Paint the Town Red

Paint the Town Red

View Stats:
In my opinion, all modifiers should be made available for use in Workshop levels.
As a user of Unity Explorer, I haven't noticed any performance issues with these modifiers as some say. I've been doing things that are way more hardware-straining with UE program than any of the modifiers can do, and I'm using a laptop. I find no reasons the modifiers are not available other than to prevent players from 'cheating', which I don't consider a valid reason since the majority are singleplayers, and modifiers affect every player equally in multiplayer. There isn't much to do in the game after one has finished the beneath mode and played thousands of workshop levels, so why not allow players to have fun the way they want? I do all sorts of crazy stuff with unity explorer that keeps me entertained, I bet that having more of these tools to screw around would keep more players hooked to the game.

If the issue genuinely stems from the fact that there are some hidden performance issues that I'm not aware of, I think that an explicit disclaimer would be enough in the modifier menu to warn players of their experimental nature.
< >
Showing 1-2 of 2 comments
RaggedDan 1 Oct, 2024 @ 10:19am 
I'm sure that the vast majority of modifiers would actually be fine in community levels as you say, although in discussions before it's not just performance issues that get raised, also the fact that logic triggers won't always work with some of the modifiers/zones of effect, or a deeper issue like you've alluded to. Writing out that hypothesis would be tedious here but the summary is that there *might* be more complex issues with maps breaking using certain modifiers. Again, probably nothing serious for most levels, and a disclaimer could resolve that.

It's a very reasonable point about making it clearer that's the reason the game doesn't have them in community levels, I guess it's a popular question on the Discord and gets answered or linked back to quite a bit, but if you're using Unity Explorer to trigger modifiers usually available in the scenarios for custom levels then I can't imagine a disclaimer would be necessary because the game's certainly not intended to be designed that way, by their nature all external modifications and interfaces are experimental when the game hasn't been designed in conjunction with them. I'm pretty sure that's not what you meant but summarily people never complain that custom levels aren't working *because* of a modifier currently and those which are excluded feel a bit far off making a difference.
Ris 11 Jul @ 3:41pm 
its actually possible to enable "everyone hates me" moddifier. you pick it through normal scenario, and then come back to fanmade.
ITS A BLESSING I LOVE IT

and still, console commands for all modifiers would be nice...
< >
Showing 1-2 of 2 comments
Per page: 1530 50