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Hope that helps!
And *then* there are people, also like me, who have split keyboards, and the Y from QWERTY would be on the wrong half. XD
I wouldn't think this mod would affect that, but the way modding is implemented in this game, I'm not sure. The way to find out would be to create two worlds, one with just the mod that implements the custom reactions, and another that has both mods. Then you can compare and see if this mod is affecting it.
Load order may also matter. Also, make sure you're always starting with a civilization that comes with the reactions, as that may also affect things.
[VERSION:1]
Mod posted as Lefty Vimkeys.
Now just need to sort out how to upload it to the workshop. I'm using your improved interface without hints (green highlights & other coloured elements). Is it OK to upload that as a separate package with credit to you, or would you prefer me to make my own one?
If you overwrite the interface.txt file, then the hotkeys will be active on all saves. However, you need to load the mod during world generation (or install it manually in the kludgy way) for the hotkey UI hints to display.
You not sure if this mod requires you to generate a new world with the mod enabled or not. I would think that the interface.txt file from prefs will take precedence, but maybe try making a new world and also making sure the mod is loaded before you generate the new world?
@Tabris Yeah, that's a bit of a regret of mine. I use the middle mouse to move camera, but in retrospect I probably could have found a pretty good set of keybinds that leaves wasd at least alone.
[BIND:D_ONESTEP:REPEAT_NOT]
[KEY:?]
technically, they should be added between the lines
[BIND:HOTKEY_BUILDING_FURNACE_KILN_LAVA:REPEAT_NOT]
[KEY:f]
and
[BIND:D_PAUSE:REPEAT_NOT]
[SYM:0:Space]
but they should work at the very end of the file too.
This maps the question mark key (with Shift) to the advance-one-step command which DF defaults to the period key, because Ergonomic Hotkeys already uses the period key.
@bug enthusiast: the installation instructions specifically say you need to copy the keybinding file over.
I don't know if there will ever be an "official" keyboard layout change (or the ability to ditch the mouse entirely ever again), so this mod feels like a fantastic game enhancement.
This is especially true when combined with the hotkey labels. Why were are those missing in the base game?
I just haven't been able to understand how if they were going to move our right hand to the mouse, and then change a bunch of hotkeys anyway, then why not make the new keys suited for a more traditional M/KB set-up?
If I'm constantly going to be using my mouse like a typical building game, then I should rarely feel a need to move my right hand away from the mouse to get at a key too far from my left hand. And my left hand should be able to stay as close to its home position as possible during play.
Sorry this got so long, but finding this mod encapsulated my feelings about the issues I'm having adapting at the moment, even as I'm enjoying the game itself.
The other issue with loading so much onto shift+asdf is that it makes it mentally a little harder to memorize as so many common actions are on the same keys.
@BBlaze Yeah, there's some work to be done in informing the users of the other keybindings (I don't say anywhere that the stock screen is tab, or that moving the screen is back to the arrow keys, for example). I had my software generate the full list, but it's too big for the steam description.
As for rebinding some of the other controls, I experimented with alternate scrolling directions and found that (also!) confusing for me. I figure that those are the things that people can mess around with themselves.