Decouple directional cursor from player sprite (controller input)

Suggestions that have been added to the game.

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cbhj1
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Decouple directional cursor from player sprite (controller input)

Post by cbhj1 »

I've been playing Space Age on my Steam Deck and ever since getting the Mech Armor I've been having trouble with precision targeting.

Scenario: Run up to a chest to open it, step on something that triggers the flight and the cursor goes up with the character as well as bobbing in hover. This bobbing is also more than a tile in magnitude, making left/right targeting unstable.

Suggestion: Have the cursor originate from a fixed point, such as the player's world position, rather than the sprite itself, just like in remote view.
Lunertic
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Re: Decouple directional cursor from player sprite (controller input)

Post by Lunertic »

I've encountered this too. It makes building on Fulgora where designs are very compact incredibly frustrating.

I've linked a video of the issue. First I demonstrate how it works as standard with a mouse and keyboard. Then I switch to a controller and recreate the problem beginning at the 20 second mark. Excuse the poor quality, I exported at a low resolution and bit rate to keep the file size down.

https://youtu.be/Qmk4jaxE620

I agree with decoupling the selection from the player sprite is the best option but then it can be hard to actually know where the game considers the player to be.
To mitigate that I'd add a project zomboid style isometric cursor which appears while hovering to indicate where the player is considered to be.

Here is a mock-up, the bright color is for illustration purposes. Alternatively simply drawing a circle on the ground where the player is considered to be could be less intrusive. Optionally it could only appear in alt-mode.

Mech Armor Controller Isometric Targeting Indicator.png
Mech Armor Controller Isometric Targeting Indicator.png (131.69 KiB) Viewed 179 times
Twinsen
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Re: Decouple directional cursor from player sprite (controller input)

Post by Twinsen »

Thanks for the suggestion. This does look like an oversight.
The selection center will no longer change when character is flying. The "crosshair" will appear when the character is flying to show where the selection center is, the same way as it does when selecting entities in remote view.
Implemented for Version: 2.0.60 2.0.61
07-10-2025, 13-08-46.png
07-10-2025, 13-08-46.png (563.69 KiB) Viewed 131 times
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