Accessibility: Difference between revisions

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=== Controls tab ===
=== Controls tab ===
[[File:Settings-controls tab.png|thumb|left|alt=the third tab of several at the top is selected, displaying a list of the keys bound to various game actions|Controls tab of Settings menu]]
[[File:Settings-controls tab.png|thumb|left|alt=the third tab of several at the top is selected, displaying a list of the keys bound to various game actions|Controls tab of Settings menu]]
Any key used in the game can be rebound to something different, which may be important for some players: in general, everyone playing the game for extended periods should set the keys to bindings which are comfortable to use (and take breaks!)
Any key used in the game can be rebound to something different, which may be important for some players: in general, everyone playing the game for extended periods should set the keys to bindings which are comfortable to use (and take breaks!) As of game version 1.19.4, you can also configure any control to be a mouse button, including up to 5 extra buttons for multi-button gaming mice.
* '''Toggle Sprint''': [in game version 1.19, this setting is now found on the Accessibility tab] Check this box to reduce the need to use the [[Controls#Movement_controls|Sprint key]].  Tap Sprint once while walking to begin running; your character will continue running without keeping the Sprint key pressed, until you stop moving forward.  When you move again it will be at a walking pace.
* '''Toggle Sprint''': [in game version 1.19, this setting is now found on the Accessibility tab] Check this box to reduce the need to use the [[Controls#Movement_controls|Sprint key]].  Tap Sprint once while walking to begin running; your character will continue running without keeping the Sprint key pressed, until you stop moving forward.  When you move again it will be at a walking pace.
* '''Mouse modifiers locked to Sneak/Sprint''': Several actions in-game require a combination of either the {{Keypress|Shift}} key or the {{Keypress|Ctrl}} key, as well as a mouseclick (left or right mouse button).  By default, the Shift key is also the key used for [[Controls#Movement controls|Sneak]], so if you happen to change Sneak to a different key, that will also have the effect of changing the key which has to be pressed for Shift + mouseclick as well.  Some people like that (thinking of it as "Sneak + mouseclick"), some people don't like that at all...  If you don't want that, then unlocking mouse modifiers means you can keep on using {{Keypress|Shift}} as the Shift key for mouseclicks, even though the Sneak key has changed to something different. Or you can leave the Sneak key as it is but change only the Shift key for mouseclicking. All the same points apply to the Ctrl key and Sprint, ''mutatis mutandis''.
* '''Mouse modifiers locked to Sneak/Sprint''': Several actions in-game require a combination of either the {{Keypress|Shift}} key or the {{Keypress|Ctrl}} key, as well as a mouseclick (left or right mouse button).  By default, the Shift key is also the key used for [[Controls#Movement controls|Sneak]], so if you happen to change Sneak to a different key, that will also have the effect of changing the key which has to be pressed for Shift + mouseclick as well.  Some people like that (thinking of it as "Sneak + mouseclick"), some people don't like that at all...  If you don't want that, then unlocking mouse modifiers means you can keep on using {{Keypress|Shift}} as the Shift key for mouseclicks, even though the Sneak key has changed to something different. Or you can leave the Sneak key as it is but change only the Shift key for mouseclicking. All the same points apply to the Ctrl key and Sprint - for example, use this setting if you want to change the Sprint key to Q or R (some people find that more comfortable) but keep on using the Ctrl key for Ctrl + mouse clicks.
People who use the mouse in their '''left hand''' might like to change these settings to use the right-hand side {{Keypress|R Shift}} key on the keyboard.
People who use the mouse in their '''left hand''' might like to change these settings to use the right-hand side {{Keypress|R Shift}} key on the keyboard for Shift + mouse click actions.
* In the Mouse controls tab, from game version 1.19.4 the mouse buttons can be reconfigured.
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* '''Camera shake strength''': When your character's body temperature drops dangerously low, (s)he will begin shivering and the edges of the screen will become frosty.  Increasing the ''Camera shake strength'' slider should reduce the degree to which the character's view is disrupted.  You'll need to use other indicators such as the frosty screen to warn you of low body temperature.  Your character will begin losing health points if you don't take steps to raise her/his body temperature.
* '''Camera shake strength''': When your character's body temperature drops dangerously low, (s)he will begin shivering and the edges of the screen will become frosty.  Increasing the ''Camera shake strength'' slider should reduce the degree to which the character's view is disrupted.  You'll need to use other indicators such as the frosty screen to warn you of low body temperature.  Your character will begin losing health points if you don't take steps to raise her/his body temperature.
* '''Wireframe thickness''': This affects the thickness of the selection box drawn around the block you are looking at.  It also affects the colored voxel gridlines seen when knapping, clay-forming and smithing. Some people may find thicker lines easier to see - especially on very high resolution monitors eg. 4k monitors.
* '''Wireframe thickness''': This affects the thickness of the selection box drawn around the block you are looking at.  It also affects the colored voxel gridlines seen when knapping, clay-forming and smithing. Some people may find thicker lines easier to see - especially on very high resolution monitors eg. 4k monitors.
* '''Wireframe colors''': From game version 1.19.4, the game offers two alternative color presets which can be used in place of the green/orange voxel grid seen when clay-forming and knapping stone, and when smithing metals; these may help visibility of the different grid colors with certain forms of colorblindness or color vision anomaly.
* '''Glitch strength waviness''': [[Temporal_storm|Temporal Storms]] can be disabled entirely through commands.  It might be preferable to preserve this feature of the game while removing effects that are uncomfortable.  Reducing the ''Glitch strength waviness'' slider should make visual distortions during storms more tolerable.  Expect the normal colors of the world to become reddish until the storm ends.  (Those feeling experimental can even ''increase'' the Glitch strength waviness to more than 100%.)
* '''Glitch strength waviness''': [[Temporal_storm|Temporal Storms]] can be disabled entirely through commands.  It might be preferable to preserve this feature of the game while removing effects that are uncomfortable.  Reducing the ''Glitch strength waviness'' slider should make visual distortions during storms more tolerable.  Expect the normal colors of the world to become reddish until the storm ends.  (Those feeling experimental can even ''increase'' the Glitch strength waviness to more than 100%.)
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* It's generally safe to add/remove convenience mods even after playing a world for awhile.  But best practice includes creating a backup before changing mods.  (If a mod adds blocks, items, entities, or new worldgen, a backup may be more important.)
* It's generally safe to add/remove convenience mods even after playing a world for awhile.  But best practice includes creating a backup before changing mods.  (If a mod adds blocks, items, entities, or new worldgen, a backup may be more important.)
* Mods are specific to game versions. If you update the game it's worth checking your favorite mods to see if they have also been updated (which is up to the individual mod authors).  A mod that hasn't been specifically updated for your current game version can sometimes still work or mostly work, it is always worth trying this.  Again, back up your world before experimenting.
* Mods are specific to game versions. If you update the game it's worth checking your favorite mods to see if they have also been updated (which is up to the individual mod authors).  A mod that hasn't been specifically updated for your current game version can sometimes still work or mostly work, it is always worth trying this.  Again, back up your world before experimenting.
* Code mods - especially if not updated for the current game version or only recently updated - can cause issues or crashes (either directly, or more subtly if they prevent another game system from working properly).  Test them out and report any issues direct to the mod author.   
* Code mods - especially if not updated for the current game version or only recently updated - can cause issues or crashes (either directly, or more subtly if they prevent another game system from working properly; also check client-main and server-main logs for reported errors).  Test them out and report any issues direct to the mod author.   
* In single player games, mods are installed by downloading them and then dragging and dropping to your Vintagestory Mods folder. On a Windows PC, the Mods folder is found at %appdata%\Vintagestory\Mods. Alternatively, a mod's download page may offer '1-click install'.
* In single player games, mods are installed by downloading them and then dragging and dropping to your Vintagestory Mods folder. On a Windows PC, the Mods folder is found at %appdata%\Vintagestory\Mods. Alternatively, a mod's download page may offer '1-click install'.
* In multiplayer games, when you join a server, the required mods are automatically downloaded to a specific folder for that server, kept separate from your single-player mod folder (in your Mods folder, the main folder is for single-player and the game creates a subfolder for each multiplayer server).  To also use one of your single-player client-side mods in multiplayer, copy-paste it into that server's subfolder.  Several mods are client-side, meaning that you can use them even on multiplayer servers without causing problems.  Other mods require the server admins to install them, if you want to see them in a multiplayer game.
* In multiplayer games, when you join a server, the required mods are automatically downloaded to a specific folder for that server, kept separate from your single-player mod folder (in your Mods folder, the main folder is for single-player and the game creates a subfolder for each multiplayer server).  To also use one of your single-player client-side mods in multiplayer, copy-paste it into that server's subfolder.  Several accessibility mods are client-side only, meaning that you can use them even on multiplayer servers without causing problems.  Other mods require the server admins to install them, if you want to see them in a multiplayer game.


== Visual ==
== Visual ==
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* '''Buzzwords''' [https://mods.vintagestory.at/show/mod/3303 https://mods.vintagestory.at/show/mod/3303]
* '''Buzzwords''' [https://mods.vintagestory.at/show/mod/3303 https://mods.vintagestory.at/show/mod/3303]
** "If you're 12 or so blocks away from a wild beehive of some sort, you'll get a 'BzZzZzZ...' text alert to notify you that bees are nearby."
** "If you're 12 or so blocks away from a wild beehive of some sort, you'll get a 'BzZzZzZ...' text alert to notify you that bees are nearby."
* '''Subtitles''' [https://mods.vintagestory.at/show/mod/496 https://mods.vintagestory.at/show/mod/496]
** Adds subtitles with direction indicators; note: made for game version 1.14 and not recently updated.


== Other accessibility issues ==  
== Other accessibility issues ==  
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== History ==  
== History ==  
* A few Accessibility features were added in version 1.19.0-pre.1: "Added Accessibility tab. Moved View Bobbing and Toggle Sprint settings there. Added 2 new accessibility settings: Camera shake strength and Wireframe thickness.
* A few Accessibility features were added in version 1.19.0: "Added Accessibility tab. Moved View Bobbing and Toggle Sprint settings there. Added 2 new accessibility settings: Camera shake strength and Wireframe thickness.
** Tweak: Added ability to adjust temporal instability waviness in the new Accessibility tab
** Tweak: Added ability to adjust temporal instability waviness in the new Accessibility tab
** Tweak: Added experimental minbrightness client config, potential use for YouTubers/streamers to prevent pitch-black areas."  [https://www.vintagestory.at/blog.html/news/v1190-pre1-dejank-redux-r367/ Official Devlog]
** Tweak: Added experimental minbrightness client config, potential use for YouTubers/streamers to prevent pitch-black areas."  [https://www.vintagestory.at/blog.html/news/v1190-pre1-dejank-redux-r367/ Official Devlog]
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