Move all the map-exclusive content from the editor objects list

@Nelson - I see you are coding things so unique content will not neccesarily be available as a default in the editor. I suggest you then go the full mile by removing the map-, and quest-dependant objects from the default editor list. Leaving them in WILL cause workshop map issues.

And how come the Greece materials, roads, vegetation are “hidden” to normal editor users? This is a massive defecit to the modding community´s potential.

If a map is curated, it is of a quality that is approved by the game devs. I see no reason for the teams responsible for the curated maps to have any sort of special ownership on any unique content on their maps. Stop ignoring the potential the workshop creators, myself included, have, and the gain they can serve YOUR game. Either make all the map-dependant content available, connected to any relevant quest variables, etc, in a way the modding community can grasp. Or, code shit so that all these things are NOT readily available in the default editor, on a fresh map, with NO bundles folder.

While I agree with the first part of your message, really streamlines downloading and creating for workshop creators, I really don’t see the point in lashing out at Nelson. Even if it was a really needed thing for the game getting mad and throwing a fit won’t get you what you want.

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what

materials/details/vegetation work fine for legacy, not devkit though.
and roads aren’t objects in greece, they’re road nodes.

Hidden? Nothing is hidden. It’s a matter of effort, not “hiding” something. If you want the Germany or Greece materials, do a devkit map yourself. Simple as that.

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