only moving the game folder is not enough. The log indicates it:

      java.io.IOException: Cannot run program "C:\ProgramData\FAForever\bin\ForgedAlliance.exe": CreateProcess error=2, The system cannot find the file specified
      

      You can change it in Settings in the FAF Client. If you cannot find it, gimme a ping; I am currently on mobile.

      posted in FAF support (client and account issues)
      maggeM
      magge
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      Could the numbers also be randomized?

      I think it may be fun to have a regular mode with standard values, and a separate "Chaos" mode where the numbers can vary much more.

      posted in General Discussion
      maggeM
      magge
    • RE: Anyway to see the build grid?

      Yes, and it is cooking.

      Current concept:

      alt text

      posted in General Discussion
      maggeM
      magge
    • RE: Anyway to see the build grid?

      Yes. Kinda.

      My Aigent will release it as a UI mod later today or tomorrow with customization options and give you a ping so you can check it out, @c0rtex.

      alt text

      posted in General Discussion
      maggeM
      magge
    • RE: Replays cutoff after the first disconnect/ejection?

      @nomander Are there any ideas for how a fix might be possible, or is it too complex to make any progress currently?

      While processing reports, I run into broken replays, and having to contact players for their local replay files is not ideal.

      posted in General Discussion
      maggeM
      magge
    • RE: [MOD UI] Enemy Tagger

      @skrat Thanks! Fixed, verified and v3 uploaded.

      Edit2: v4 - Added camera coordinates (customizable)
      Edit3: v5 - Fixed frigates, sonar, and Nomads AA.
      Edit4: v6 - Added auto-overwrite for old Enemy Tagger markers when FAF's 15 marker limit is reached. (customizable)
      Edit5: v7 - SACU preset tagging, tiered transport tags
      Edit6: v8 - More unit-specific tags, shield tiers, and SACU clean-up.
      fc89322a-7a92-4af5-a936-9ad0406f5dcc-image.jpeg

      posted in Modding & Tools
      maggeM
      magge
    • RE: [MOD UI] Enemy Tagger

      Thanks @wilson_ Fixed it, verified, and uploaded version 2.


      Thanks @nuggets Good point. I moved the config into the regular FAF UI mod options, and updated the first post.

      posted in Modding & Tools
      maggeM
      magge
    • RE: [MOD UI] Enemy Tagger

      Thanks for the feedback!


      @wilson_ Integrating the mod into the base game is something that could be considered. The little time-savings really add up over time. I am also not a fan of adding more clutter to the UI.


      @skrat I double-checked; they are getting tagged correctly. My guess is that the mouse-hover did not resolve the name of the T4 unit due to partially fog / limited intel. When the mod (your mouse hover) cant resolve the name of the T4 unit then it will fall back to just EXP. If you can clearly see the EXP's name and HP, but it still gets tagged only as EXP, then please tell me the replayID and time.

      Reclaim is unfortunately not taggable that way, because it cannot be selected directly. But I will look into it, if there is another solution.

      posted in Modding & Tools
      maggeM
      magge
    • RE: Attached user profile notes - how to view all of them?

      Hmm, should be in:

      %APPDATA%\Forged Alliance Forever\client.prefs
      
      "user" : {
         "notesByPlayerId" : {
      
      posted in General Discussion
      maggeM
      magge
    • [MOD UI] Enemy Tagger

      Hover over any enemy unit/structure and left-double-click (customizable) to automatically place markers like:

      SMD 15:34
      NUKE 18:42
      T3 ART 22:10
      T3 LAND FAC HQ 9:31
      ...

      For unfinished enemy structures, the marker can include progress percentage, e.g. HYDRO 37% 1:22.


      Setting Window:
      6c88f199-64fe-4c7b-9c52-443d5f10859c-image.jpeg


      Limitations:

      The percentage is based on visible health/max health. This matches build progress for unfinished structures, but damaged completed structures can show a similar percentage. Keep that in mind.

      Disclaimer:

      This mod was developed with Codex. I reviewed, tested it in-game, and spent time fixing tag cases. If you still find a wrong label, let me know and the Aigent will get it corrected quickly.

      By default, time and structure percentages are disabled to keep the mod simple for new users. Advanced users who are familiar with BO timings may find them valuable for their bigger strategic picture.

      Coverage:

      The mod folder includes COVERAGE_REPORT.html, a readable reference that documents the current tag mapping and shows how units are labelled by the mod.

      Credits

      Unit coverage and reference data are based on @etfreeman FAF unit database.

      posted in Modding & Tools magge ui mods
      maggeM
      magge
    • RE: Share your worst FAF client memory usage in 2026!

      Under normal use (just starting the java client and playing a few games) it usually sits at around ~650 MB for me. Even when left alone in the background for many hours.

      After repeatedly switching through all UI tabs and clicking on random elements, memory usage peaks at 1.3 GB and drops back to around 1 GB.

      posted in General Discussion
      maggeM
      magge
    • RE: [MOD UI] Auto Hide UI Menu Elements

      Has been updated to work with the latest patch changes.
      Added logging and a retry watcher for easier future debugging.

      posted in Modding & Tools
      maggeM
      magge