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You have to build temporary scaffolding that provides different planes of rotation.
I do think Emperyon did a decent job with having a fairly intuitive way to flip through different axes of rotation.
So far, of the games I've played with block building, Avorion has by far been the best. If I weren't so jaded from their 2.0 changes, I'd still be playing it.
I definitely don't want a system with 6 keys, I can't figure it out myself - but there are other solution I just want to understand the user case well.
I would like to propose a solution. Holding R and scrolling the mouse wheel would rotate a brick like it does now. Holding Shift+R and scrolling the mouse wheel would rotate it along a different plane. Two planes of rotation would be enough to skip the scaffolding and would not introduce any more keybinds, aside from the scroll wheel, which the players use anyway, but in this instance, its use would be contextual. I've been told that StarMade uses a similar solution. We would need some UI arrows to appear around the block the moment the block rotation context is engaged, for the player to clearly understand, which way the block will turn upon each keybind combo.
Scaffolding is absolutely needed. I use it very often to build using CE's, or to get a blueprint into the corrent postion, align/measure things. So I doubt it is an edge-case at all.
agreed
Needing Scaffolding is not an edge case at all. I like Indrasil's suggestion for how to handle this.
Hold R might also be good. Or simply add a customisable modifier key :D