Keybinding Overhaul
Posted: Sat Feb 08, 2014 8:13 pm
Factorio is a very compelling game, but it is doing a terrible job in the Keybinding department. Here are some suggestions to help the keybindings not be so frustrating.
- Escape - This is currently a high-priority interrupt for the main menu. This is an extremely jarring effect, as the typical use of the escape key in every other program is to cancel the current state. In Factorio, this should cancel building or close a window as appropriate. You have a separate pause button, use that for the menu.
- Windows (and closing them) - Windows are currently all closed with the E key. It's an awkward keybinding to have 1 key close all the windows. If you open something with a key, you should close it with that same key. E for inventory, E to close inventory. T to open technology, T to close technology. Right Click to interact, Right Click to stop interaction. Keep the Escape key useful for closing these windows though.
- Quickbar 6-10 - While the current setup is ok, and once you get used to it, kind of nice to have the Quickbar be reachable without moving the right hand, the game never tells you that Shift is used to reach the right side, and it's not intuitively obvious that Shift means go to the right side of the bar at the bottom. I would suggest labelling the quickbar with the keys used to get to each slot. (This is in the tips and tricks a few times, which makes it less obfuscated)
- Building Placement - By default left mouse button should be the button you click to place a building (considering you cycled to it, and left mouse button is the main mouse button). That brings us to:
- Cursor Clearing - This should be the right mouse button by default, not Q (Escape should act sanely and clear the cursor when it's full too). Q has a function of cycling weapons.