• 11 Posts
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Joined 1 year ago
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Cake day: December 9th, 2023

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  • Ok, I know it sounds crazy but I actually quite like this set up I made for playing cataclysm dda using onboard steam deck controls. There are four pop up menus of keys that map to left joystick, left touchpad, right joystick and right touchpad. The remaining center two columns of the qwerty keyboard map to the rear four buttons and two shoulder buttons like they are on the qwerty keyboard.

    (No mouse because it is cdda you don’t need a mouse.)

    https://sopuli.xyz/post/12374907

    There are three rings, the wasd ring which is a natural spatial mapping at this point for pc gamers (push the s down, z and x get pushed to the sides and become diagonals), the vim ring which unfolds the classic hjkl vim navigation controls (with diagonals) into the natural spatial mapping (might actually help you learn basic vim controls lol idk) and the numberpad gets its own ring/3x3 square but retains number row shift functionalities. The fourth menu has keys on the righthand side of the qwerty keyboard basically represented as they are on the keyboard and houses mainly menu/ui navigation stuff.

    Maximally little unnecessary memorization and it works, as nonsense as it sounds.




  • Good question, I think there is a bug maybe? Development on Main Assembly stopped in 2021 (which is why I recommend MA at this pricepoint) and the bug might have never been fixed. What a shame :( the game definitely wasn’t intended to do that.

    edit so I did some testing, Main Assembly exits to the menu with an error if I go from being connected to the internet to being disconnected. The game plays fine in totally offline mode or when connected to the internet, the bug (at least on my deck) arises when switching between being connected to the internet to not connected while playing.

    Definitely potentially pretty frustrating, worth tolerating for how cool the game is (and for $4) but frustrating nonetheless. It is a shame development on Main Assembly stopped it has some amazing ideas and vehicle mechanics!


  • Trailmakers is definitely very solid too, the building philosophies between the games are quite different but they are both great games.

    I think it is a testament to trailmakers that it doesn’t feel hamfisted in comparison to main assembly, rather it feels like an intentionally limited construction set carefully tuned to environmental challenges in order to make tweaking fun, feel approachable and give permission to make subpar monstrosities and just wing it, tweaking as you go.

    It fits the theme of trailmakers better than I realized at first. You crash land on a planet while crewing a dime-a-dozen corporate freighter. The technology you have access to from the wreckage is extraordinarily powerful but functions in very rigid systemized ways partially to allow crafting a wide variety of interoperable and compatible components but also partially because a soulless space megacorp made them lol. That being said, it feels like a fun freeing limitation in a way that emulates the play of legos well.










  • I’m sorry I am not trying to dispute the spirit of your respose but I have to disagree, freight trains are thousands of feet long and haul unbelievably large quantities of material, the idea that it is inefficient to have a human (really a pair of humans) oversee and be responsible for a machine that large is laughable honestly.

    …so is the idea that there is a genuine shortage of people willing to work as conductors, it is a convenient lie companies tell to rationalize why nobody wants to work for them because they pay shit and respect their employees so little that they won’t even give them unpaid time for necessary doctors appointments (see recent action of US train workers).

    This point is even more true for passenger trains.

    It is a massive responsibility we can afford to pay two humans to do it, a certain micro amount of inefficiency is ok.