

This thread includes some very good examples. Userstory: Better support of controllers and joysticks / definition of more than one event per action I don't think the developers are planning on a console version of this game and don't see the benefit of using a gamepad for this game on the PC, because (a) it just feels more natural to me using keyboard and mouse for a game that was designed for use with it, (b) after 100+ hours of factorio the handling of the game with kb+m is pretty much ingrained in my brain and a gamepad would feel awkward and slow to use, and (c) I like the game so far and think that by adding controller support, some game mechanics or input behavior might (have to) change for it to work. I think that personally, even if controller support was added to this game, I would still prefer keyboard and mouse. One other thing I just noticed: Probably would have been a good idea to map the C key on the right analog stick when pressed down because that works fairly well, but I'm to lazy to redo the pictures now. Or instead of M/T/P just one button that toggles between Game, Map, Technology and Production screens.ĭriving a car with the left analog stick is also pretty hard, because you expect the car to follow the direction of the stick, but it accelerates on UP and steers using LEFT and RIGHT, which makes driving straight and small corrections quite hard. Like when the game detects you are in 'Combat Mode' and some keys change their functionality. I'm guessing these are things that have to be implemented in the game's engine so that buttons can have different functionality depending on the current context. But the keys still missing are:ġ-5 for Quickbar access (maybe a left/right control?) I'm usually more of a peaceful player, so this might work for me. The problem is: using the gamepad as a replacement for the keyboard (with a 1-to-1 key mapping) you don't have enough buttons available on the gamepad. It just seems logical on gamepad for me and I never thought of it using the keyboard. However, I find myself missing some functionality on gamepad I also don't have on the keyboard, example: with the inventory open and a stack in hand, I always want to use B to first clear the cursor, and then B to close the inventory. I also like how you still can use most of the shortcuts available, like CTRL+Click for entity transfer. Zoom is done using D-pad left/right, and D-pad up/down allows for using the CTRL and SHIFT modifier keys.īoth of these work better than I first expected, as long as you can remember every key. In both designs the left analog stick controls the player movement, and the right one moves the mouse cursor. I've come up with two designs I did test: I've used Xpadder before to play games with my xbox controller that have no controller support.
