Improve the controls #2193
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Reference: VoxeLibre/VoxeLibre#2193
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Source: Controls, Keyboard Shortcuts & F3 - Caves & Cliffs Update 1.18, by Pixlriffs
That's a great tutorial for newbies that also efficiently describes very useful functionality that we're missing. Ideally, we should have as many controls as possible done as Minecraft does it, which is very useful for:
Clearly, there might be a few things that we can't do the same or at all, because our engines are different. But everything done towards better and more compatible controls and mechanics would be great.
Improve controlsto Improve the controlsPlease be more specific.
we generally don't have a whole lot of control about controls hehe.
but yeah a lot of that actually works already. what specifically are you missing ?
It's actually more than just cotrols (keyboard shortcuts) and I was hoping I wouldn't have to transcribe stuff - it's 15 minutes well worth watching. Anyway...
Everything that uses arbitrary keys is out AFAIK. The shift click things might be possible. Its a lot better in mcla IMO but I think it was changed in mcl2 to equip armor with shift click.
The debug info is from minetest theres no way for a game to add stuff to it.
What exactly was changed? Equipping armor is a bit rare I think.
Probably not with the current state of the engine, talk to v-rob in #minetest-dev @ libera.chat about your use case to talk about future engine plans.
Note that a lot of computers on which Minetest can run do not even have an “L” key.
The problem with reversing the control scheme here is obviously that it may lead to people accustomed to the current control scheme to accidentally drop a whole stack.
True, but I never understood why we have a single key to drop a whole stack. It makes more sense to make an extra effort to drop a whole stack. And Q is even next to WASD, so accidents can happen (and it happened to me a few times).
What about the rest? Splitting a stack evenly is super useful, and that depends on dragging a stack while holding down the left mouse button.
Can we toggle debug info of our own by using a key?
Cant you split a stack evenly when you rightclick it ?
honestly i dont know a whole lot about this. Never actually did anything in this area this is just from general knowledge and playing experience of mt and mcl
not using a key afaics. But we could make a custom debug hud - how it would be activated is another question i suppose
This is where watching the video makes it really easy to understand. Yes, right-cliking does split a stack in half, but by left-click dragging you can split it across multiple slots. This is particularly useful when you have a full stack of redstone dust and you want to make redstone blocks.
You click and hold the left mouse button, then move that stack across the 9 slots in the crafting table and each slot will get 7 items, leaving you with a single item in your hand. Then you can get the 7 redstone blocks from the crafting table output. It's extremely convenient.
So not only we don't integrate the crafting recipes so we can click those and generate the input from our inventory (see 4:40), but we don't have this feature either. So we end up splitting items manually or dragging that stack 7 times across the 9 slots of the crafting table.
Please watch that video, and consider it insightful entertainment if not anything else. :P
I see. While that sounds nice afaics we can't really do anything about that.
Is anything doable at all from the list I posted?
@kneekoo have you talked to v-rob?
Not sure. Nothing that I'd immediately how to do anyways but like I said I'm not really en expert in this kind of stuff. But I'm not sure we can influence behavior of controls while in formspecs at all if I think about it
Not yet, I wanted to get more feedback here before asking.
Look, I doubt anything you want is possible in MTE rn, but v-rob has been working on something to make mods handle keyboard input. So just ask v-rob about your use cases.
For reference, an open Minetest issue that might help us bind more keys for certain features that I mentioned:
Add Aux2 key for games to use freely, and maybe Aux3, Aux4, etc.?
Since it came up on discord/matrix.
We can replicate some similar functionality with buttons, even though we can’t bind it to all those click combinations.
https://content.minetest.net/packages/mt-mods/unified_inventory_plus/ adds buttons to spread an item in the crafting grid. (only works if there is only one item inside)
The screenshot on ContentDB is a bit outdated, there are more buttons now … including a button that rotates the crafting grid.
I stumbled accross this today when I was trying to move an item away from my hotbar into the inventory to free up space (shift click on the item in the hotbar while inventory open). I see this has been mentioned. is this possible? if yes, is it being worked on? If no, can I help?
There are some priority definitions in the inventory formspec... MTE GUI definitions are still quite arcane though.
Some of the improvements I mentioned initially, that relied on engine features, have been added. So I shortened the list to limit the scope of the issue to what might be achievable.
^ Changing the above can be problematic. But accidentally hitting Q and losing a full stack is bad, so I think we should offer the option to switch the drop functionality. Informing players about this would be nice for those who want to change, and I made a generic proposal in #4345 that would cover this and other needs as well.
^ Adding #4334 would be nice until we rework the crafting UI.
^ We currently move these between the crafting grid and the hotbar or, if full, the player storage.
^ We had an attempt in #3473, but there were a few special cases that required attention and the PR fell in limbo.