New featureFiveM and RedM servers can now switch frameworks safely
Switch your FiveM or RedM framework from the Details tab with a clear preview of what changes, plus fixes for Qbox's missing resources, Terraria mod worlds, DayZ error messages, and many mod management improvements.
Switch frameworks on your FiveM or RedM server, safely
You can now change your FiveM or RedM framework right from the Details tab, with a clear preview of exactly what will be removed, backed up or kept before you confirm. Start Over on the Backups card lets you reset to a fresh framework and database while keeping your own scripts, or wipe everything for a clean slate.
Better than before
Automatic mod updates now pick a version that actually fits
When mods have conflicting version requirements, Haptic now updates to the newest version that satisfies everyone, explains why, and never moves you onto a version known to fail. Save also explains clearly when a required mod can't be turned back on.
Valheim mod requests work better with crossplay on
Approving a mod request for a Valheim server with crossplay on now only skips mods that truly can't run with it, and offers to add the mod with crossplay off when needed. The add button only shows up for members who can actually save the change.
Clearer choices when removing or saving mods with conflicts
Removing a mod another mod depends on now offers a clear "Remove both" or "Keep" choice. Saving with a client-only mod no longer fails the whole save, and mods with known issues now show a direct "Turn off" or "Use an alternative instead" option.
Mod install errors now explain what went wrong in plain language
The Mods card now tells you in plain words why an install failed, including download problems and game-specific issues for Don't Starve Together, Garry's Mod and tModLoader, instead of raw technical text.
Cleaner first boot for QBCore, Qbox and ESX servers
Your FiveM account is now automatically made an admin on QBCore, Qbox and ESX servers from the very first start. We also cleaned up duplicate database setup and removed a batch of harmless but confusing startup warnings.
Admins tab now applies to your FiveM server
People you add as admin, mod or support in the Admins tab are now automatically given the matching in-game permissions on QBCore, Qbox and ESX FiveM servers at every start.
2 more improvements
- RedM servers get an Admins tab: VORP Core and RSGCore server owners can now manage admins from a new Admins tab: pick someone who has already played or paste their Steam ID directly. VORP Core's tab also explains exactly when admin commands and the admin menu become available.
- FiveM and RedM servers now catch common script problems automatically: At every start, your server now unpacks stray script archives, fixes start order issues, and catches other common setup mistakes that used to need manual support help.
28 bugs squashed
BedrockFixes: 2
- Conflict notices for block changes now correctly show which add-on's version wins, matching how item, recipe and loot conflicts are decided.
- An outdated Bedrock add-on no longer repeats its reason twice on the same row, and long descriptions on the Mods card now wrap instead of getting cut off or scrolling sideways.
DayZFixes: 1
- When a DayZ mod needs Community Framework, Dabs Framework, or DayZ-Expansion-Core, your server now says exactly which one instead of a generic compile error.
FiveMFixes: 3
- Some newer FiveM builds ship chat in a different spot than before, which meant chat and slash commands silently stopped working. Your server now starts chat correctly either way.
- Editing server.cfg on your FiveM or RedM server used to warn that your changes wouldn't survive a restart. That warning was wrong, and it's gone now, so your edits save normally.
- The Qbox pack was missing most of its resources, so things like the appearance menu, spawn picker, vehicle keys, HUD, banking and phone didn't work, and creating a character could fail outright. Qbox servers, including existing ones, now install the complete recipe.
Project ZomboidFixes: 3
- A mod version Haptic already knows won't load now keeps its warning even after a separate requirement issue is fixed.
- Required mods that were deleted from the Steam Workshop and are no longer actually required now get dropped correctly instead of staying stuck.
- If a Project Zomboid mod's optional parts skip a required link, you can now remove the dependent mod instead of being told it's still needed. Palworld's fast travel mod messages also read more plainly now.
RuneScape: DragonwildsFixes: 1
- A RuneScape: Dragonwilds game update broke joining servers that use a password, so affected owners now see a banner explaining the issue with a link to more details.
RustFixes: 1
- Raidable Bases profile files with comments or trailing commas now read correctly, so Haptic no longer reports that nothing spawns when it actually does.
SatisfactoryFixes: 1
- Downloaded Satisfactory Mod Manager profiles now pin the exact Satisfactory Mod Loader build your server runs, so client and server no longer mismatch and refuse to connect.
TerrariaFixes: 3
- Terraria mods that need other Workshop items now offer a "Request" option on the Mods card instead of saying Haptic can't install them yet.
- Adding mods to a brand-new Terraria world used to fail with a confusing damaged-file message. Now you're clearly told mods need a new world, and given a Start New World option that keeps your current world as a backup.
- Loading a regular Terraria world that's newer than your tModLoader server supports now gives a clear explanation and suggests making a new world, instead of a generic "file is damaged" error.
DashboardFixes: 1
- Your server's connect address now always shows in full, wrapping to fit the screen instead of trailing off with dots. This works across every game, including FiveM and RedM's share card.
File ManagerFixes: 1
- Zipping a ticked file, or several folders at once, used to fail or only grab the first item. Download zip now correctly bundles everything you selected.
ModsFixes: 10
- Mod names in the load order window no longer get cut off or squeezed by "Needs" and "Couldn't confirm" chips on narrow screens.
- Status messages like "Waiting for a required mod" and "Retrying automatically" no longer get truncated on narrow Mods card views.
- When Haptic corrects a misspelled mod search, flipping to later result pages now keeps using the corrected spelling.
- Workshop mod details on your server, backups and the public page now show a readable date like "Steam Workshop, updated Nov 1, 2025" instead of a raw timestamp, and the public page links straight to the Workshop item.
- Mod search now keeps your original spelling when it's actually more common on the mod site than the suggested fix, so searches like "vehicle shell fix" aren't silently rewritten into something you didn't mean.
- On the compact Mods card and on phones, this label used to get squeezed down to unreadable fragments. It now sits under the mod's name and wraps properly.
- The Add a Mod results list no longer runs off the edge of narrow phone screens; details like subscriber counts and update dates now wrap instead of getting cut off.
- If a search finds nothing as typed but the corrected spelling's results are all already in your library, the message now says so clearly instead of hinting vaguely at close matches.
- Mods that failed because Haptic couldn't finish testing them now say "Couldn't finish testing" instead of incorrectly implying the mod itself failed a test.
- On the compact Mods card, this button and its missing-mod list used to get squeezed down to unreadable fragments. They now sit under the mod's name with room to show every word.
Public pageFixes: 1
- Mod name, version and notes on the public page now wrap as a normal sentence on phones instead of breaking into tiny columns.











