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Camera Utilities 0.2.2
Takes the game's overlays off the picture, one at a time, for recording cinematics - or just for a cleaner view. Every switch is in two places: the mod's settings on the Mods page, and a small in-match panel on F4, so you don't have to leave the game mid-shot.
Strategic icons - always, never, or only above a camera height. That last one is the interesting one: icons are what you want at strategic zoom and exactly what you don't want in a close shot, so WHEN FAR keeps them until you dive in and drops them below the threshold. The panel shows the live camera height next to the setting so you can pick one against the shot you're framing.
Intel ranges - vision, fog-of-war, radar, sonar, omni and counter-intel rings.
Attack ranges - direct, indirect, anti-air, anti-naval and counter.
Build ranges - build and assist, so a screen full of engineers stops drawing circles.
Order lines - the lines and markers drawn for whatever is selected: move, build, attack, assist, reclaim, and the whole-army view of them the append key brings up.
Planned buildings - the outlines of buildings an engineer or commander has queued but not started. They come back on their own the moment construction begins.
Alloy spots - the marker on a deposit that has no extractor on it yet.
Health bars - every health and progress bar. Worth knowing that the game already hides a unit's bar while it is on full health, so a unit at full health showing nothing is not this switch.
Game UI - the whole HUD. The mod's own panel is drawn separately, so it stays up and F4 still gets everything back.
Unit draw distance - how far the camera can get before units stop being drawn at all. The game stops drawing anything mobile past 100 world units and structures past 160, which is why a zoomed-out battle is nothing but strategic icons; set a larger figure and the models keep going. This one is baked in as a match loads, so unlike every other switch here it takes effect when the next match or replay starts - the panel says "next match" while a change is still waiting. Only units and structures are affected; props keep their own level-of-detail chain. Units have no cheaper level to fall back on, so a wide shot of a big battle now draws every model at full detail.
New in 0.2.2:
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Works with the game update of 11 October 2026 (0.0.1.21.1): hiding order
lines follows the game's new order drawing. Needs game 0.0.1.21.1. -
ModManager - the mod, for an install that has the Sanctuary Mod Manager (install that first if you haven't). Extract into the game's
enginefolder; it appears under UI Mods.
Client-side only: never changes the Lua files or the simulation, so a modded client stays lobby-compatible with unmodded players. Like any BepInEx plugin it runs as full-trust code inside the game, so only install it from a source you trust. Built for the game update of 11 October 2026 (0.0.1.21.1).