BrewLAN is a mod for Supreme Commander: Forged Alliance that has been in on and off development by a team of one for almost a decade. It adds a wide variety of new units for all factions, as well as offering several new game modes and features. The core design goals for the mod are simple; to add new, interesting, and visually aesthetic units which complement those already in existence and to maximise technical compatibility with other mods.

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Requests code reuse (Gantry) (Games : Supreme Commander: Forged Alliance : Mods : BrewLAN : Forum : Bugs & requests : Requests code reuse (Gantry)) Locked
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Sep 29 2020 Anchor

Greetings Balthassar.

Please provide a few minutes of attention. (Im sorry for my English, and Google translation)


I am writing from a distant cold territory, while the bears sleep and the vodka cools. :)

I having fun in FAF, then found your mod. I really liked this idea as well as the quality, as for SC: FA.

Specific your fabT4 mod uses an air / ground switch.

Please write a similar modification\hook (or please write an example for scaling ). To manage restrictions, for both fab’s and engineering units.



  1. The first part of the idea part is this:

Get artificial tech levels, inside the main one.

1 invented artificial bild categories for each tech level (t1.5, t1.75, t2.5 ...).

(as *BUILTBYCICCIO* in «SupremeUnitPackV6Official» from Puledro, Mefisto )


2 sort units by categories artificial tech in Fab, and in engineers.

For example, as in the picture 1.

Not correctly completing the code, by copying parts from other scripts LUA. Is my limit for today :(


3 To the user, it looks like a stepwise improvement(research) like ED1….ED7. With the ability to switch to the previous categories.

For example idea fab:

{Т1( Т1=>T1.5=>T1.75)=>T2} next {T2 (Т2=>T2.5=>T2.75) =>T3}, {T3 (Т3=>T3.5=>T3.75) =>T4}, {T4(T3.95=> T3.99)}

Or

{Т1( Т1=>T1.5)=>T2}, {T2 (Т2=>T2.5) =>T3}, {T3 (Т3=>T3.5) =>T4(T3.75)}, {T4(T3.75=> T3.99)}.


2. The second part is this:

1) Modularity. For quick additions objects, from forgotten mods.

(From 4, up to 10 or 12 units per block. Similar «T3 Mobile Anti-Air units», from Kirvesnaama)

2) Easy to add categories to units. For ease of revision, or disassembly* of other modifications.

( * for example “Mod compilation” from Razor-Wind or Marlo “Mod compilation” or “AntaresOne” )

3) Without core modules, blocks work like simple packs of units.


picture 1: I'm asking for the simplest vision. Please add comments to the code for ease of understanding.

miD teh 1


picture 2: Approximate vision of the result. Modular modification.

miD teh 2


Thank you for attention.

Dim-a-miD 29/09/20

Nov 6 2020 Anchor

You're limited on how many buttons you can have to do stuff like that. You could have one button that cycles between each of them though. It would just require keeping track of how many times the button has been pressed, and having distinct categories to restrict and unrestrict on the factory.

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