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!
It was removed because backend changes over the years meant that tool didn't work anymore, and nobody wanted to make (and maintain!) a new version of it.
You'll need to update the texture reference manually. You can do this the same way that you set the texture reference. Likely by exporting the water settings, update the reference, import them back in.
@freadyfish for now your fine with an override mod, but I'd suggest moving towards a UI based method at some point. Simple reason, its more likely to be widely adopted, and thus less like to viewed as SIM cheater mod.
As for helping out, hit me or any of the other mod-dev's up if you get mega stuck.
You should make a Github issue for this, I agree it's silly that readying up redraws the quality. At the same time... This is what the kick button is for, and if more hosts kicked people who were being disruptive the community would be a better place.
@just_norm said in Power deficit on construction effects:
Once they are all assisting, I can see my energy bar is showing - 500. Will having this -500 deficit cause the building to complete slower than if i removed some of the engineers (so for eg the deficit was -100) or if I removed enough engineers so that the energy bar was showing a slight positive.
Except for the mex probem mentioned by @FtXCommando , the answer is no (if you still have an acceptable mass income or storage). More engineers should always either make no difference or increase the speed of building.
However, it is usually vastly easier to increase the speed of a project by pausing other energy consumers in your base than to just increase the build power ratio of the project by putting more engineers on it while stalling.
And you usually want to do the pausing anyway to not stall shields or radar.
That would be a solution, preferable is:
[image: 1685214541148-a62743d5-6b43-473a-aad2-8f86bdbfdb68-image.png]
I thought it was clear, because I added the screenshot from the FAF client earlier.
@dorset
To deny reclaim fields to the enemy chiefly, but I guess that could actually be too strong rather than too weak. You could just suck up reclaim without fear of wasting the mass (in 1v1) or not having your teammates be able to spend the overflow
@just_norm I read this and it sounds like your referring to the refresh rate of the lobby on the client? If it is , I would just fiddle with filter options to force the client to refresh from your perspective.
I would add that I prefer this lobby behaviour.
@phong Yea i get that. Sounds like sound advice. Although given he says he has a full lobby and the lobby has only 3 (like a historical reference) is it possible he means the above
It requiring an assembly patch means a mod isn't going to be doing it unless you plan on learning how to reverse engineer closed source engines. Although even in that case, I'm not sure if a mod that messes with the .exe won't just result in an immediate desync regardless.