#LethalRebinding

1 messages · Page 1 of 1 (latest)

austere estuary
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Allows rebinding of most controls in Lethal Company

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LethalRebinding

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not going to post this on thunderstore until tomorrow - if anybody has the chance, I'd love for a couple people to test

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mostly looking for feedback on:

  • are there any missing rebindable controls for you? (WASD excluded, i'll fix that later)
  • are there any controls shown that don't actually do anything ingame?
  • when playing with this, does your input break at any point?
spiral viper
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get pink roled

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or not cause mobile sucks

spiral viper
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pink roled

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!!!!

heavy python
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Because some of the tooltips are hardcoded, you could catch them, and change them to whatever the binding is. So if you catch [E] you know to change that to [Interact.Key] or whatever

heavy python
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Soo, I use gitlab not github. Do I fork and then pull request? or what

heavy python
surreal cloak
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Fixing tooltips is HUGE

heavy python
# austere estuary oh thanks a bunch

🫡 It looks speciifally for the hardcoded [E] and reads the PlayerActions to replace it.The method could be expanded to work on other tooltips from here on

austere estuary
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yeah im honestly a bit scared of how many hardcoded button prompts there might be

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should be able to take it out one at a time though

heavy python
austere estuary
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this version should have:

  • slightly modified version of @heavy python's interact prompt tooltip fix
  • tooltip fix for some prompts in the top right

known issues:

  • terminal exiting seems to also pause, not sure why inTerminalMenu isn't getting set
nimble sentinel
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Does this allow you to change the scrolling for the hotbar? I'd like to reverse it

safe swift
nimble sentinel
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any way to make this sole feature client side?

austere estuary
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i was thinking about adding some hotbar control options but i don't really want to overlap with HotbarPlus

nimble sentinel
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make it toggleable in config?

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or just make it a standalone addon

austere estuary
viscid bluff
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i want the binds without the slots

austere estuary
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@tawny furnace do you know if you have plans to make the extra slots optional?
i could always add some hotbar binding stuff to my input rebinding mod, but i don't wanna overlap with you too much

tawny furnace
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The configs have the option to set the amount of extra slots 🙂

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So it could be set to 0

austere estuary
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do you know if it works fine clientside when set to 0

viscid bluff
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ah

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as long as i can force it in my modpack to 0

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idc

tawny furnace
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My config also allows you to choose if you want to use my keybindings for hotbar slots as well, so if you have 4 slots, or even 6 slots with my mod, you can still make the number keys not do anything with my mod

austere estuary
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i haven't looked too hard into how the hotbar works, wasn't sure if everybody on a server needed hotbar plus for proper sync
the readme says "Sync swapping hotbar slots with all clients. This will work with any inventory size.", but i'm not sure if that means "all clients irregardless" or "all hotbarplus clients"

tawny furnace
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Ah, I guess it would be more specifically all clients using hotbarplus. There could be alternatives to making it sync with other clients not using the mod if I get fancy with the functions already existing in code, but those, by default only allow sending information to other clients about when you switch to the next, or previous hotbar slot, but it can be done

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I could look into that and see if it feels weird doing it the weird way, but could be worth it

austere estuary
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Yeah it might be a little weird in code, but I think it would probably would be worth it just so you don't have to force everybody else on server to download it

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If you end up putting it on GitHub with a license I could try my hand at adding in-game settings UI too

#dev-general message

tawny furnace
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Ah, I might do that sometime later. I'd have to get back with you when I'm free later

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I'm about to edit my description so it's more apparent that the syncing only refers to which hotbar slot is currently selected so each player will see each player holding the same item. The syncing does not sync the number of hotbar slots (though that is something I want to do eventually, but I believe every client would need the mod)

Was your concern mainly about the keybindings for swapping hotbar slots, or the number of them?
@austere estuary

austere estuary
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for my purposes i'm not really concerned about the number of items

i just wanted to know whether or not something exists right now to invert scrolling/add number keybinds for swapping
that syncs fine without requiring everybody to have the mod

tawny furnace
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Yeah, I'd have to double check, but I believe that I invert the scrolling on the client, and then the new hotbar swap direction gets sent as it normally would to the other clients, so that part, I don't think everyone would need the mod.
Pretty sure that's how I did it, but yeah, I'll double check later

opaque idol
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heads up the dev said on twitter this feature will be officaly supported by next week™️

austere estuary
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welp

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hopefully my code that disables the UI changes when there's more than one keybind component works

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definitely assumed it would be added sooner rather than later, most of the UI/serialization is already set up for it

heavy python
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Working on another fork to be able to change QEItemInteract binding. It's hard cuz it's a composite No longer needed in v. 45

tender ferry
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Key rebinding has become base game as of V45

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I don't think this mod has become obsolete, but just saying this incase anyone comes here wondering why it's not working in V45

heavy python
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base game doesnt update tooltips, nor does 'interact' rebinding work on doors or ship take off

heavy python
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YOOO, this mod FIXES the tooltip issue, as well as the doors being on the wrong interact key. Ill probably fork it soon to fix more tooltips

viscid bluff
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well theres still no way to map individual uhhh

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slots

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so that could be a use.

austere estuary
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i'll do an analysis when i have some time

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either this mod will be deprecated, or i'll transition it to fixing up basegame rebinding a bit

heavy python
austere estuary
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appreciate it, i'll take a look at the inbound PRs whenever i have some time today

heavy python
# viscid bluff so that could be a use.

as for itemslots, the mod "ItemQuickSwitch" by vasanex doesnt conflict with this one. It uses a config file instead of an ingame binding menu, but imo is good enough.

viscid bluff
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but with the existence of the new menu

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it would be nice if it could be added

hasty herald
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i could try to make IQS compatible with the new keybind menu but it may take a couple of days