Selection wheel for block sizes/variants

Auden Clifford shared this feedback 46 days ago
Planned

Currently, in order to cycle through the different sizes/variations of blocks you have to press R, and if you want to get back to the variant you were just on you have to page through all of the available options until you get back to the one you want. This can be inconvenient, especially when working with blocks with many variants, and with the new SE2 size options. It would be nice if you could hold down R to access a selection wheel of all of the available sizes and variants of a block. This could even allow you to group more blocks together, for instance, you could group all the different variants of light armor together instead of having them separated into cubes, half-cubes, long corners, and half-corners, and the players would still be able to get easy access to them without cluttering their toolbar.

Best Answer
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My preference would also be to have R change block size, but irrespective of whether it changes the block variants or not, I found the mouse wheel rotating through the toolbar very annoying and unnecessary given the numbers are all ready mapped. If it's not changed, when we get setting settings and keyboard configuration, I will simply disable the mouse wheel key bind. I agree with many of the things the devs have tried to achieve with changes to the interface and key binds, overall my experience of SE2 Alpha is a positive one, but think this function is a missed step and should be changed to mirror SE1 block selection.

Replies (12)

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4

I'm thinking of the same thing with a menu like the paint gun.

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3

Either holding down 'R' or ctrl + mouse wheel. We already use ctrl for precision mode and rotating blocks, and mouse wheel to switch block on the toolbar, so ctrl+wheel would be pretty self explanatory. Then we could make R only switch between different sizes, cleaning up the interactions a bit.

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3

I'm right there with you all, the "R" for Size selection not actually selecting size threw me for a bit of a loop. Being used to the scroll wheel, seeing the scroll wheel now cycle through the 1-9 slots seems a bit redundant given they're already mapped to the numbers. In general, keeping the SE1-style bindings makes the most sense, with the slight edit of finding a key (or key combo - though with as much switching between sizes as I'm sure we'll be doing, a single key would be best) that could be dedicated just to changing the block size.

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2

R is doing too many different jobs, i feel like i can't ever seem to remember when i need to push it, or when i do push it, it's doing something i'm not expecting. Would leave to see some other solutions

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1

I think it is a very good idea to use the ring menu to select a shape like the color tool.

It is very important to be able to visually select the shape you want to choose.

In SE1, I could not visually see what kind of variations there were because I had to use the mouse wheel to change the shape.

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8

My preference would also be to have R change block size, but irrespective of whether it changes the block variants or not, I found the mouse wheel rotating through the toolbar very annoying and unnecessary given the numbers are all ready mapped. If it's not changed, when we get setting settings and keyboard configuration, I will simply disable the mouse wheel key bind. I agree with many of the things the devs have tried to achieve with changes to the interface and key binds, overall my experience of SE2 Alpha is a positive one, but think this function is a missed step and should be changed to mirror SE1 block selection.

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1

Im scrolling just by instinct its so hard to get my head around the change and I keep making the same mistake

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1

I think getting used to the new rotation scheme could be possible, although having an option to toggle dedicated controls would be a nice addition.

The real issue, as stated in another comment, is the discrepancy between tooltips and what actually happens, as well as the changes in mouse wheel behavior from SE. The "R" key should only toggle size, and the mouse wheel should scroll through block variants as it did before.

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2

I think at least the option to revert to SE1 controls for block selection and rotation would be a good idea.

A lot of players have been playing for years, so the muscle memory is strong. :)

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2

I already made a new topic as i didn't see this one.. but this is it..


I Generally like the current controls For SE 2, very intuitive and it's great to have modifier keys like SHIFT and CTRL.

Block Rotation and general interaction is great (I'm Right Handed). But Variant / size selection is very lacking to me. The R / SHIFT + R feels unnatural and is uncomfortable to use.

As more blocks gets introduced to the game the size / Variant groups will most likely get larger.


I gave it some thought.


CTRL + Mouse Wheel is currently Being used to change the distance of blocks. Although that function is only active when creating a new grid.


I do believe that something like the Picture would be a lot more intuitive and it would make for quick selection In the size / variety options and you would not have to cycle through every block to get to what you want.


The scroll Wheel would still be cycling through the hotbar and the the MMB or CTRL + MMB Will open the radial menu where you can then choose the specific block and size you want to use. (Since MMB still carries paint functionality)

This Would basically function like a folder structure and could function along side the current R / SHIFT + R.


The Radial Menu could be split left and right by size or have clear grouping of sizes, and slots and radius should be expanded dynamically according to the amount of variants.


So...

1: Scroll to navigate hotbar.

2: press the middle mouse button and move mouse to open and navigate the variant radial menu,


By my understanding from the blogposts and streams, I do believe that this system would implement well into the current control layout and the overall vision for SE 2


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3

No thank you, I hate selection wheels as a component of any user interface.

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3

If we want to make this game easy to understand for newcomers, we need to get away from the “no options in sight” situation.

On top of that, it is important to have a variety of options for how to operate the system.


It does not necessarily have to be a ring menu.

It is also important to show “what shapes are available” next to the mouse pointer, even if it is the same operation as in SE1.

It is also important that the player can change the key settings for each operation, whether it is selecting a shape, resizing, or displaying a list of shapes.


At this point, it is important to be careful to be consistent.

Not only the block shape, but also the color tool and other secondary options should all be in the same format.

We need to think about what kind of display is typical of space engineers.

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