In case you want a really deep dive into all the code-side changes that were made to FAF (there are over 4,500 changes):
https://github.com/FAForever/fa/pulls?q=is%3Apr+is%3Aclosed

Posts
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RE: FAF changes summary
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RE: BlackOpsFAF-Unleashed only for FAF v26
Update 21.Apr.2025 (v26)
- Added Annotations (MrRowey)
- Speed up functions (MrRowey)
- Fixed CreateProjectileAtMuzzle hooks by returning the projectile to parent function
- Unit bea0402 (Experimental Aerial Fortress) now has a dummy weapon to attack enemies directly below.
- Unit bea0402 (Experimental Aerial Fortress) changed UISelection from tank to air unit
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RE: BlackOpsFAF-Unleashed only for FAF v26
Wait, really? I never realized that. Thanks for the heads-up, I’ll take a look!
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RE: SUGGESTION: AEON T2 Shield Generator Fix
yeah number 3 looks best.
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RE: Desync issue
I created a desktop shortcut to C:\ProgramData\FAForever\bin\ForgedAlliance.exe and use it to start the game (I host LAN multiplayer through the in-game menu).
I replaced this ForgedAlliance.exe with an older version on all computers in the network.
In the next few days, I will test the dev and FAF exe again. Then I can tell you if the actual exe is the issue.
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RE: Desync issue
No, I have an i9-14900K, and it works flawlessly with SupCom, including multiplayer.
But I also use an older SupCom .exe because I experienced occasional desyncs with the newer ones, but only in AI matches.
I haven't tested the latest version, so I can't say for sure whether a desync could actually be caused by the .exe. -
RE: adjustable LOD cutoffs
I wrote a small mod in 2018 to automatically adjust the LODs.
The function is located in AdvancedLOD\hook\lua\system\Blueprints.lua.
There, you can experiment with different settings to find what works best for you.
The code is documented and should clearly describe what happens in each line.The downside is that LOD settings are specified in the blueprint and then managed by the C# engine.
This means it can only be done with a SIM mod.If anyone is interested in experimenting with it or using it as a basis for something else, here is the code:
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RE: BlackOpsFAF-ACUs only for FAF v20
After several hours of debugging, I was unable to fix the issue.
Even after re-enabling the weapon, it only fires when aiming southwest. In all other directions, it does not fire.This is similar to the issue with drones: the code technically works, but the result is flawed without throwing any errors.
At this point, only Jip can help.
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RE: BlackOpsFAF-ACUs only for FAF v20
Well, during transport, the function SetOnTransport is executed, which checks whether a unit has CanFireFromTransport specified in its blueprint.
If not, the weapons are disabled and re-enabled upon un/loading and using the enhancementname to find the weapon (in SetWeaponEnabled).
I think the error should be found in this area or at least this is a good starting point for the search. I'll take a look. -
RE: Ai dont do anything
from now on you can also start the FAF version directly wihtout using the FAF launcher.
Just make an desktop shortcut of the file C:\ProgramData\FAForever\bin\ForgedAlliance.exe
(ProgramData is a hidden folder!) -
RE: BlackOpsFAF-Unleashed only for FAF v26
thanks for reporting this.
https://github.com/Uveso/BlackOpsFAF-Unleashed/pull/27
(fixed in next version)
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RE: Proposal for [Challenge Accounts] | Feedback Wanted!
I find the idea of allowing smurf accounts under any circumstances problematic. Smurfing has always been a contentious issue in FAF, and the platform has consistently upheld a strict no-smurfing policy, even enforcing bans against such accounts. Introducing a system that permits smurf accounts, regardless of how controlled or pre-approved it may be, risks undermining this longstanding rule.
Allowing high-rated players to create temporary accounts—even for challenges—poses significant risks to the community. It could lead to negative experiences for low-rated opponents and erode confidence in the integrity of the rating system. Furthermore, even with strict pre-approval and monitoring, the line between an approved "challenge account" and unauthorized smurfing becomes blurred, potentially opening the door for misuse.
That said, this is just my personal opinion. Whatever decision is ultimately made, I will support it. I have a rating of 0, so from a personal standpoint, it doesn't matter to me either way.
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RE: Proposal for [Challenge Accounts] | Feedback Wanted!
The introduction of Challenge Accounts, as currently proposed, appears unnecessary, as most goals (content creation, fostering creative challenges) can be achieved without additional accounts. The administrative and moderation effort does not justify the benefits. Optimizing existing structures provides similar advantages with less risk and effort.
It should also be noted that there have always been discussions about smurf accounts, and FAF has consistently been against such accounts, even enforcing bans. Now, for FAF to allow smurf accounts under any circumstances is problematic in my view. This could lead to anyone justifying their smurfing by claiming they intended to create value for FAF.
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RE: persistent desync
Even though I am sure that the Uveso-AI itself does not cause any desyncs, it is still possible that not all players have the same version or that a file is corrupted. So please also test without the Uveso-AI mod.
Please also post your game.log. The replay generates a new game.log with our game environment and files, but we need to see your files and directories. -
RE: Game crashing: EXCEPTION_ACCESS_VIOLATION
EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x0095854f
This is a memory error. The only solution is to reduce the number of (unit) mods.
https://github.com/FAForever/fa/issues/1445 -
RE: Seeking Help to Develop a Mod: Adjusting Commander Collision Properties
The hitbox also applies to projectiles.
I encountered an issue in Black Ops where the hitbox was too small:
https://github.com/Uveso/BlackOpsFAF-ACUs/pull/7
Make the hitbox the same size for every ACU to avoid complaints. Also, ensure it's not too small; otherwise, the commander can only be hit with area damage.Oh, and when you're in the game, press [F1] to open the key bindings. Under the 'Debug' section, you can see all functions and their assigned keys.
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RE: Seeking Help to Develop a Mod: Adjusting Commander Collision Properties
First of all, press [CTRL] + [SHIFT] + [ALT] + C to display the hitboxes in-game.
You have two options to change the hitboxes of a unit.
First of all, you can copy the entire blueprint into your mod and modify the relevant lines, such as SizeX, SizeY, and SizeZ.
However, this approach has the disadvantage that you will need to update the blueprints with every ACU patch.A better option is to use a ModBlueprints function in Blueprints.lua.
Here’s an example of a ModBlueprints function:
https://github.com/Uveso/AI-Uveso/blob/master/hook/lua/system/Blueprints.luaa function to change the hitbox could look like this:
-- save the actual ModBlueprints into OldModBlueprints local OldModBlueprints = ModBlueprints -- by creating a funktion with the same name we overwrite the original ModBlueprints function ModBlueprints(all_blueprints) -- execute the original function to not break other mods OldModBlueprints(all_blueprints) -- loop over all blueprints for id,bp in all_blueprints.Unit do check if we have an commander if table.find(bp.Categories, 'COMMANDER') then change the hitbox bp.SizeX = 1 bp.SizeY = 1 bp.SizeZ = 1 end end end
i hope this helps a bit.
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RE: Crash Report Help Needed: "bad allocation" Error
I’ve gone through the game log, and the errors visible there have nothing to do with the crash. Most of the time, it’s just variables that can’t be found.
For example, M28 tries to access a variable where a number is expected, but nothing is returned. Here, the 92,574 error messages could have flooded the log and caused an issue with memory management. (I don’t think so, though — we’ve had worse log spam before, and the log continued to write.)
Brewlan expects a variable named TDFShipGaussCannonProjectile, which doesn’t exist. However, this only causes a standard projectile to be used and shouldn’t crash the game.
My gut feeling tells me that a mod like Buildable Lower Tiers Experimentals in Factories for Total Mayhem, Kennel Engineering Stations for All, or Reclaim Turret Aggressive is responsible. Most likely, it’s a modified unit where the engine expects certain values that aren’t present. But as I said, this is just my gut feeling, so it’s more guessing than knowing.
The only recommendation here is to thoroughly test the mods one by one. Even if you’re 100% certain which mod is causing the issue, debugging it is still difficult (to actually fix the mod).
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RE: Updated Mods for FAF and Vanilla Steam
Update: 14.Dec.2024
AI-Uveso (v114)
- New: Platoons will now merge if engaged in combat and nearby.
- Fix: Resolved an issue where RepeatBuild could potentially cause a stack overflow.
- Fix: Fixed a bug where the BuilderName was deleted after using the AirUnitRefit functionality.
- Fix: Added an upgrade mechanism for Tech3 factories when the economy is fully saturated.
- Fix: The hover platoon former will now only be created if there is no land path available to the enemy.
- Fix: Fixed tactical missile not targeting Heavy Assault units from the Total Mayhem mod.
- Fix: Fixed a bug in attack function when a platoon unit is dead.
- Opt: Increased the priority of panic builders.
- Opt: Units constructed by panic builders will now push aggressively into enemy lines.
- Opt: Introduced a new former for managing Total Mayhem spam and panic situations.
- Opt: Units fighting near corners will now maneuver around corners if their line of sight is obstructed.
- Opt: The Ecomanager will no longer pause the construction of strategic missile defense systems.
- Opt: Strategic missile defense systems will now automatically begin construction if a nuclear submarine is detected.
- Opt: Updated formers specifically for the
Total Mayhem
mod. - Opt: Added builder for transport needed and transport wanted.
- Opt: Engineers will now assist only if mass storage is over 50% to prevent eco stall.
- Opt: Naval expansions will now build a factory first instead of defense.
- Opt: Reduced the number of naval base builders to prevent double builds on the same spot.
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RE: AI-Uveso (v116) - AI mod for FAForever
Update 14.Dec.2024(v114)
- New: Platoons will now merge if engaged in combat and nearby.
- Fix: Resolved an issue where RepeatBuild could potentially cause a stack overflow.
- Fix: Fixed a bug where the BuilderName was deleted after using the AirUnitRefit functionality.
- Fix: Added an upgrade mechanism for Tech3 factories when the economy is fully saturated.
- Fix: The hover platoon former will now only be created if there is no land path available to the enemy.
- Fix: Fixed tactical missile not targeting Heavy Assault units from the Total Mayhem mod.
- Fix: Fixed a bug in attack function when a platoon unit is dead.
- Opt: Increased the priority of panic builders.
- Opt: Units constructed by panic builders will now push aggressively into enemy lines.
- Opt: Introduced a new former for managing Total Mayhem spam and panic situations.
- Opt: Units fighting near corners will now maneuver around corners if their line of sight is obstructed.
- Opt: The Ecomanager will no longer pause the construction of strategic missile defense systems.
- Opt: Strategic missile defense systems will now automatically begin construction if a nuclear submarine is detected.
- Opt: Updated formers specifically for the
Total Mayhem
mod. - Opt: Added builder for transport needed and transport wanted.
- Opt: Engineers will now assist only if mass storage is over 50% to prevent eco stall.
- Opt: Naval expansions will now build a factory first instead of defense.
- Opt: Reduced the number of naval base builders to prevent double builds on the same spot.