I did, but the description scared me off (it's different for me).
Apparently this is it, now I can see build power and such.
Thanks!
Best posts made by Szasz
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RE: tooltips like shield strength and shield+hp regen value are gone
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RE: visually glitched Land Factory
Incredible. The Air Factory looks like an actual finished model in comparison.
Latest posts made by Szasz
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RE: Cannot upload new version due to "A mod with UID XYZ already exists."
Got it, thanks for explaining.
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RE: Cannot upload new version due to "A mod with UID XYZ already exists."
Thanks.
I cannot see old versions of the most popular mods in the client, so how do they turn invisible?
Is there a way to remove them from the vault?
Is there any interface to manage my uploads?I'm a bit sceptical about auto-updates because of the behaviour I described above. From my point of view, I always have to manually remove and reinstall a mod whenever an update is available. In the client's mod browser, installed mods are normally highlighted in green and marked with a checkmark. However, when an update is released for an installed mod, these indicators disappear, making it look as though I haven't installed the mod at all. As a result, it's not immediately obvious that an update is available for a mod I already have installed.
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RE: Lime Map Generator (AI_MapGen)
I reckon generating maps using this approach would make it trivial to incorporate appropriate, intelligent AI markers. If your map generator supported this feature, it would give it yet another edge over the current reigning champion, Neroxis.
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Cannot upload new version due to "A mod with UID XYZ already exists."
Duh, that's the point of updating!
Could you please lend me a hand with this?
Some features of FAF leaves me puzzled as the usage and know-how is um, hidden from plain sight.
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RE: BlackOpsFAF-Unleashed only for FAF v26
Hope you doing well.
I just bumped in to highlight the most burning issues:- Inquisitor collison box issue: the positive Y offset set in the bp does not seem to apply thus the short hitbox sits at the legs of the unit, causing almost all projectiles and beams to shoot over it.
- Cybran T3 Aries Attack Frigate's secondary weapon introduces stutters into the game when firing. 10+ makes the match unplayable. Switching back to anti-air does not seem to completely solve the issue, the Aries seem to bring some lag into the game no matter what.
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RE: Wish-A-Mod Foundation
Terraforming, or hardly restrictive building placement.
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track mark glitch
There's this bug that fills up the texture of a track mark left behind by Vipers, Fatboys, etc. with distorted+rotated markers for mass spots and hydro spots.
I've heard that it's connected to upscaling the texture for these markers.
Well, the trade-off is not worth it.
Having low res markers would be much much less disturbing that a vibrating visual error that makes me think the game process is gonna crash any second.
You see, the really unsettling part is that these aren’t static artifacts. They keep moving, like some kind of broken kaleidoscope which is quite disorienting.

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option for old explosions
Recently, not certain when, but I guess in the past months, the explosions were changed into a style that I know as "Fiery Explosions"/"Total Mayhem style explosions". They are, uh, more red.
I dunno about you but I find them very ugly, I've never ever used them out because it is so out of this game for me. (i.e. breaks the immersion)
If there is a way to change it back to the old (vanilla) style, please let me know. If there isn't, please consider giving us the option.
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'go/play offline' button in the client
Right now only the login screen provides this option which is gone if login happens - be it manual or automatic.
It would be better if it were accessible at any given moment. -
RE: Aeon shields
Note: You're just basically looking for the default vanilla behaviour that FAF changed.
Consider "Remove Shield Spillover" mod by Nomander from the vault. It’s fairly old, but it was cleverly implemented so it's light, works great and doesn’t conflict with anything.
I'm not a fan of spillover damage either. It basically puts shield emitters with larger radii at a disadvantage and, as you stated, makes area damage—which has become very common in FAF today—disproportionately strong against clusters of bubbles. At the same time, it still leaves room for microing on/off switches, potentially turning the whole mechanic into a fight against the UI that I subjectively see as bad design.