Open Brillik opened 9 years ago
Loving the layout and excellent work. Small suggestion, since it seemed to work on my other pack, inventory keys relegated to the number pad...
Here's the lastest edition of the keybinding setup. Pastebin of options.txt: http://pastebin.com/Dn4vN2Y5
Updated the options.txt here. Will add the image when I get home and test keybindings then as well
I think once the new update is released we will have to go back and take another look at keybindings.
No problem, its pretty easy to update and change. I've kept every draft as a new page in publisher so far.
Excellent! I will have more clarification this week and am planning an update withing the next day or so for you guys to test out.
http://www.keyboard-layout-editor.com/#/gists/971abdbcc65dc9fd1eb9 We should assign this mod to the github application list.
I think it is per user, and I have added it to my application list, still researching how we can merge this gist into this repository though
Options.txt: http://pastebin.com/q5DrERrZ
Now with more Colors! Updated to FallCraft 6.0. If you'd like, I can start over with keyboard-layout-editor and figure out why it didn't save my original draft, and update it with FC mod keybindings.
http://www.keyboard-layout-editor.com/#/gists/832b438909501253a832 Vanilla 1.7.10 layout to be used as a base to build on.
http://www.keyboard-layout-editor.com/#/gists/5c66886ed0284fd138aa FC 6.0 layout using WASD keyboard color swatch
We will keep using this for any updates, but I updated the gist repository with all of the changes
So with the recent update, I noticed a couple of key conflicts, can we take a look and see if we can either make set them to none or find a new key? (I think they were related to flans)
Is there a conflict between Flans mode switch key, and control switch? If so, we could easily bind one to J, or comma.
Known conflicts include: LControl: Sprint, Boost (IC2) , Down (Flans) C: Mode Switch Key (Flans), Control Switch Key (Flans), Cycle Item Mode (CoFH) Z: Special (Unknown), Zoom (Tinkers) V: Bomb Key (Flans) , Empower/Quell Item (CoFH), Yeta Wrench Mode H: Sound Locator (Dark Steel Armor), Night Vision (Dark Steel), Goggles of Revealing (Dark Steel), Goggles (Tinkers)
Out of these conflicts, the challenge arises which are true conflicts? Most of these I have placed together because they require either the item in hand or item equipped or a contextual situation. For instance, the Yeta Wrench mode cant change if you have a CoFH omnitool in your hand or are holding a bomb.
I'll go double check tonight when I get home, can't remember the exact conflict that prompted my response here
how are you generating these images...?
The link is further up what we use.
So after logging in, I discovered there are way too many keybinding conflicts, many of which are not needed and can be optimized better. Here is one possible setup to make it easier for the first time user. A couple options you might consider, binding all tool selection changes to the same key so that when that tool is held, the action takes place. Switching modes all to the same key, again should only affect the tool in hand. The first image is of available keybindings with vanilla keys in Red In the second image I've tried to show some suggested changes, and things to keep. There are a number of purposed conflicts simply due to the fact that they perform a similar function. For instance - everything involving a Helmet is relegated to "H" - since you can only wear one hat at a time. Also most of the inventory screens can be accessed from buttons on the inventory so they got either a (none) or E Some testing obviously will need to be done as to which keybindings are effective, and which are not. But this is hopefully a helpful start.