Initial "new grid" block rotation methods are janky and tedious.
At the current time the rotation controls are flawed, making rotations that follow the view-port rather than the blocks rotational configuration is uncomfortable and tedius. With free rotation the axis of rotation constantly changes based on where you are looking making precise rotation impossible and limiting how we build. This adds to it the issue that you cant place the start of a base without fighting both free rotation and gravity aligned rotation in order to choose which way a base is facing
In addition to the already wonky rotation control the gravity-aligned rotation makes no sense. When placing a new structure in planetary gravity you get the option to rotate the starting block but only by 90 degrees. To me it makes more sense that the option to rotate the block should at least be able to rotate its "Yaw" freely in accordance with the planet.
Some suggestions regarding the rotation modes.
Free-Rotation
- Axis of rotation should stay consistent
- Rotation should be based on block orientation.
- An option should be given to allow snap rotation of various degrees.
Gravity-aligned
- Blocks aligned to gravity should freely rotate in the yaw axis
- Alignment should change as one moves to a different part of a gravity well
Barely being able to build a base it the orientation you want does not sound like the intended design. Its nearly prevented me from wanting to play survival. Having to switch between Free Placement and Gravity-aligned to get the perfect alignment while only guessing because rotating the block is based on how I look at the thing.
Its annoying to say the least because my brain wants to think of it like a CNC machine where the point of rotations are fixed. This is the difference in say, Blender, rotating an object in the Global, Local, or View where the current setting is View, where the rotation follows the camera. Global and Local constrain to either the center of the "Workspace"(Global) or the center of the object (Local), and these two are much more predictable because they are not changing every time we move the mouse.
P.S. Sorry for the double post as I made a bug report before remembering some of this design is from SE1 but still the view-port rotation is abysmal.
I like this feedback
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