An explanation of the game controls
[[TOC]]
default | explanation |
---|---|
A | strafe left |
D | strafe right |
W | move forward |
S | move backward |
LEFT CTRL | toggle crouching |
LEFT SHIFT | toggle running |
SPACE | jump |
E | interact with cell/mob under crosshairs |
TAB | open/close player’s inventory |
MOUSE RIGHT | use held item |
MOUSE LEFT | break cell/mob under crosshairs |
MOUSE MIDDLE | set held item from drop of cell/mob under crosshairs |
value | explanation |
---|---|
ESCAPE | from regular game, enter main menu; otherwise exit current menu |
1 | toggle debug panel |
2 | toggle wireframe rendering |
3 | rebuild triangle meshes |
4 | toggle between debug and regular play mode |
The player movement is by default tied to the WASD keys (configurable) and the mouse motion (not configurable) as with many othe first person games.
When on the ground, if the player moves head-on for four ticks against one cell that has an empty space on top, they will perform a jump to get on that cell.
Pressing space while on the ground will perform a jump.
Pressing Run (by default Left Shift) toggles running. The player remaings running until they press Run again or toggle crouching.
While running the player moves faster.
While running, the player will climb single cells after just one frame of pushing agaist them.
While running, the player will automatically perform a small jump after walking off any surface. This is enough to jump over a two-cell hole, but smaller than a regular jump.
Pressing Crouch (by default Left Control) toggles crouching. The player remains crouched until they press Crouch again or toggle running
While crouching, the player moves slower.
While crouching, the time required to start climbing a single cell is doubled.
Inventory menus are the player’s main method of moving items around.
Every inventory menu is split in two sides: the left always contains the player’s current inventory, the right depends on how the inventory was accessed and might represent different things.
Each inventory slot is either empty or has a picture of the item contained, with an optional number indicating the amount of items. Hovering the mouse cursor over an occupied slot shows the item name.
In regular inventories, when you left click on a slot:
In regular inventories, when you right click on any slot:
Pressing the Inventory key (by default Tab) while not in debug mode opens the default inventory. The right side will then contain a list of all possible items that the player can craft without the assistance of a specific bench.
In this inventory, hovering over the items in the right side will show in addition to the item name a list of the ingredients required to craft them; clicking on those items will consume the ingredients from the player’s inventory and add the result to it.
Pressing the Inventory key (by default Tab) while in debug mode opens the debug inventory. The right side will then contain a list of all possible items in the game.
The debug inventory is not exactly an inventory because there’s an endless amount of items in each slot, and they can’t be emptied. instead, attempting to take the full slot will add sixteen items to your hand.
Pressing the Interact key (by default E) while looking at a container will show the inventory corresponding to that container on the right side. It behaves the same as the player’s inventory, and items can be freely moved between them.
Pressing the Interact key (by default E) while looking at a workbench will show the list of recipes corresponding to that bench. The interface works in exactly the same way as the default inventory menu, just with a different recipe selection.