Andrehmerand Posted September 21, 2025 Share Posted September 21, 2025 Hello, first of all, I don't intend to detract from the work of the people behind this game. I don't complain about Klei or anyone for things in the game that I don't like because I know it's complicated to add content to the game and even more so to make everyone happy. I made this concept because sometimes using a controller in the game feels more like a translation of options and not so well adapted. What do I mean by this? Things like the crafting menu are uncomfortable; you go through every single option, and like, if you were using a slow mouse, it's not simple, it's tedious. And it's not because of the controller; it's because of the game design itself. So I tried to adapt HUD, menus, keybinds, and options for the controller. (Also I will be referring to Xbox Controller buttons). What is new (with images): New inventory. Now there are 2 bars of slots for a compacted and not-so-long inventory. This allows you to use the right stick up and down so you don't have to go through all your inventory for a single item. Also, the backpack and beard slots for Wilson are next to the inventory. Changed keybinds. The current keybinds are... not so useful. There are keybinds that, in my opinion, are not so necessary; even so, I didn't delete them ALL. These keybinds are inspect, rotate the camera, open the crafting menu, and open the inventory (which is deleted). With 6 buttons available, I did this: Y: Select items in inventory / Select for other menus. When you select an item, more options are available, and you can move that item. Now without the open inventory, you can organize your inventory and use items while chopping trees or fighting. What does "select" mean? When you can move an item. It's hard to differentiate when an item is selected and when it's in the slot (but still usable). I changed most of the D-pad order. D-Pad Up: Use self. D-Pad Right: Get half. D-Pad Left: Use scene / Cook in crockpot (works when the item is in the fridge too). D-Pad Down: Drop stack. (When an item is selected) D-Pad Up: Use on item (the item selected is used with the item in slot). D-Pad Right: Put one. D-Pad Left: Store stack. D-Pad Down: Drop one item. LB: Crafting menu. RB: Pin pages. LT: Quick access slots 1 (next concept). RT: Quick access slots 2 (next concept). Quick access slots. With this feature you can pin items from your inventory like you pin craftings in the pin page. Make it so that when you want to change between items in situations like boss fights, you make it quick. With LT and RT you open the quick access slots; there are 2. In this state your inventory is minimized, and your right stick lets you select any of the 4 items that you have pinned; when you select one, it is used. You can equip and eat items by simply moving your right stick. To pin items in the slots, you have to select a slot and press Y, then select the item from your inventory, and that's all. Another way to pin items is to select them from your inventory and then press LT or RT, depending on what side you want to pin and the slot. You can use this mode of pinning items where if they break or are used, they unpin. OR you can use the mode where the items are pinned forever, and you can use them whenever they are available. OR you can use the mode where the SLOTS are assigned, not the items. These changes could be activated in options and will let you not pin items and just have them in your inventory. You can pin items from backpacks and chests, but you must have access to the storages to use them. New crafting menu. I don't see useful walk while in the craft menu. I mean, we already have the pin pages to craft in a quick way. So my concept for the craft menu is something similar to the first crafting menu, where you can move through craftings with the left stick and through the categories with the right stick. With LB you open the crafting menu, and with the Up and Down D-pad, you can change the sort modes. There are other details like buttons (A, B, X, and Y) and "Left" and "Right" D-pads for skins, but they are in the current crafting menu. New pin pages. Moving through your inventory and accidentally activating the pin pages by going up or left is annoying. Now the pin pages are activated by pressing RB. You have to press Y to craft in the pin pages. Also, you can move and interact; the only thing that you get stopped for is access to your inventory until you leave the pin pages. Options wheels. They are not as in-game; you don't have to press "A" to select, just move your stick and the option will be selected. Also, to cancel the wheel, you have to press "B" or the same button (left stick button or right stick button). The game doesn't pause or something. Left Stick Button: Options wheel 1 (not so needed while playing). Inspect mode. (A: Inspect entity / B: Leave mode / X: Inspect self / Y: Inspect inventory item). (Also shows health, days, etc.). You can move as usual, but the button functions are changed to inspect everything. Miscellaneous. Player listing. Emotes. Right Stick Button: Options wheel 2 (needed while playing, so it lets you walk). Reticle aim mode (Wilson throwable torch, Wortox soul teleport, Maxwell summoning, etc.). (B: Leave and confirm changes). You will be able to aim the reticle using the right stick; the change will be remembered by the game. When you confirm your changes, you leave this mode. Rotate left. Rotate right. Target locking mode. (B: Leave and target lock). When you target an enemy, you leave this mode. But the enemy is still targeted. The target lock also allows you to force attack. 3 1 Link to comment https://forums.kleientertainment.com/forums/topic/168122-improved-controller-hud-menus-keybinds-and-options-concept/ Share on other sites More sharing options...
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