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There's a Separate Button for Rotation. when you Click on it, It shows a Rotation Axis, And
you can Drag Each Individual Axis to Rotate The block You've Selected.
But Please. Make Rotating Simple, Game.
Blocks will rotate in random directions, ignore attachment points, refuse to move in the z axis, and generally be difficult to place. There should be 6 rotation keys: rotate clockwise and counterclockwise, on each axis. Why is it so unnecessarily complicated and convoluted?
The current block rotation mechanics make building an infuriating exercise in frustration when it should be fun. There's nothing quite like getting a great idea for a build then spamming rotate for so long that you forget what you were trying to do.
You can combine the biased system with the off-tech system to basically rotate a block a certain direction while off the tech and then use the biased rotation system to rotate it to the correct axis.
So if you rotate a HE 4 slope to face north while off-tech and then go to place it onto your tech, the game will always spawn the slope facing north after the connection points are loaded when snapping onto the tech's grid (not placing onto the tech itself though).
If you have a corner part, the biased system would always orientate the part to go along with the nearby slopes. You don't even have to rotate it at any time.
I find the rotation system to be super simple and handy. The rotation system with displayed axi such as From the Depths is more complex and interactive.
Additionally, if you where to rotate blocks using the opposite key so it rotates counter clockwise, everything I said before will apply.
All blocks have a set sequence of orientations. If you consistently rotate it clockwise you basically go down the sequence list. If you rotate it counter clockwise, you suddenly start from the last orientation and move up the sequence. So you can actually memorize how many times you have to rotate a block to get a specific orientation, and if you over-shoot, you can press the counter clockwise key to go back.
I have no idea if this applies out side of PC but I am confidant it does.
If the rotation system is giving you a hard time, maybe try co-operating with it instead of assuming it randomly rotates the block in an undetermined orientation.
I have 1,800+ hours and its all mussel and conscious memory and I find the system to be super co-operative and simple.
Also please do not arm the missile silos at me for saying all of this. I have said what is fact in an unbiased matter over my large experience of playing TT.
I agree the rotation system is much simpler than in other games, but simple is not always the best. Forgive me when I say that your time playing the game has probably made you more used to how things are, and you might only find it easy because you've been using it for so long. I personally have played many other similar games to TerraTech, as opposed to spending my time exclusively in this one game, so I find the rotation system quite slow and frustrating to use.
For now, maybe try to integrate the information I gave so you have a better building experience until the devs make some changes. Some blocks even have a "buggy" bias system, mainly newer blocks which the bias system seems to either not affect or not work effectively with. For all I know, the bias system could be less of a conditional system and more of a "if placed in a corner between two attachments, set (to orientation)".
IMO the fact that rotating a block in a building game requires this lengthy of an explanation really just drives the point of unnecessary complexity home. Yes, blocks behave differently based on adjacent connection points. Yes, blocks follow a sequence of rotational positions. Why though? It should be more simple and accessible; The player shouldn't have to memorize 100 rules of rotation and/or set up scaffolds to get a BMB to face the other way.